User:Trulyty/Ninja Hattori-kun (video game)

= Ninja Hattori-Kun (Video game) =

Overview
Ninja Hattori-Kun is an action game developed and published by Hudson Soft released on March 5th, 1986 for the “Family Computer” otherwise known as the Famicom or the Nintendo Family Computer. The game was based on the manga of the same name “Ninja Hattori-Kun” written by Fujio A and there is an anime as well. The subtitle of the game is “a ninja’s ascetic chapter/ a ninja’s training chapter”

Later a bonus level was released called “Ninja Hattori-Kun: Chikuwa Tournament Volume” was released on the i-app and there was a fully ported version of the game uploaded onto the i-app, S! App, and EZ app.

Ninja Hattori-Kun is a side-scrolling action game. Up until the release of this game, all nine software released by Hudson Soft that was made for the Nintendo Famicom were ported from other models/systems, Ninja Hattori-Kun is said to be the 10th and first original work released for the Famicom by Hudson Soft.

Additional Information
The game was relatively speaking a major success with a cumulative total of 1.5 million units sold, as far as sales records go for original works based on manga series, the record was not broken until 12 years later in 1998 when “Yu-Gi-Oh Duel Monsters” was released for the Nintendo Gameboy.

The main BGM (Background Music) was produced by Takeaki Kunimoto and it was comprised of a minuet from “The Woman of Aries” (composed by Bizet), the melody from an anime theme song composed by Shunsuke Kikuchi, and parts of the prologue of “Heaven and Hell” composed by Offenbach. Producing the background music for the game was a painstaking effort due to the fact that copyright fees would to the JASRAC would be incurred if more than a certain amount of bars/measures were used from the reference materials. Despite this the background music we generally well-received by the fans.

The player operates the main character Hattori-Kun. The character has poor operability due to being unable to stop immediately, the character not being able to jump very high, falling from platforms at a high speed, being unable to move while in an invincible state until it is over, and being relatively slower than the enemy characters.

Aside from the control issues the baseline difficulty for the game is also relatively high. Some enemies could kill the player character regardless of power level as soon as they make contact with the character sprite. While in other places enemies will spawn constantly unless the player continues scrolling. There are 12 different types of ninja techniques that the player can use to strengthen the player’s attack and improve player operability. The key strategy to succeed in gameplay is to use these techniques properly. As a side note, when Ninja Hattori-Kun was ported to mobile devices the operability of the character was improved greatly and will be discussed further below.

On April 14th, 2008 a mobile version of the game was made and produced, and ported to the i-mode application was released. The player can also play the classic version of the game as well which faithfully reproduced the original gameplay. On January 4th, 2008 Ninja Hattori-Kun: Chikuwa Tournament Volume (the bonus stage from the revised version) was removed and made into a stand-alone mini game that was released for a limited time. Participants could participate in score rankings, and the participants would be able to win the trial version of the main story by participating in a lottery where gifts were available for the top winners.

In addition, the bonus stage mentioned above is also included in other Gameboy Advance software such as, “Bobo Bobo Bobo Bobo Seriously Shiken game?!!” (2003) and “Bobo Bobo Bobo Bobo 9 Polar Warrior Gag Fusion”/”Bobo Bobo Bobo Bobo Gag Fusion of the Nine Ultimate Warriors”(2004) released by Hudson soft included a mini game called Ninja Ochoboguchi-kin featuring the character Ninja Ochoboguchi-Kun. It was a bonus stage with relatively meaningless content as it is only a bonus stage however, it is still possible to use a shuriken to attack.

System
Similar to “Super Mario Brothers” (1985), Ninja Hattori-Kun is based on a stage system that only scrolls to the right (hence being called a side-scroller). As a side note, in this work “stages” are referred to as “areas”. The goal of the player is to defeat enemies that appear in the area and reach the goal at the end signified by the torii gate within a 180-second time limit. In addition to jumping and throwing shuriken to attack, the player can use 12 different types of ninja techniques in order to strengthen both their attacks and abilities.

The game utilizes a player stock system to keep track of the players remaining lives (instead of lives this game refers to life as “power” or “chikara”). There is a time limit in each area, and if the player makes contact with any enemies the player's character will lose power. The player will also lose power if they fall into valleys or water within the area. The game will end if the player loses all of their power, but the amount of power a player has could be regained once they reach a specific score. Should the player lose all of their power after passing the halfway point of an area they will respawn at the halfway point.

The difficulty level can be selected on the title screen ranging from level 1 to level 4. The higher the difficulty level selected, the stronger the enemies' attacks will become.

There are 16 areas in total. After clearing area 16 a short ending clip is played and after it is finished the player will start at area 1 again. The player's score will carry over and the level will increase by 1.

