ZombiePie's Multimedia Mondays - Part 1: DOSBox Pure Unleashed Is Cool & Roly-Polys no Nanakorobi Yaoki Is Definitely Special
by zombiepie
Want to learn more about the wonderful world of PC gaming emulation and how the latest fork of DOSBox has made playing the worst multimedia garbage better? Well, then this is the article for you!

Why Is DOSBox Pure Unleashed Such A Cool Thing?
Near the tail end of 2025, a seldom-reported but criminally underrated event occurred that greatly improved the retro-gaming situation for PC-focused gamers like me. In Fall 2025, DOSBox Pure Unleashed launched, and with it, the process of replaying not just DOS games improved, but also titles lacking compatibility with modern Windows, specifically those based on Windows 95 and 98. You see, DOS has never really been an issue for people like me trying to relive their memories gaming on a Gateway or Compaq desktop running a Voodoo GPU. Because DOS was a family of disk-based operating systems, there are plenty of tools and programs, such as DOSBox and ScummVM, that let DOS games run on any modern OS, including Windows, Linux, iOS, Android, and even ARM-based hardware. Things have ALWAYS been far trickier for the generations upon generations of software released on Windows 95 or 98 and ran on early builds of DirectX. Because Windows is a proprietary graphical operating system, you usually have to run those sorts of games via a VirtualBox-based program, and even then, you'll need to be ready for hours of tinkering.

This is where DOSBox Pure Unleashed comes to the rescue. This version of DOSBox includes a Windows 95/98 VirtualBox built into the standard DOSBox suite, and you can enable it after you follow the install process for those operating systems by using OS keycodes for old OS licenses. I have to be honest, it was kind of "magical" reliving the old Windows 98 install process, as I still have parts of that burned into my memory. When it comes to the games you want to run, DOSBox Pure Unleashed smooths out many of DOSBox's rough edges, making for a much more user-friendly experience. For example, when you try to run your TOTALLY LEGAL AND PHYSICAL copies of old PC games, you don't even need to unzip the files to get DOSBox Pure Unleashed to detect and run them. Internally, it can unzip them and locate your game's ISO files without you needing to lift a finger. If all of this sounds cool to you, but you are a bit overwhelmed by some of the technical challenges of running DOSBox, or even this fork of it, I strongly suggest you check out the tutorial Tom's Hardware posted that carefully breaks down every possible step, including how to enable the Windows VirtualBox programs, into digestible chunks.
Now, I want to air a slight disclaimer. This post and all future entries of this feature do NOT condone software piracy. DOSBox Pure Unleashed REQUIRES a valid keycode to run Windows-based programs, and all versions of DOSBox strongly request that it be used only to run personal software you own. I wish to echo that and will not offer any guidance on how to get any individual game covered in this series running on modern software or hardware. Nor will I be sharing what people lacking legal physical copies of the games I am discussing today or in the future can do if something seems right up their alley. Nope! For example, I would never, in a million years, say that a certain ARCHIVE on the INTERNET has you covered regarding Windows 95/98 OS serial codes. No sir! Not in a million years would I ever say that!
What Are The Shortcomings Or Areas Of Concern?
There are two very big issues that I encountered as someone who wants to play nothing but 90s-era multimedia garbage. The first are games that used Windows 3.1/Windows 3.x. Windows 3.1 is tricky because it's a graphical shell running on top of MS-DOS, AND ALSO Microsoft's last 16-bit operating environment. Even though it's just a glorified version of DOS, you can't just run games that use it on the DOS prompt on DOSBox or even DOSBox Pure Unleashed, and the number of backwards compatible 3.x games for Windows 95/98 isn't the full breadth of 3.x software. The result is that you need to be ready to engage in tinkering whenever 3.1-specific games come into your crosshairs. It's not an impossible challenge to meet. Still, you'll likely notice a marked lack of Windows 3.1 games in this feature because I don't have the time to iron out the kinks, and sometimes those kinks really impact your ability to enjoy the games in question.

The far bigger issue, however, at least for this specific series, is QuickTime and Shockwave. Now, for my fellow '90s kids out there, you know exactly where this is going. Almost every 90s PC game with cinematics or FMV requires a version of QuickTime or Shockwave to work, and if you don't have the "right" version of either, the game is borked. Most games had the designated version of QuickTime or Shockwave built into their installation process, but, as you can imagine, re-enacting that operation in the year of our Lord, 2026, isn't as seamless as it was in 1995 or 1998. Rest assured, this issue isn't the end of the world for normal people. If you're reading this and want to play actual mainstream 1990s PC video games that were great and awesome gaming experiences and not bullshit factories or nightmares, this isn't going to be too much of a problem; this is a problem for me because I want to delve deep into the worst offerings the multimedia mines have to show. Finally, and this might be a mark of my personal limits in the realm of PC game emulation, but I'm having an easier time running Windows 98 games than Windows 95 ones. In fact, instead of running Windows 95 in DOSBox Pure Unleashed, I tend to run Windows 95 games using its Windows 98 VirtualBox, and hope they're on the 95 --> 98 compatibility list. Luckily, more often than not, they are.
And with all of my preamble behind me, let's jump into a fantastic multimedia oddity to kick off this new series of mine, which I have been planning for a while! During my GOTY 2025 series, I mentioned that I had spent considerable time delving into the multimedia and edutainment industry's output from the late 1990s. Some of these products were cheap cash-ins, whereas others were weirdly bespoke or unique gaming experiences that have been lost to time. Because this first episode spent considerable time going over the technical details of how this series and my retro PC gaming efforts were made possible, I'll only be discussing one game this time. However, in future entries, I'll try to have two to three multimedia works at the center of my writings.
Roly-Polys no Nanakorobi Yaoki
What Is It?

