The following Japanese article for the unreleased Virtual Boy game, which is translated into English as “Virtual Jockey,” appeared in the 351st issue of Famitsu Magazine, dated September 8, 1995, on page 217. Although this game ended up never getting released for the Virtual Boy, Right Stuff did release “Jockey Zero” in Japan for the Playstation in November of 1996, and it looks like the Playstation version incorporates much of what would have been included in the Virtual Boy version. Thus, if you have a burning desire to know what Virtual Jockey would have been like on the Virtual Boy, get the Japanese version of Jockey Zero for the Playstation and picture it all in stereoscopic red and black!
バーチャルボーイ
VIRTUAL BOY
バーチャルジョッキー
Virtual Jockey
アクション
Action
バックアップ
カートリッジ
Battery-Backed
Up Cartridge
ライトスタッフ
Right Stuff Co., Ltd.
12月発売予定
Expected Release: December
価格未定
Price TBD
リアルな3D映像により、騎手の気分と興奮が味わえる競馬アクションゲーム。総勢20名以上からなる競馬サークル内のひとりの騎手として、ダービー制覇を目指すのだ。馬やコースの特性を熟知し、展開を読んでうまく騎乗していかないと、勝つことは難しいぞ。
A horse racing action game where you can get a taste of the jockey’s feeling and excitement by the realistic 3D images! Aim for derby supremacy as one of the jockeys within the horse racing circles, which consist of more than 20 people in total! Become familiar with the characteristics of your horse and the courses, for if you don’t ride your horse well and you’re not prepared for what unfolds before you, it’s difficult to win!
目標ダービー制覇!!
THE GOAL: DERBY SUPREMACY!!
▼騎乗の依頼を秘書のさつきちゃんに確認してもらって、いざ競馬場へ!!
Have your personal secretary, Satsuki, confirm your request to ride; then it’s off to the racetrack!
▲プレーヤーの分身となる騎手は、なんと馬と会話することができるのだ。
The jockey, serving as the alter ego of the player, can have a conversation with the horse!
©RIGHT STUFF
※画面は開発中のものです。
*The game’s screens are currently under development.
thunderstruck wrote:
I’m not sure if money is the right way to keep a project going. I actually do appreciate it allot when people show interest in what I’m doing and of course when they like the final result. When I spent too much time on making a game I tend to burn out quite fast. Seeing that others actually care about what I’m doing makes a big difference.
Don’t get me wrong. I am definitely very grateful for the dedicated Virtual Boy game developers that we have here on Planet Virtual Boy, who do it in their spare time for fun and not at all for money. It’s just that it makes a lot of sense that if a person can do what he or she enjoys doing AND can also get rewarded for it, obviously it would be wise for the person to pursue an avenue where such can happen. I think of all the indie developers on STEAM who are doing what they love to do AND getting nice reimbursement for it. There are probably quite a few indie developers out there who could develop very great games for the Virtual Boy, but they currently have no interest in the Virtual Boy and also need money to keep paying the bills. Thus… maybe… just maybe… if they know that they can work a few months on a Virtual Boy game and can get money to pay the bills as a result of it, there might be some of them who will jump on the Virtual Boy scene and help make more of our wildest dreams come true!
Note: I could not make out the Japanese characters in the very low right corner of the back of the poster. Thus, I would need a better scan of this, if I am ever to make a translation for this section.
FRONT OF POSTER:
バーチャルブロック
VIRTUAL BLOCK
超立体ゲームの登場!!
An Ultra-Stereoscopic Game is Here!
1995年12月発売予定
Expected Release: December of 1995
予定価格5,300円(税別)
Estimated Price: 5,300 Yen (Tax Not Included)
バーチャルボーイTM は任天堂の商標です。
VIRTUAL BOY TM IS A TRADEMARK OF NINTENDO.
©1995 BOTTOM UP
– – – – – – – – – –
BACK OF POSTER:
バーチャルブロック
VIRTUAL BLOCK
2匹のプレイヤーを生かすも殺すも君次第だ!
YOU DECIDE IF THE 2 PLAYERS LIVE OR DIE
1.プレイ画面は、3層から5層の立体感ある画面で構成される!
1. The play screen is composed of a stereoscopic screen with 3 to 5 tiers.
←奥
←The Back
←中間
←The Middle
←手前
←The Front
左図の画面は、手前・中間・奥の3層構造で構成されている。
The screen at left is made up of a 3-tiered structure with a front, middle, and back.
