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Anyway, Here's WonderSwan (Part Eight)

by mento

No Caption Provided

Howdy! It's the eighth sojourn into the anime-drenched catalogue of the Bandai WonderSwan, a portable game console that existed briefly for a time at the cusp of the new millennium before the Game Boy Advance came along and kicked it and all its other rivals' asses into involuntary obsolescence. Even so, the WonderSwan is a significant if mostly unknown and unexplored arena for those following portable retro gaming due to its heavy abundance of impenetrable Japanese-only RPGs, adventure games, and strategy games and that bundle of mysteries is what caught my curiosity. Right now I'm in the process of cherry-picking around half the games due to one exploited "loophole" or another and leaving the rest to be randomly selected choices; that's going to change for the final two entries of this series, the limits of my patience having long ago been reached.

To pull this feat off, I had to dismiss the attention of the various united organizations that supervise anything that requires random chance. Which is why, for as far as the IRS and any interested parties are concerned, Anyway, Here's WonderSwan has now legally become a bakery. No need for random number generators in a bakery, after all, which means I no longer need to kowtow to a cabal of jumped-up calculators passing themselves off as the sapient almighty arbiters of all things deterministic in nature. (Do I sometimes wonder if I get too lost in the sauce when penning this feature? You'd think so, but no.) As a result, Parts Nine and Ten—the fresh and fluffy sourdough loaves to come, as it were—will be completely devoid of any randomly-selected games, instead covering the ten remaining WonderSwan and WonderSwan Color titles I am the most intrigued by. There'll be a few more WS games I still want to check out even after those ten as well, so whether I include that list of "also-Swans" as a bonus addendum or come back some months later for a couple of one-offs (which I guess would make them a two-off) is something I've yet to decide. I already have an idea for a sequel though, so let's just leave it there for now. As a vague threat. As is my way.

Speaking of my way, and the many slain entities that were once in it, be sure to check these past entries for everything we've covered so far on this feature (might also help if you need a refresher on what any of my "loopholes" are; just don't stare at them, I'm self-conscious):

OneTwoThreeFourFive
SixSevenEightNineTen

Anyway, here's WonderSwan:

#36: Makai Toushi SaGa

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"Warriors in the Tower of the Spirit World SaGa"

  • Developer: Aspect
  • Publisher: Squaresoft
  • Release Date: 2002-03-20
  • Inscrutability: None (Translated)
  • Selection Process: Random Curated (Square Squared)
  • Is This Anime?: No.

Field Report: Makai Toushi SaGa is the first game in the long-running SaGa franchise, created by Final Fantasy II director Akitoshi Kawazu as a means for Square to retain that crazy man's talent for creative if often divisively obtuse game design. Originally released on the Nintendo Game Boy, and followed by two sequels on the same platform, this trilogy was localized in the west as The Final Fantasy Legend to cash in on the more recognizable brand. Later games would eventually start seeing localizations that retained the SaGa label: SaGa Frontier for PlayStation, for example, or the much-maligned Unlimited SaGa for PS2. The story of The Final Fantasy Legend sees a group of misfit heroes—some are human, some are magical "espers", and others are just plain monsters—take on a massive tower said to ascend all the way to paradise by climbing its many floors, each of which is its own self-contained world full of natural features and settlements and a powerful guardian to overcome.

The SaGa games, owing to how weird they are, have always been an acquired taste for Square RPG fans looking to take their brand loyalty to the next level after exhausting the core Final Fantasys and relatively accessible adjacent franchises like Mana or Chrono. Being a game already purpose-built for portable systems, it wasn't a hard decision for Square to select the first SaGa for a WonderSwan port to join their other lavish graphical remakes on the platform. Developers Aspect were a long-time support studio—they were active between 1991-2018, starting with Game Gear and Master System games and most recently assisting with Yakuza 6: The Song of Life—that frequently worked with others on a multitude of games and systems fulfilling any role required of them, usually in the sound department. They worked closely with Sega the most (they helped create many of their Game Gear Sonics) but also Konami, SNK, and Bandai, though rarely were they the sole developers as they are here. This would be the only WonderSwan game they worked on.

The titular tower. It's very big.Item degradation. You love to see it.