Roly-Polys no Nanakorobi Yaoki is an educational/edutainment game developed by O.S.D., the game studio started by Osamu Sato. If you were around these parts before the launch of the new site, you may recall me covering Osamu Sato before. Sato was the creative lead behind the legendary LSD: Dream Emulator and my personal favorite, Eastern Mind: The Lost Souls of Tong Nou. Roly-Polys no Nanakorobi Yaoki, along with its sequels and spin-offs, marks the middle phase of Sato's career, as it came after the moderately successful release of Eastern Mind but before LSD. And with his reputation at a relatively high point, multimedia budgets flush, and the Japanese bubble economy not fully popped, he pitched a line of educational software that scraped the art assets he made for Eastern Minds and its sequel, Chu-Teng, and someone took him up on it. That someone, by the way, was Shinko Music Entertainment, a company normally associated with making sheet music and full transcriptions of popular music for light classical orchestras, but more popularly, band programs in schools.
With the historical context and development history behind us, let's talk about the "game" and its educational value. After a fairly elaborate introductory cutscene, you find yourself in a backyard with an assortment of elaborate-looking animals that utilize the artstyle of Osamu Sato's previous work, Eastern Mind. Clicking them provides some biographical information about who they are and what their deal is in the world of Roly-Polys no Nanakorobi Yaoki. Now, here's the first hint of the game's educational value. There's no official translation for this game, but it doesn't need one because there's no voice acting, and you can seamlessly switch between English and Japanese text on every screen. That's because this game is designed to teach Japanese children the simple nuances of the English language through common idioms, maxims, proverbs, aphorisms, and collocations. I have a few quibbles with the execution as an actual licensed English Language Development teacher, but I found the heart of this game completely admirable. At its core, Roly-Polys no Nanakorobi Yaoki is trying to point out that while a lot of attention is paid to how Japanese can't be quickly translated one-to-one into English using machine translation or dictionaries because of nuance, the same applies the other way around. By having Japanese speakers switch between tomes of English and Japanese text to try to understand simple adages like "the early bird gets the worm," Sato's studio aims to show that they are as susceptible to mistakes as English speakers in an inverse scenario. One of the game's best examples comes when it points out that if Japanese speakers try to translate "Practice makes perfect," from English to Japanese literally, it comes out as the awkward and confusing sentence "Better than to learn is to become experienced."

Which leads us to the meat and potatoes of the game, which I was shocked was NOT an idiom the game tackled, by the way, its cinematics! Whenever you click a letter of the English alphabet on the hub screen, an elaborate cutscene plays, and it is always tied to a popular English saying. As hinted at earlier, most of these proverbs are not part of Japanese speaking in any way, shape, or form. After a comical or dramatic cutscene, the player listens to a lecture, partially recorded in English and Japanese, delivered by a text-to-speech robot, on the true meaning of that saying and how it connects to the scene the player just watched. Some of these cutscenes are nightmarish, which we will talk about shortly, but most are playful and simple enough. The real issue is that some of the proverbs and idioms feel like they haven't been translated perfectly or aren't the "correct" ones we use today. In one such case, the letter L leads to a proverb that reads as "A little body often harbors a great soul," when we all know the proper proverb is "big things come in small packages." To the game's defense, it fudges some idioms and adages to fit one for each letter in the English alphabet, and the end lessons are still valid in their own right; the awkwardness is only noticeable if you are a native English speaker.
Conversely, this game should never have been classified as a "children's game." The content of some of its cutscenes is incredibly far-out in places, and in others it's downright violent or even bawdy. For example, the proverb "All work and no play makes Jack a dull boy" is taught through a cinematic scene showing a female office worker who is a peacock, keeping things incredibly reserved when on the clock. However, once work is over, she transitions into her second life as a burlesque dancer with a stage and stripper pole to boot. Did no one review this work before it was sold to Japanese school children? Like, for realzies? There's also a bodybuilder pig that is proud of its body tattoos, and if you know something about Japanese culture, you know that tattoos are generally "not kosher."
What Makes This A Nightmare?