2. パチンコ・ピンボール等の多彩な仕掛のあるステージが続々登場!
2. Stages with diverse contrivances, like pachinko and pinball, appear one by one!
右図のような融合・分裂・伸び・縮み等の多彩な働きをするプレイヤーを使って、次から次へとブロックを壊していくのがこのゲームだ。パチンコステージあり、ピンボールステージあり、巨大なボスとの戦いあり。上記のような3層構造の隙間からでる敵を倒して、どんどん進め!先に待つ真の敵を倒すのは、きみだ!
In this game, you break blocks one after another by using the players that have a variety of abilities – like Fusion, Fission, Stretch, Shrink, etc. – such as are shown at right. There are pachinko stages, pinball stages, as well as giant-boss battles. Steadily advance to defeat the enemies that appear out of the openings of the 3-tiered structure as described above! Then, it’s up to you to defeat the real enemy that awaits you!
3.特徴ある巨大なボスが各ステージで持ち受ける!
3. Each stage features a certain giant boss, which you must take on!
岩の魔物の岩男は、岩を降らしたり、岩の壁を作ったりする。ぞの壁を一つづつ壊して打開する。この強敵岩男を倒すのは君だ!
The rock monster can rain down rocks or create walls of rocks. You must overcome this by breaking each wall one by one. It’s up to you to defeat this powerful enemy rock creature!
4.主役は2匹一組のプレイヤーから構成される!
4. The main character consists of a pair of 2 players!
一基本になる動き一
一Basic Moves一
●基本の状態
Basic State
●左右の移動
Move Left and Right
●高速移動
Move at High Speed
一プレイヤーの技一
一Player Abilities一
●融合
Fusion
2匹のプレイヤーがくっついて、1.5倍になる。
Sticks the 2 players together, making a single character that is 1.5 times larger than each player.
●伸び
Stretch
一度縮まって反動をつけ、一気に横に伸びる。
Instantly compresses and stretches a player horizontally for a short time.
●縮み
Shrink
玉の速度を落とす。
Makes the speed of the ball decrease.
●押し出し
Push
玉に貫通力を加える。
Adds penetration power to the ball.
●炎 <合体前>
Flame (Before Fusion)
自分の回りに炎を出す。
Creates fire around a player.
<合体後>
(After Fusion)
炎が4つに分裂して広がる。
Spreads fire that is split into 4 flames.
●稲妻
Lightning
電撃を?一??に出す。先端は龍の形をしている。
Shoots out an electrical attack to the left and right of the character. Each pointed end has the form of a dragon.
株式会社 ボトムアップ
BOTTOM UP Corp.
〒169 東京都新宿区高田馬場3-28-9 荒井ビル3F TEL.03-3371-9549
3-28-9, Takadanobaba, Shinjuku-ku, Tokyo 169, Japan
Wyndcrosser wrote:
Let me ask this question, does Benjamin care if we donate to his cause? Well can we donate, I’m assumption is that he’ll say no. If Benjamin says “no”, can we donate to create another game for everyone to enjoy? Mr Anon, are you out there? lol
Well, I am all about getting new games to play for the Virtual Boy, so yeah… I would much rather people try to get something together to raise money for a future game, rather than donate anything to me for this already completed game. It is very likely that I won’t be able to fund another big project by myself in the future, at least not for a long while, so if we can come up with a way for the community to fund a project rather than a single individual, that would be most excellent, I think.
Lester Knight wrote:
If someone decides to sell their copy they would most likely ask what they paid for it, which I am sure some would immediately assume was an attempt to make a profit. If multiple persons wanted the copy and were willing to bid against each other for it, then that is their business. At this point it is no longer personal, it is consumerism. A seller has a desirable item that they paid for, regardless of the back-story for its creation, it remains simply what it is (a video game) with its monetary value. If I paid to have a game made and then others created carts for it, I would not hope for trouble to come their way. I would only be upset if the ROM was shared without my permission, as essentially I would (at least partially) own that finalized version as I personally paid for its creation.
Hi Lester,
Well, for the most part, I agree with everything that you said, especially if given the typical and, for lack of a better word, “fair” situation. Thus, if we are talking about how typical video games are created and sold within typical market circumstances, I would agree with what you’ve said. But in this particular case, I do think that the back-story for this particular game’s creation is a major factor that must be considered by all.
