Shinrei Jusatsushi Tarōmaru

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Shinrei Jusatsushi Tarōmaru
Single-player, cooperative

Shinrei Jusatsushi Tarōmaru (

Feudal Japan to rescue a kidnapped girl. The game was released in Japan in 1997 amid Time Warner Interactive's closure, resulting in a low print run. It is considered by gaming journalists as one of the rarest, most valuable, and most sought-after Saturn games. Critics have generally praised the game for its layered 2D and 3D visual effects, inventive level design, and impressive boss battles. Some compared it positively to the Shinobi and Castlevania
series.

Gameplay

Feudal Japan.[2] The player can choose to play as one of two ninja, Tarōmaru or Enkai, who are hired as bounty hunters to defeat powerful demons and save a stolen maiden.[5] The characters fight their enemies with psychic powers and play nearly identically outside of minor differences in their attack ranges. Enemies are targeted automatically with a reticle that hovers across the screen.[2] The player can fire bursts of energy or charge up their energy for a more destructive attack which can hit multiple enemies.[6] The characters can normally jump, slide, and dash across the stages,[6] but they cannot move when firing.[2] In addition to the main attack, the player can also hypnotize certain types of enemies into fighting alongside them,[2] as well as throw up a protective sphere which quickly pushes back enemies and absorbs projectiles.[2][6] The bosses make up a significant portion of the gameplay and include an assortment of supernatural beasts and demons including large spiders and frogs.[1][2] There is a two player cooperative mode.[6]

Development and release

Shinrei Jusatsushi Tarōmaru was developed by Time Warner Interactive's Japanese studios for the Sega Saturn.[6] A PlayStation version was planned but was never released.[7] Hiroshi Iuchi, known for his work with Treasure, did some of the art design.[8] Characters were designed by Kenichi Nemoto.[9] The game was demonstrated at the Tokyo Toy Show in June 1996.[10] The game was released on January 17, 1997, exclusively in Japan.[11][12] Time Warner Interactive reportedly only produced 7,500 copies because they closed the business shortly after the game's release,[1][2][8] This figure is disputed; Edge reported it as 5,000 copies,[13] and GameFan and Sega Saturn Magazine reported 50,000 copies.[6][14] Previously during development, in March 1996, the company was purchased by WMS Industries.[15]

Its low print run resulted in it becoming one of the rarest Sega Saturn games and most desired by

USgamer, it is games like Shinrei Jusatsushi Tarōmaru that drive the Saturn's appeal to serious game enthusiasts.[4] Retro Gamer regretted how its scarcity will mean many players will ultimately never have the opportunity to play it.[16]

Reception and legacy

After its preview at the Tokyo Toy Show,

boss battles. The 3D backgrounds and special effects were also highlighted.[6] Sega Saturn Magazine in Japan gave it a 7.33 out of 10, saying that it looked better than it played. They thought the auto lock-on function and scarcity of recovery items made it slightly difficult, but found that persistence in mastering the gameplay led to seeing how diligently the game was designed.[11]

In retrospective coverage, Shinrei Jusatsushi Tarōmaru has continued to achieve critical praise. Tom Massey (Eurogamer) called it one of the best games of the 32-bit era. He also compared it to works by Treasure and praised its inventive, strategic gameplay and "dwarfing" boss battles.[8] Retro Gamer included it on their list of essential Sega Saturn imports, commending the "insanely over-the-top" action and creative level design. They noted that the game borrows elements from the Shinobi series and Alisia Dragoon (1992).[16] James Watkins from 1UP.com compared the game to Shinobi and Castlevania, and highlighted the boss fights, and tight, intuitive controls.[1] Multiple critics also praised different aspects of the visuals. Watkins commended the blend of 2D sprites layered atop 3D backgrounds,[1] Retro Gamer did the same for the animation,[16] and Kurt Kalata of Hardcore Gaming 101 believed that the special effects were high quality, although he thought the textures and sprites were blotchy.[2] Kalata concluded: "...it's an excellent ode to 16-bit side scrollers, and a great portal into an alternate future where gaming didn't completely sell out to 3D."[2]