Well, for one thing, take a gander at how the game looks! I get that there are people who discern a playfulness from Osamu Sato's almost factual-like or pipe-like artwork, but when those forms vibrate or gyrate to create the illusion of movement, they always look freaky to me. But more fundamental to the nightmare fuel are the cinematics themselves. The vast majority are honest and diligent in their efforts to teach language lessons, but every now and then the game descends into Sato's usual surreal tendencies. In one such case, the pig bodybuilder eats a bunch of food and endlessly starts shitting all over the place, and ends up creating a literal mountain of shit. Then, flowers start springing from that pyramid of pig feces, and it becomes a pastoral mountain. There's a second scatalogical cutscene wherein a dog character, which serves as the closest thing to a protagonist the game has, eats a red peppercorn thinking it is a cherry. The small peppercorn causes them so much abdominal gas that they start farting, and the explosive farts cause them to shoot into the stratosphere. In another sequence, you play a first-person gallery shooting minigame in which you use a gun to shock a rival fox-like creature until it breaks apart into pieces. Then, they pop up in front of you and shoot your character in the face with a rifle.
That gallery shooting minigame is one of the better done sequences, though. It conveys the English proverb "If you throw enough mud on the wall, some of it will stick," which is admittedly the archaic version of "throw things at the wall and see what sticks." Still, it works here because the minigame is designed to be frustrating, so you inevitably end up just mashing the shoot button until you eventually hit your target. Nonetheless, it's the first example of one of the game's more disturbing recurring storylines, in which the fox-like character beats the tar out of the dog-like character. The fox NEVER gets his comeupance, and the dog continues to take his lumps, unofficially living out the "fool me once, shame on you" proverb six or seven times. There's even a bit where the fox is carrying a female ferret character, and the dog tries and fails to save her, with the implication being that the fox goes on to eat her because of the dog's failure.

Correspondingly, the minigames are few and far between. When they do present themselves, it is often without warning, and they go by quickly, with one exception. There's a funny Rock 'Em Sock 'Em Robots sequence, but the real highlight is when the game makes you control the pig bodybuilder at a factory, and you need to use the mouse cursor to move him forward. By carefully placing the cursor behind him and moving it slowly towards him, you cause him to walk a long route to the top to deliver packages. You need to do this five times, and while it goes a bit faster each successive try, the whole effort plays out painfully slowly as it tries to convey, in real time, mind you, the adage, "Practice makes perfect." And every step of the way, there's also the nefarious fox ready to employ traps and reset your progress to the very beginning.
Should You Play It?

Roly-Polys no Nanakorobi Yaoki tops out at around 90 minutes. It has virtually no replay value beyond rewatching specific cinematics or cutscenes. Nonetheless, with almost no gameplay barriers to speak of and having a very manageable playtime, it ends up being one of the better on-ramps or introductions to the works of Osamu Sato. It utilizes his iconic art style while also embracing his penchant for surreal set pieces and cinematics. Moreover, because it's an edutainment title meant to teach Japanese children English, you don't need to worry about the game not being officially localized for non-Japanese audiences. In fact, I enjoyed playing this game almost solely to understand that edutainment games were not a uniquely North American or even English-language phenomenon. Out there, a Japanese or non-English version of Pajama Sam, Freddy Fish, or Putt-Putt likely exists; it's just a matter of my finding them.

And while the educational merit of this particular game is debatable, there's undeniable "juice" to its core idea. In the gaming sphere, thanks to our semi-regular exposure to the fan translation community, we have an over-understanding of sayings and idioms from other languages, especially Japanese, that do not translate into English, but not as much appreciation for how this is a two-way street. There are phrases and sayings in American and British English that puzzle and perplex non-English-speaking people because there's no way to translate them into their native language. During my first year of teaching, two specific examples came up in my classroom within the first two months. The first was the collocation "cool as a cucumber," thanks to my first teaching environment being in a rural or largely agricultural community. My classroom, which at the time was a mix of Spanish- and Hmong-speaking students, did not understand why cucumbers were "cool." The other was "ETA," a shorthand version of "estimated time of arrival." I genuinely had a student, in tears, ask me to help them find "Eta" because they thought someone named "Eta" was sending them random texts with what they thought were times when this imagined "Eta" was going to beat them up. So, I genuinely believe someone should take up the reins of what Roly-Polys started here and explore it further.

Nevertheless, for taking the time to show that things aren't so different between all of the languages on the planet, I can't help but find myself tipping my hat to Osamu Sato. There are ideas in Roly-Polys Nanakorobi Yaoki, and that's not something you usually see in the edutainment/multimedia world, at least, not in the crease I tend to explore. Therefore, I can't help but give it high marks and a glowing recommendation. And if you want to watch me play this game in video form, while I react in pure befuddlement to its many wild and wacky visuals, here's a link to a VOD of a recent playthrough I did.