Now, the reason why I have worries and concerns about all this is largely because I myself know practically none of the details concerning what is going on privately with the distribution of the CIB copies of Hyper Fighting. All I know for sure is the amount of money that I paid Mr. Anon to make this particular game for me, and I can only guess how many hundreds of hours he must have spent working on the game for me, though he never told me the exact amount. Even though the amount of money that I paid him might be considered large by many, especially for just one person to pay for a single game, if I take the total amount of money that I paid him and divide it by whatever hundreds of hours he spent working on the game, it comes out to him making a pittance per hour of his work, no matter how low the hundreds figure might be. Now, under a normal and, what I would consider “fair,” situation, Mr. Anon SHOULD now have the right to sell and distribute his game and make even more money from it, in order to help further compensate him for the hundreds of hours of hard work that he did on the game. Never as part of the original agreement did I try to take any ownership for the game that he would make for me, so he should, under normal and fair circumstances, be able to do whatever he wants with it since it is all his work, and I have no rights to anything besides my copy of the game that he promised me. Thus, if Mr. Anon truly has the ability to make the CIB copies of the game himself, as he told me he could, and sell them each at a profit, in order to help further compensate him for his hundreds of hours of work spent on everything, he should definitely do so, and what better way to do so than publicly, so that he could make a lot more sales more easily? Well, why is this not happening? The answer is: because of Ben. Because Ben had him make a copyright-protected game, so now, because of copyright laws, he cannot legally make money off of the result of his hundreds of hours of hard work.
So you see, this specific situation really burdens me now, as I am now more clearly seeing what I have forced upon Mr. Anon by my choice of game. I wish and hope that Mr. Anon would receive more compensation for his work done on this game, because that might be great incentive for him to work on more games for the Virtual Boy in the future, which is something that I know a lot of us here would love. But as things stand, I don’t even know if he is getting any money at all from the underground distribution of this game or if he is the one behind it. But in any case, he cannot legally take steps to earn more for what he did for me, and if I had simply chosen for him to make me an original one-on-one fighting game, he certainly could, and the same hundreds of hours that he spent working on this game for me could be much better rewarded.
So now that this has hopefully been more fully and clearly explained, imagine the effect that it could have on Mr. Anon if he sees one of these underground CIB copies of the game he made for me appear on Ebay for auction. On the one hand, if he is, in fact, the one selling these games in a non-public manner, then he will know what the Ebay seller paid for the game if he recognizes the seller as one of his customers. He will then see the very likely high selling price of the game, which will result from the fact that there is enough of a demand for it but either not enough of a supply or no easy access to the supply. And why might there be not enough of a supply or no easy access to the supply? Again, because of Ben, because Ben forced Mr. Anon into a situation where he is not allowed to sell and distribute his game that he made for Ben. If Ben had chosen a game that was not copyright-protected, the same hundreds of hours that Mr. Anon spent in programming the game and even making the CIB copies of the game could have been better rewarded, and those bidders on Ebay would be his own customers who would have found him more easily because he could have advertised such in a public manner. On the other hand, if Mr. Anon is not the one selling these CIB games in a non-public manner and, thus, not getting any money from them, but he would be if he was legally allowed to do so, since he informed me that he was capable of doing so, then everything I explained would even be a worse hit on him, as he would know the total amount of money that I paid him, in which case his earnings would end there, and he could only guess at how much the Ebay seller, who is playing the role of the opportunist on the situation, which Ben created and into which Ben forced Mr. Anon, would profit from the result of Mr. Anon’s hundreds of hours of work, for which he was never given a “fair” chance to receive further compensation.
So yeah… my biggest concern is how all of this is now affecting Mr. Anon, and I honestly don’t know how it all is, since he was a man of very few words to begin with and is now actually rather hard to get in touch with. And if an Ebay seller makes a ridiculous amount of profit off of the single sale of one of these games, given all of the specific circumstances surrounding it, and Mr. Anon would find out, there is no doubt in my mind that it would upset him because of the situation I’ve forced him into, and I don’t want him to get upset because, assuming that this was his first game ever made for the Virtual Boy, I want there to be the possibility of him making more games for the Virtual Boy, and the happier his first experience with making a game for the Virtual Boy is, the better the chance that he will make another one. But yes, as you said, this whole experience could cause other programmers to try to jump on the Virtual Boy scene, now that it is known that people are willing to compensate for homebrew efforts.
