
Developed/Published by: Jaelco
Released: 22/08/1986
Completed: 13/04/2025
Completion: Completed all 20 different levels (it loops.)
Well, more fool me. When I wrote about Ninja Jajamaru-kun, the game that precedes this in the series, I wrote that it “[didn’t do] enough to make me put up with ININ’s bullshit to get the sequels.”
Unfortunately, having a bunch of Nintendo gold coins to use up before they expired and seeing the Ninja JaJaMaru: Retro Collection going for $2.99 made me go “well, it’s basically free, why not.”
I’ll tell you why not: because… do ININ even like retro games? Are they just an avenue to prey on a group of willing suckers–i.e. retro game collectors? Because not only is the Ninja JaJaMaru: Retro Collection bare bones, it doesn’t even work correctly.
Now, feel free to consider this anecdotal because I’ve only tested this on my Nintendo Switch Lite–and no youtubers or the like have really covered this release in depth (I imagine it’s niche enough to not have done that well.) But if you try and play JaJaMaru no Daibouken with the included CRT shader on it creates so much slowdown that you actually can’t play the game. It completely tanks.
It runs fine if you don’t have the CRT shader on, but, frankly, I’m a CRT boy. I don’t care if it’s even that good a shader or filter (notable exception: the excretable one on the Astro City Mini) just as long as it does something to muddy up the graphics. The games were literally designed to be seen on a tiny crappy telly via a noisy RF cable, so it just feels wrong to me to see them all crispy and HD.
So that was $2.99 down the fucking drain–but at least I haven’t dropped money on the Turrican Anthology or something [“yet”–Ed.] But let it not be said I’m one for giving up. Thanks to my trusty Trimui Brick I could quickly and easily get set up to play this through with an acceptable CRT filter, and I suppose that’s the way I’ll play the rest of this collection (god knows I’m not picking up a Switch 2 to try and see if it improves the performance of a CRT shader…)
But, uh, let’s actually talk about JaJaMaru no Daibouken, eh?
It’s rubbish.
Will I ever play it again? No!
Final Thought: Oh, alright, I should probably say more than that. So… I suppose the interesting thing is that JaJaMaru no Daibouken came out just under a year after Super Mario Bros. (Ninja JaJaMaru-kun was released after Super Mario Bros. too, actually) and it’s the first obvious Super Mario Bros. clone I’ve played chronologically. Sure, it’s possible Pac-Land for Famicom was rushed out after matter of weeks in development (though unlikely) but that was based on a pre-existing design, and Wonder Boy doesn’t feel that much like Super Mario Bros. when we’re being completely honest.
But JaJaMaru no Daibouken feels like exactly what you get if you ask someone to take the art and engine from Ninja JaJaMaru-kun and turn it into Super Mario Bros.: it’s got side-scrolling levels, blocks JaJaMaru has to hit with his head to get coins and power-ups out of, and… well, I mean, that’s enough. It’s not exactly the Great Giana Sisters, but the “hit blocks with your head” thing is enough. Case closed!
I’ve previously mentioned that the original Super Mario Bros. doesn’t actually feel that good to play–we’ve just all misremembered that, because the later ones do–so I can’t really beat up on JaJaMaru no Daibouken for not controlling that well (floaty jumps and that.) What I can beat it up for is just being so bloody half-arsed. Levels look like they just threw down blocks in any old combination, and although the game features 20 levels, but half of those are boss battles that you don’t even have to complete–if you die, you just go to the next level and don’t even lose a life. And the game doesn’t have an ending or anything, it just loops. Which actually leads to the ridiculous situation that you can reach the “final” boss, fail to rescue Princess Sakura, and then… just go to the second loop. Deeply uninspiring.
JaJaMaru no Daibouken keeps a lot of the flavour of the (by this point) established JaJaMaru franchise, though, which doesn’t as much feel like something they did to differentiate as much as it’s just what they had lying around. The power-ups act like they do in the previous game and JaJaMaru’s uncontrollable frog pal Gamapakkun shows up too, albeit rarely. Though weirdly, the most interesting mechanic from JaJaMaru-kun, that you have to jump on enemies heads so you can shoot them, doesn’t show up here! (Maybe they thought it was getting too close to Giana Sisters-esque “let’s get sued” territory.) There’s an annoying learning curve in that you’ll never know which enemies kill you on touch and which don’t until, well, you’ve been killed by them, and weirdly one enemy that shows up right at the end, the Tanuki, can’t be killed but you can jump on their head to stun them. So… half of a mechanic from JaJaMaru-kun, for one enemy, just to confuse us, as a treat.
It’s all very inconsistent, but because of the terrible level design, you quickly work out that you’re just supposed to run through the levels ignoring all the enemies as much as possible. While it’s true this is optimum for Super Mario Bros. too, the level design there ensures you engage with enemies in interesting ways. Here your engagement is generally things like “oh an enemy spawned directly in front of me and killed me with a projectile before I could react.” or… actually it’s usually that one.
JaJaMaru no Daibouken is over very quickly, so it’s a very minor waste of life. But it is a waste, I won’t lie.