Ninja Techniques
Ninja techniques are displayed at the top left of the display and it is lined up from the left in the order indicated below. When the player collects a ninja technique symbolized by a scroll item, it will fill in a blank spot at the top of the screen starting from the left. If the player selects the select button on the controller they will be able to cycle through all of the scrolls they have collected. In order to select the scroll of their choice in the inventory, the player must stop cycling on their scroll of choice and press b on the controller to activate the ninja technique. Each ninja technique has its own active duration time (more details below) and when the time limit is reached the ninja technique will expire. However, if the player makes an error, the effect of the ninja technique will expire immediately once the player respawns. Once a ninja technique is used it will become blank and will not be able to be used again until another scroll is acquired. A scroll may not be picked up while another ninja technique is currently within its active time limit. Scrolls containing ninja techniques will not disappear before use even if the player makes contact with an enemy or falls into a forbidden area such as valleys or water. A player could use this game mechanic to strategically accumulate scrolls until the time limit of the stage is nearly over.

Shuriken
Hattori-Kun has this ninja technique from the beginning. Usually, the cursor to select a ninja technique is on this particular ninja technique and it is the only technique that can be used multiple times. If the player throws the shuriken it will fly straight forward, they will come out one at a time, the range will not go too far, and there are some enemies that this technique will not be effective on

Shadow Running Technique
The player's movement speed will be twice as fast compared to the base speed. This technique has no time limit and the effect of the technique will last until the player clears the area.

Water Technique
using this technique if the player falls in the water they will be able to walk safely and the effect will last until the area is cleared.

Hyper Shuriken Jutsu
Unlike using the regular shuriken with a short range, when using this technique the shuriken will go all the way to the edge of the screen. However, this technique cannot be used at the same time as the “Happo Shuriken Jutsu” technique (discussed below). The “Happo Shuriken technique will override the “hyper shuriken technique” if activated while the “hyper shuriken technique” is active. The amount of time this technique is active is 15 seconds.

Sleep Paralysis Technique
Using this technique. An enemy on the screen from moving for a short period of time. However, the player will take damage as usual if they come into contact with the Enemy. If the player comes into contact with a ghost-like enemy the player makes it stuck within the Sprite unable to escape until their power is drained. So the players should be cautious to avoid this. The duration of the technique Is 5 Seconds.

Hidden Fog Technique
Everything but Hattori-Kun's eyes and mouth disappear and he gains the ability to walk through enemy Sprites when using this technique. The technique lasts 15 seconds and Hattori-Kun's sprite begins to flash as time runs out.

Cloud riding technique
The player can ride on a cloud that spawns when the technique is activated and move around freely using this technique by utilizing the arrow keys. Similar to the previous technique the time duration is 15 seconds and the cloud Sprite will begin to flash as time runs out.

Namida’s power technique
This technique utilizes Shinzo’s technique in the original work, The attack occurs by summoning Shinzo who will begin to move back and forth on the screen. The player can defeat any enemy on the screen with a single hit. When this technique is used the player will receive 8,000 points. Shinzo is spawned at ground level, so there are places where he cannot spawn such as valleys and the sprite will only be available on the portion of the screen where he is spawned.

Flying Squirrel Technique
The player will be able to jump multiple times even while they are already in the air. Continuing to jump while in the air will allow Hattori-Kun to fly. The technique will last until the area is cleared.

Fireball Technique
The fireball technique is a Ninjutsu technique that replicates Shishimaru’s ability in the original work. When this technique is activated, a fireball is summoned in front of Hattori-Kun. (Shishimaru is summoned in the form of a fireball in front of Hattori-Kun). The player can defeat most enemies in a single hit aside from the enemy Hakunekosai. The technique lasts 15 seconds and the fireball sprite will begin to flash as the time limit runs out.

Happo Shuriken Technique
The player will be able to shoot shuriken in all directions (up, forwards, backward, and to the upper left and right diagonally). Although the name of the technique is “Happo” shuriken the player cannot literally shoot in all directions. The player is unable to shoot below them or to the lower left and right diagonally. This technique is unable to be used at the same time as the Hyper Shuriken technique (mentioned above), if the player activates the Happo shuriken technique at the same time the Hyper Shuriken technique is active. This technique will take precedence over the Hyper shuriken technique. The active duration of this technique is 15 seconds.

Scrolls
If the player defeats the mecha ninja there is a chance it will turn into a scroll or a frog upon defeat. Each time the player collects a scroll they will have access to another ninja technique.