Actually, all of this has got me thinking… If the original agreement that I made with Mr. Anon had remained in full effect, only Mr. Anon and I and whoever else Mr. Anon allowed in on the game would be playing this game for the Virtual Boy right now and would even know about it. I must confess that I myself am a rather late entrant into the Virtual Boy scene, so this makes me wonder just how many underground projects for the Virtual Boy have occurred over the years, and this is perhaps the first one that rose to the surface. What other great games might there already be for the Virtual Boy, which have been made by programmers secretly and only shared with a few?
bigmak wrote:
Pretty cool looking game. A 3-d blockout with enemies ? maybe different weapons…sign me up for that game.-Eric
There is a game for Steam that is probably very similar to what Virtual Block would have been. It is called “Wizorb.” I love Wizorb, so I probably would have loved Virtual Block, too.
This second Japanese article for the unreleased Virtual Boy game, which is translated into English as “Virtual Block,” appeared in the 363rd issue of Famitsu Magazine, dated December 1, 1995, on page 114.
●ボトムアップ
●Bottom Up
バーチャル・ブロック
Virtual Block
発売日未定
Release Date TBD
5300円
5,300 Yen
アクション
Action
カートリッジ
Cartridge
奥行きのある3D画面でブロックくずしが楽しめる。 各ステージの最後には、巨大なボスが待ちかまえているぞ。
Enjoy breaking blocks on a 3D screen with depth! A giant boss awaits you at the end of each stage!
©1995 BOTTOM UP
The following Japanese article for the unreleased Virtual Boy game, which is translated into English as “Virtual Block,” appeared in the 349th issue of Famitsu Magazine, dated August 18/25, 1995, on page 205.
バーチャルボーイ
VIRTUAL BOY
バーチャルブロック
Virtual Block
アクション
Action
カートリッジ
Cartridge
ボトムアップ
Bottom Up
12月発売予定
Expected Release: December
5300円(予価)
5,300 Yen (Tentative Price)
容量未定
Capacity TBD
いっぷう変わったブロックくずしゲーム。画面中に現われるボールを2匹のキャラクターを使って打ち返し、ブロックに当てて壊していくのだ。多彩な動きをする2匹のキャラクターを、くっつけたり伸ばしたりしながらボールを打つことが、クリアーする秘訣だぞ。
This is an unconventional breakout game. It focuses on using two characters to repeatedly hit a ball, which appears in the screen, into blocks to break them. The trick to clearing each stage is hitting the ball while performing various moves with the two characters, sometimes sticking them together and sometimes stretching them out.
ステージは50以上
THERE ARE MORE THAN 50 STAGES!
パチンコやピンボールをモチーフにした面、巨大なボス面がある。
There are surfaces in the motif of pachinko and pinball, as well as giant-boss surfaces.
©1995 BOTTOM UP
※画面は開発中のものです。
*The game’s screens are currently under development.
I forgot to mention that the original Japanese articles for the previous two unreleased Virtual Boy games, namely “Gulf Battlefront: Red City” and “Flying Henry,” appeared in the 355th issue of Famitsu Magazine, dated October 6, 1995, on page 223. The following Japanese article, also for the unreleased Virtual Boy game translated into English as “Flying Henry,” appeared in the 363rd issue of Famitsu Magazine, dated December 1, 1995, on page 113.
ヒューマン
Human Corp.
空とぶヘンリー
Flying Henry
発売日未定
Release Date TBD
価格未定
Price TBD
アクション
Action
カートリッジ
Cartridge
おとぼけ主人公ヘンリーが活躍するアクションゲーム。上下左右、果ては画面の奥から敵が迫りくるぞ。
An action game where an innocent-looking hero, Henry, plays the active role. Enemies approach him from the left, right, top, bottom, or even from the back of the screen.
Ken wrote:
…whoever made this seems to have went through great lengths to burry the street fighter association going as far as changing the name to hyper fighting…
Not to get too technical, but “Hyper Fighting” isn’t exactly a change of name, more like a truncation. The full title of Street Fighter II Turbo was “Street Fighter II’ Turbo: Hyper Fighting.” Thus, simply the last part of the name has been retained for this version.
adler_0 wrote:
How do all these games have screen shots and what not and yet none of them have been found? There has to be some Japanese collector with these.