Notes

  1. ^ The title has been translated by western journalists as Psychic Killer Taromaru,[1][2] Psychic Assassin Taromaru,[3][4] and other close variations.[5][6]

References

  1. ^ a b c d e f g Watkins, James (January 12, 2012). "A Look at the Insane, and Insanely Expensive, Psychic Killer Taromaru". 1UP.com. Archived from the original on February 4, 2012. Retrieved March 30, 2013.
  2. ^ a b c d e f g h i j k Kalata, Kurt (July 8, 2007). "Shinrei Jusatsushi Tarōmaru (心霊呪殺師 太郎丸) - Saturn (1997)". Hardcore Gaming 101. Archived from the original on November 18, 2017. Retrieved June 25, 2018.
  3. ^ a b Reiner, Andrew (September 27, 2009). "A Fortune in Pixels!". Game Informer. Archived from the original on June 25, 2018. Retrieved June 25, 2018.
  4. ^ a b c Parish, Jeremy (November 17, 2014). "The Lost Child of a House Divided: A Sega Saturn Retrospective". USgamer. Archived from the original on December 19, 2017. Retrieved June 25, 2018.
  5. ^ a b "Preview: Psychic Curse Assassin Taromaru". GameFan. Archived from the original on May 7, 1999.
  6. ^ a b c d e f g h i "Psychic Warlock Assassin Taromaru". GameFan. Vol. 5, no. 4. United States of America. April 1997. pp. 107–109.
  7. ^ "Big in Japan". Play. No. 12. United Kingdom. October 1996. p. 23.
  8. ^ a b c d e Massey, Tom (January 25, 2015). "A guide to gaming's most valuable treasures". Eurogamer. Archived from the original on November 12, 2017. Retrieved June 25, 2018.
  9. ^ "Special Report!!: 心霊呪殺師 太郎丸開発者インタビュー". Sega Saturn Magazine (in Japanese). No. 23. SoftBank Creative. June 14, 1996. pp. 78–79.
  10. ^ a b "Japan's Toy Show". Electronic Gaming Monthly. No. 85. United States of America: Ziff Davis. August 1996. pp. 50–51.
  11. ^ a b c "心霊呪殺師太郎丸". Sega Saturn Magazine (JP) (in Japanese). Vol. 1. Japan: SoftBank Creative. January 17, 1997. p. 232.
  12. ^ a b "心霊呪殺師 太郎丸 [セガサターン]". Famitsu. Archived from the original on July 27, 2018. Retrieved July 27, 2018.
  13. ^ "Collector's Series: Sega Saturn". Edge. No. 120. February 2003. pp. 72–76.
  14. Emap International Limited
    . July 1997. p. 98.
  15. ^ Webb, Marcus (June 1996). "WMS Acquires Time Warner/Atari Games". Next Generation. No. 18. United States of America. p. 26.
  16. ^ a b c d "Top Ten Essential Saturn Imports". Retro Gamer. January 9, 2015. Archived from the original on March 29, 2015. Retrieved April 5, 2015.
  17. ^ a b McFerran, Damien (April 3, 2014). "Hardware Classics: Sega Saturn". Nintendo Life. Archived from the original on November 20, 2017. Retrieved June 25, 2018.
  18. ^ Thomasson, Michael (Winter 2008). "Let's Retrogame Holiday" (PDF). Hardcore Gamer. Vol. 4, no. 4. p. 41. Archived (PDF) from the original on March 14, 2016.
  19. ^ To, Gia; Panda (March 1997). "Test Saturn: Taromari". Consoles + (in French). No. 63. M.E.R.7. pp. 128–129.
  20. ^ Kamikaze, Marcelo (April 1997). "Saturn: Taromaru". Super Game Power (in Portuguese). No. 37. Nova Cultural. p. 25.
  21. ^ "Sega boosts Saturn at Tokyo Toy Show". Next Generation. Vol. 2, no. 21. United States of America. September 1996. p. 19.
  22. ^ "Sega strengthens Saturn at Tokyo Toy Show". Edge. No. 35. United Kingdom. August 1996. p. 10.