Chikuwa (tube shaped fish cake)
Chikuwa is Shishimaru’s favorite food in the original work. In the game, the player can obtain this item in two ways. The player can receive this item within an area or they can receive this item during the bonus stage at the end of an area where Jinzo will throw a multitude of them alongside dumbbells at the torii gate. During areas 1 through 10, the chikuwa item may appear when the character jumps on various tree branches. When the player collects them they will receive additional points towards their score. When 20 of them are collected, Hattori-Kun will turn golden for a total of 30 seconds. While Hattori-Kun is in this golden state he will be able to walk through enemies and flying projectiles. Also, any points gained in this state will be worth double the points. If the player is hit by Kagechiyo” they will not lose their ninja techniques. However, if the player falls into an out of bounds area within the stage (valleys and water) or time runs out the typical outcome will occur. The chikuwa that Jinzo throws during the bonus stage is solely used to increase the player's score.

Fruit
A variety of fruits usually appear in groups of four throughout the area. The fruits will disappear a few seconds after they appear. However, if the player collects all four before they disappear then “power/chikara” will appear on the stage.

Power/Chikara
The player can get power when the conditions mentioned above are met. The item looks like the kanji for power written with a brush. The kanji symbol will move around the screen slowly. If the player collects the power on the stage their power level will increase by 2 and the number of ninja techniques that can be used at the same time will increase by 1 every time the player picks up power.

Thick Scroll
The thick scroll item appears when the shuriken are thrown at a specific point on the stage and the 10th digit in the player's score is even. When this item is picked up the player will receive four ninja techniques at once.

Seal case
The seal case is another hidden item that can spawn when shuriken are thrown at specific areas on the stage. The item will appear when the 10th digit in the player’s score is odd. The player’s power goes up to 9 and the timer for the area is reset back to 180 seconds.

Key
Appears when shuriken are thrown at a specific point on the stage. The player can move 6 screens from where the item is picked up.

Takahashi Meijin/Toshiyuki Takahashi
Takahashi Meijin AKA. Toshiyuki Takahashi is a famous figure as he is a former Hudson Soft executive. If the player throws a shuriken at a specific place on the stage, a face will appear and if the player continues to hit the face with the shuriken, the face will look surprised and fly to the top of the screen. The player will receive 200,000 or 2,000,000 bonus points depending on where the item was found. The item is also able to be used in conjunction with the chikuwa golden power-up that allows the player to receive 2x the points, potentially giving the player an opportunity to get up to 4,000,000 bonus points in the right circumstances. However, once a mistake is made by the player their score will drop back down to 200 points.

High Score Points (Not an item)
The stage will flash black and white for a short period of time when the player jumps on a specific point within the area. During this time, various enemies such as the Koga ninja and the could riding ninja will become fruit bonus score items and the Robo bird enemy and thunder ninja will not drop lighting or bombs. As a side note: if used with the hiding fog technique and the chikuwa golden power-up state will cause the player to walk through bonus points items as they are really enemies.

Player characters\Enemy characters
==== Hattori-kun ==== Hattori-Kun is the main character of the original work and game

Shinzou
Hattori-Kun's younger brother, a young ninja boy. If the player uses the corresponding scroll a fireball will spawn.

Jinzou
Hattori-Kun's father, Jinzou appears on the bonus stage at the torii gate at the end of an area. During the bonus stage, Jinzou will throw chikuwa and barbells at the player. As the level of the game increases, so will the number of barbells thrown by Jinzou during the bonus stage.

Enemy Characters
All enemies appear in specific areas and enemies that appear will change when Hattori-Kun reaches the edge of the screen and it switched from one screen to the next. All enemies have a fixed appearance area, and the enemy that appears the moment Hattori-Kun reached the boundary will switch.

Koga Ninja
A ninja in black appears endlessly within the designated areas of a stage. Every time 10 of these enemies are defeated a mecha ninja will appear. There are four types of this particular enemy. There are some that can only move straight forward, those that jump, those that only walk to the midpoint of the current screen and turn around, and those that move forward and jump occasionally. This enemy can be defeated with one shuriken and they do one damage to the player if contact is made with the enemy. Defeating these enemies will give the player 30 points.

Mecha Ninja/Mecha shinobi
The mecha ninja is a large mechanical ninja wearing an American football helmet. When the player defeats 10 Koga ninjas the mecha ninja will appear (mentioned above). The mecha ninja is able to be defeated using 4 shurikens. When the player defeats this enemy they will receive 2,000 points and the enemy will turn into either a frog or a scroll upon being defeated. The enemy only moves straight forward but if the player runs into the enemy it will be counted as a player error.