Another good question is: how did the Famitsu Magazine article writers know details about the games, which could not be deduced by looking at the screenshots alone? Were they given written descriptions of the games from the developers, or were they given demo carts of the still unfinished games to test out themselves? If the latter, all of our desired prototype games could still be sitting in a closet somewhere at one of the offices of Famitsu Magazine.
thunderstruck wrote:
Virtual Dodge Ball sounds like a pretty fun game.
Yeah… it sounds a lot like Space Squash, but with certain differences such as multiple balls being in play at the same time, as well as the very likely presence of gravity, which acts on all the balls at all times and which keeps your character bound to the ground.
My reasoning for choosing the translation of “Flying Henry” is quite simple. The Japanese “空飛ぶ円盤” or “soratobu enban” is translated as “flying saucer” in English. Therefore, I conclude that when the game developers came up with the title of “空飛ぶヘンリー” or “soratobu henri” for this game, they specifically intended it to have reference to a flying saucer. Thus, one can picture a crazy character related to the game saying something like, “Look up in the sky! Is that a flying saucer? No, it’s Flying Henry!”
バーチャルボーイ
VIRTUAL BOY
空とぶヘンリー
Flying Henry
アクション
Action
カートリッジ
Cartridge
ヒューマン
Human Corp.
’95年冬発売予定
Expected Release: Winter of 1995
価格未定
Price TBD
8メガ
8 Megabits
フワフワ浮いている、なんとも不思議な生き物ヘンリーが主人公のアクションゲーム。プチデビなどの敵を踏み潰したり跳ね飛ばしたりして蹴散らしながら”エレ坊”を集めていき、ステージクリアーをめざすのだ。奥行きのあるフィールドを縦横無尽に駆けまわれ!!
It’s an action game of the hero Henry – a fluffy, floating, downright strange creature! Strive to clear each stage as you go around collecting items and defeating enemies, such as small devils, by crushing them underfoot or blasting them away. Fly around freely in a field with depth!
おとぼけヘンリー大活躍!!
Innocent-Looking Henry’s Great Domination!
画面中央ちょっと上にいるのがヘンリー。犬みたい。
Henry is the dog-like character located a bit above the center of the screen.
ボスとの|騎撃ち!! いきなり3Dシューティングになるのだ。
A shootout with a boss! It’s suddenly become a 3D shooter!
©HUMAN 1995
※画面は開発中のものです。
*The game’s screens are currently under development.
A note concerning my choice of translation: When I originally translated the title of this game into English for the Famitsu Magazine Release Schedules, I chose “Gulf Front” as part of the translation, but the more I thought about it, the more I realized that such might simply convey the meaning of a nice vacation spot on a gulf coast, without conveying the meaning of a battle taking place near such. Thus, in order to make sure that “front” was to be understood as a “battlefront” or “warfront,” I wanted to use one of these words in the translation. Now, I don’t believe that the original developers wanted to make the actual setting of the game within the Persian Gulf War, even though the game was being made shortly after such had happened. This is why I did not want to choose “Gulf Warfront” as the translation, since such would have likely brought to mind the actual Gulf War. Thus, since the game’s setting is, I believe, supposed to be near a generic city, simply referred to as “Red City,” located on some unnamed gulf coast, I chose the translation of “Gulf Battlefront: Red City” to convey such. Moreover, “Battlefront” is, indeed, the choice term used in the game titled “Star Wars: Battlefront,” so it seems that such may have been chosen for the official English title of this game, if it had ever been released and localized for the North American market during the VB’s commercial life.
バーチャルボーイ
VIRTUAL BOY
湾岸戦線 RED CITY
Gulf Battlefront: Red City
シューティング
Shooting
カートリッジ
Cartridge
アスミック
Asmik Corp.
12月発売予定
Expected Release: December
価格未定
Price TBD
8メガ
8 Megabits
左右ふたつのカーソルを操り、眼下に広がる湾岸都市を狙って飛来するミサイルを迎撃する3Dシューティングが出るぞ。3ステージごとに登場する巨大戦艦を撃沈するのも任務のひとつ。最終ステージに待ちうける。超巨大戦艦を破壊し、自軍を勝利に導くのだ。
Here comes a 3D shooter where you must use both the left and right control pads to intercept missiles which come flying towards the city that is spread out along the gulf coast below. One of your tasks is to sink a huge battleship that appears once every three stages. Later awaits the final stage, where you must destroy a super-huge battleship to lead your army to victory!
