Mamoru-kun wa Norowarete Shimatta was originally released to Japanese arcades on the NAOMI arcade hardware. Now, this unusual shoot-em-up with a mouthful of a title (translated literally as Little Mamoru Got Cursed!) finally comes to the PS3 with new enhancements to boot. The first disc-release shoot-em-up title for the PS3, it currently has very little competition on the region-free console. But is it a worthwhile import purchase? Fans of shoot-em-up titles that are in the mood for something a bit different, should certainly give Mamoru-kun a look.
Game: Mamoru-kun wa Norowarete Shimatta! Meikai Katsugeki Wide Han
Publisher: G-Revolution
Developer: Gulti
Genre: Danmaku/Bullet-Hell Shooter
Price: Varies by importer
Verdict: The definitive version of a fun shoot-em-up that isn’t for everyone
Pros: The game is an arcade port with a lot of extra modes, gameplay is very reminiscent of old-style top-down shoot-em-ups like Pocky and Rocky
Cons: Default controls make shooting and dodging difficult, unusual scoring system
Acquired via Purchase
Mamoru-kun puts the player into the role of a boy named Mamoru Tomoka. Immediately after being involved in a fatal car accident, Mamoru’s soul is spirited away to the underworld by a priestess named Fululu Jigokudani. Apparently, spirits in the underworld have been cursed by malevolent forces and it’s up to Mamoru (or one of three other heroes) to traverse the underworld and battle the cursed monsters, dodging curtains of bullets in the process. Yes, the story doesn’t make much sense – but it doesn’t need to. It merely serves as an excuse to jump into the action.
Unlike most modern bullet-hell shooters, Mamoru-kun does not keep the player at the mercy of a scrolling screen (either vertically or horizontally). Instead, the player can move at his/her own pace, clearing out enemies at will while advancing through each top-down stage. The game has a lot in common with the Pocky and Rocky series (Kiki Kaikai in Japan). The player is tasked with navigating through several levels, destroying enemies along the way, and at the end of each level a boss enemy awaits. Because the screen does not scroll automatically, the game pressures the player to move forward under the constant threat of a timer. This timer does not reset between stages, so in order to achieve a one-credit clear, the player needs to collect items and beat special missions (that unlock after completing each stage) in order to acquire more time. Like many bullet-hell shooters, one hit from a bullet means losing a life – so playing the game correctly requires skill, memorization, and patience.
The scoring system in Mamoru-kun is somewhat confusing and revolves around the
concept of the “curse bomb.” The player can drop a “curse bomb” locally or shoot it forwards by holding down the curse button and then releasing it. Releasing a curse will briefly clear the screen of bullets and will also power-up any small enemies inside its radius (causing them to change color and become much more aggressive). Bigger enemies will make the curse larger, which in turn causes more enemies to be cursed, and so on. Cursing enemies can be beneficial, as each cursed enemy drops score-boosting stars that extend the multiplier, but the resulting chaos can become overwhelming very, very quickly. Curse bombs can also be used to curse the player character, causing them to turn red and acquire boosts to speed and firepower. However, once the curse runs out, the player cannot deploy another one until the meter is fully recharged.
Several modes are included in the title, including an arcade mode, a practice arcade mode (that allows the player to train on specific stages), a Story mode, and the full-widescreen Meikai Katsugeki (Underworld Action) mode. Additionally, two characters that were paid DLC on last year’s Xbox 360 version are unlocked and immediately available on the PS3 version, and the Meikai Katsugeki mode and its corresponding practice mode are both in full widescreen. Unfortunately, the default control settings will lock the player facing a particular direction while the shot button is held down, which can create problems when the screen gets busy. The developer, possibly realizing the problem, also implemented a dual-stick control option that feels much more natural for simultaneous dodging and shooting.
Mamoru-kun is a quirky Japanese shoot-em-up that has almost no chance for an international release. Those that don’t mind a distinctly Japanese flavor in their games will find a lot to like here. Though the game has its issues (mostly in its default controls, lack of widescreen support in arcade/practice modes, and unusual scoring system), it is much more full-featured than its Xbox 360 counterpart and is a worthwhile addition to the library of any niche shooter fan.
GrE Grade: B
Popularity: 3% [?]