Cloud Riding Ninja
A ninja dressed in black flies around on a cloud in the air. Similar to the Koga ninja there are four types of this enemy as well. Some have a zigzag movement pattern, one's that move straight down from above, those that move at a faster speed than the others, and turn around once they reach the center of the stage. The cloud riding ninja throws shuriken and if it hits the player it will do 1 damage. The enemy can be defeated using one shuriken and the player will receive 60 points for defeating it. Lightning Ninja A ninja dressed in red rides on a cloud similar to the cloud riding ninja. They move directly in the air and drop lightning bolts that will do 2 damage to the player. When the lightning bolts hit Hattori-Kun the sprite will become burnt black. The enemy can be defeated with one shuriken and the player will receive 400 points for defeating one.

Robo Bird
The Robo bird is a red mechanical bird, the movement pattern for this enemy is a zigzag pattern and they will occasionally drop bombs that will deal 2 damage to the player if it hits them. The player will only receive 1 damage for running into this enemy. The Robo bird can be defeated using one shuriken and the player will receive 400 points for defeating this enemy.

Ghosts
The ghost has a cream-colored sprite and red eyes in appearance and it moves by floating around the screen. The ghost enemy moves slowly but as the player gets closer to the enemy it will attempt to overlap with Hattori-Kun. The enemy does 1 damage once it overlaps with the player. However, once the enemy does overlap with Hattori-Kun it will stick to the player and continue to do damage until the player loses power. The enemy cannot be defeated with shuriken but it can be defeated with other ninja techniques. When this enemy is defeated the player will receive no points.

Crow Tengu
The crow tengu enemy resembles a Japanese yokai that takes the appearance of a bird/man hybrid. The enemy will fly around the screen freely and will randomly drop shuriken. The enemy can be defeated with a single shuriken and the player will receive 1,000 points when this enemy is defeated. However, if the player runs into this enemy they will lose power and it will count as an immediate player error.

Small White Cat
This enemy is a white monster cat that is the head of the Koga ninjas cats. When the enemy appears special background music will appear and the enemy will move from left to right on the screen. If the player makes contact with this enemy they will lose power. Three seconds after this enemy spawns it will increase in size. In order to defeat this enemy, it takes 8 shurikens and the player will receive 50,000 points for defeating this enemy. If the player utilizes the sleep paralysis technique immediately after spawning they should be able to defeat it before it increases in size.

Large White Cat
The large white cat is an enemy variant of the small white cat. After three seconds as mentioned above, the small cat will increase in size transforming into the Large variant of this enemy. Once the enemy is in this state it will not be able to be defeated with shuriken as it will do no damage and be deflected. The enemy’s jump height will increase in height and distance. If the player comes into contact with the enemy they will take damage immediately. The background music that plays when the small white cat spawns may play even if the enemy does not.

Kemmaki
Hattori-kun’s rival, a koga ninja. Kemmaki appears in the clouds and drops a heart that completely replenished Hattori-Kun's health. Even though this character functions somewhat as an ally if Hattori-Kun makes contact with him the player will take damage. This particular character cannot be defeated.

Kagechiyo
Chemmaki ninja cat minions will appear in the same area that the Koga ninja appears after a certain amount of time passes. Kagechiyo can move as twice as fast as the Koga ninja (aside from when they are in the shadows) and they will attempt to jump in front of Hattori-Kun. If the player runs into this enemy, they will not take damage but the player will be robbed of one of their ninja techniques in their possession. Unlike when the player replenishes scrolls and they appear on the far left. When scrolls are stolen they will disappear from the far right. Kagechiyo cannot be defeated but the player can change the enemy’s direction by hitting them with a shuriken.

Frog
Hattori-Kun's favorite creature, if the player defeats a mecha ninja there is a chance that a frog will appear instead of a scroll. If the player touches the frog it will count as an error. The frog will not move once it spawns and it will eventually disappear after a certain period of time. The frog is not an enemy that can be defeated.

Dumbbells
Jinzo will throw dumbbells alongside chikuwa on the bonus stage in the goal area. If a dumbbell hits the player it will stun Hattori-Kun for a few seconds.

Development
According to Takahashi Meijin's "People After X-Years" broadcast on October 12, 2021, Hudson originally held many events with the monthly Korokoro Comic. Takahashi Mejin wanted to create a game for Fujiko Fujio who also had connections with the Korokoro Comic. The decision was made to turn both Doraemon and Ninja Hattori-Kun into games. The Ninja Hattori-kin game was developed first due to Doraemon being difficult to develop in terms of worldview. However, Doraemon ended up being released at the end of 1986. The game was originally scheduled to be released at the end of 1985 in December but ended up being remade because the gameplay result just was not very interesting causing the release date to be postponed until March of 1986.

Staff

 * Program: Hitoshi Okuno
 * Design: Toshiro Okamoto
 * Sound program: Fumihiko Itagaki
 * Direction: Takashi Takebe
 * Music: Takeaki Kunimoto