敵ミサイル接近
ENEMY MISSILES APPROACHING!
都市が全滅するとゲームオーバー。すべてのミサイルを迎撃せよ。
The game is over when either the city is destroyed or all of the missiles are intercepted.
左右のカーソルを使いわけないと、クリアーできないぞ。
If you don’t use both the left and right control pads, it’s not possible to clear the game.
© ASMIK / AIM
※画面は開発中のものです。
*The game’s screens are currently under development.
Here are some cleaner scans of the screenshots for some previous articles.
DogP wrote:
RP: I think I pulled the image from Nintendo Power (like these: http://www.planetvb.com/modules/articles/?s004044001 ). It’s been a LONG time since I’ve been through the NPs, but they might have that logo larger somewhere else in the magazine, or maybe a higher resolution scan of one of them would be easier to work with.DogP
Ah yes… after looking back through this forum thread, I noticed that the circular logo appears in the high resolution scans of the Nintendo Power pages, which I posted on post numbers 71 and 73.
RunnerPack wrote:
Cool pogs, Benjamin!Would it be possible to get a high-res photo of that round VB logo? I’ve been wanting one ever since I first saw a tiny version on DogP’s site. Thanks in advance 😀
I realize that it still isn’t too clear, but I think it is the best I can do. Even looking at all 4 caps/pogs with my naked eye, I had to conclude that the circular logo looked the most prominent on the Mario’s Tennis cap and that it also looked most prominent with the Standard Virtual Boy logo showing instead of the Mario’s Tennis logo, and it’s not possible to have neither logo showing over the circular Virtual Boy logo. Thus, this is the cap and angle that I chose as what would be best for highest resolution scanning for the circular Virtual Boy logo to be shown the best.
Attachments:
One really great thing about all this is that what was once just a rumor in Japan in 1995 has now become a reality 20 years later!
http://www.planetvb.com/modules/newbb/viewtopic.php?post_id=23165#forumpost23165
The following Japanese to English translation is for the unreleased game: Virtual Dodgeball. The original Japanese article appeared in the 353rd issue of Famitsu Magazine, dated September 22, 1995, on page 187.
バーチャルボーイ
VIRTUAL BOY
ヴァーチャルドッジボール
Virtual Dodgeball
アクション
Action
カートリッジ
Cartridge
ヘクト
Hect
12月発売予定
Expected Release: December
価格未定
Price TBD
8メガ
8 Megabits
|対|で戦うドッジボール風のアクションゲーム。四角い箱のような室内でボールをぶつけ合ってダメージを与えていき、体力をすべて減らすと勝ちとなるぞ。壁、天井、床や相手の投げたボールに自分のボールを反射させて、さまざまな角度から相手を攻撃しよう。
Battle it out in a versus, dodgeball-style action game! Become victorious by hitting balls inside a room, such as a simple cube-shaped one, inflicting damage and reducing all of your opponent’s strength to zero. Try to attack your opponent from various angles by reflecting your ball off a wall, off the ceiling or floor, or into a ball thrown by your opponent!
単純だけど熱いよ
IT’S SIMPLE BUT HOT!
ステージは全部で8パターン。なかにはこんなへなステージも。
There are eight patterns of stages in total. Some stages, such as this one, look a bit strange.
ポコポコとボールをうまい具合に反射させていこう。
Try to reflect a ball, which gets hit back and forth repeatedly, in a skillful manner.
※画面は開発中のものです。
*The game’s screens are currently under development.
Here is another translation for “Doraemon and Nobita’s Heart-Pounding Ghostland.” The original Japanese article appeared in the 363rd issue of Famitsu Magazine, dated December 1, 1995, on page 104.
エポック社
Epoch Company
ドラえもん のび太のドキドキ!おばけランド
Doraemon and Nobita’s Heart-Pounding Ghostland
発売日未定
Release Date TBD
価格未定
Price TBD
アクション
Action
カートリッジ
Cartridge
遊園地にある多彩なアトラクションを舞台に、ドラえもんと仲間たちが力を合わせて敵と戦うアクションゲーム。
An action game where Doraemon and his friends join forces to fight against enemies across various stages within an amusement park containing a wide variety of attractions.
©藤子・小学館・テレビ朝日
© Fujiko, Shogakukan Inc., TV Asahi Corp.


