So, full disclosure, I've actually played (and own) The Final Fantasy Legend and I liked it then as much as I do now. Which is to say, not a whole lot. As is typical of Kawazu's "throw it against the wall and see what sticks" approach to game design, some of his innovations work and some very much do not. Let's take party composition as an example: the way the three races work is that humans cannot level up on their own but must rely on equipment and stat increase items bought at moderate expense from towns, which has the effect of allowing the player to carefully micromanage their development at the cost of, well, the cost; the espers randomly get stat boosts and new abilities after battles but the capricious nature of these boons makes it hard to get effective use out of them, plus their inventory is half the size of everyone else's because of how four slots need to be reserved for any new abilities they might arbitrarily receive; and monsters can only evolve if an enemy leaves meat behind and there's no guarantee it'll lead to a good change (or any change at all), though I want to say that this game's little preview is new to this version because I remember a lot of trial-and-error with these guys in my previous playthrough. Inventive stuff but very challenging to build a party around effectively, since you can't just fill it with humans without going bankrupt and you can't ever rely on espers or monsters being in decent shape when a boss fight is coming up.

Other annoying features include a hard limit on revives for your characters (you can theoretically buy more, but they're the most expensive items in the game pretty much) and every weapon having durability including innate monster abilities which can't be restocked (if your monster can't attack any more, you need to evolve it). There's no faulting the imagination involved but after a while you start to consider if there's an actual reason why other games don't do half of this shit that isn't just "because they never thought of doing it before".

As masters of equipment, humans require the most cash investment to improve. If you're willing to grind it out, though, they're a reliable bedrock for any party.Whereas monsters just have to eat whatever weird meat they find on the ground to enhance themselves. Life's so easy for some of us, huh.

I'll wrap up the adventure, or at least as much of it as I was able to stand: you start at the base of the titular Toushi but there's a seal placed on the door. Turns out a creature named Genbu (a big turtle) has prohibited entry to the tower for any of the dwellers of this floor. However, you hear a rumor that there's a way to reach where Genbu is if the hero statue in the nearby town is complete. It's missing its shield, its sword, and its armor: three kings that live in castles scattered around the continent took them as proof of their right to rule, and your first step is to convince them all to part with their treasures. The Shield King appears to be brainwashed and won't listen to you, so you need to figure out how to snap him out of it; the Sword King has become violent and quickly attacks anyone who approaches him; and the Armor King wants to win the King of Iron Fist Tournament to raise money for an orphanage is in love with a local gal but she's decided to give herself over to a group of bandits so they won't attack the village, so the player needs to bring that particular train to a stop before she can reciprocate the Armor King's feelings.

I got to the bandit cave, tried to fight the monsters standing around (it just throws you into a battle that you can repeat endlessly to no avail), looked around aimlessly for a key to unlock a door further in, lost both my esper ESPN and one of my monsters which cost them one of their precious revive points (always save first), and decided I'd had enough of this game's arcane ways and its extremely high encounter rate. So that was that. Not to worry though: there's still another SaGa game on WonderSwan, the first Romancing SaGa, if I ever felt like putting myself through something like this again.

Time Spent: About 35 minutes.

#37: Neon Genesis Evangelion: Shito Ikusei

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"Neon Genesis Evangelion: Angel Training"

  • Developer: Soft Machine / Gainax
  • Publisher: Bandai
  • Release Date: 1999-07-22
  • Inscrutability: None (Translated)
  • Selection Process: Chosen (Prime Plus)
  • Is This Anime?: Yes.

Field Report: Neon Genesis Evangelion, first released in the 1990s to wide acclaim, was a weird-ass mecha/kaiju anime deserving of some equally weird-ass game adaptations. Some, like the arcade strip poker game, was built on the appeal of its heroines while others, like the N64 adaptation, took the central brawls between the colossal manmade Eva units and the monstrous yet wonderfully abstract Angel kaiju and used those as the basis for an action game. However, Shito Ikusei, cheekily riffing on the then-massively popular Tamagotchi toyline, feels truer to the "what the eff" mentality of the property with its premise of raising your own tiny Angel embryo (one that's actually canon to the show, but to reveal more would be spoilerish) to one day grow strong enough fight the show's protagonists. The player takes on the role of Ryoji Kaji: a NERV special investigator that was something of a wildcard double agent with split loyalties on the show, and roguish enough to draw the interest of both of Shinji's paramours (Misato and Asuka) for a time, as he explores NERV HQ for the materials he needs to help his "Adam" evolve into any number of fearsome colossi.

Producers and license-holders Gainax are far more famous for being an anime studio, creating Neon Genesis Evangelion as well as Nadia: Secret of Blue Water (Evangelion director Hideaki Anno's preceding project, with which NGE shares some stylistic similarities despite Nadia's Jules Verne-inspired setting), FLCL, Gurren Lagann, and Panty & Stocking with Garterbelt to name but a few. They were no slouches when it came to game development either though: initially starting like several other studios by lending their services to CD-based game developers looking for professionally-made anime cutscenes, they also created their own games such as the Princess Maker child-rearing sims and the Dennou Gakuen (Cybernetic Highschool) adventure serials. They went defunct earlier this year (2024) after struggling for a long while with debts and the mismanagement of their IPs, most of which were sold off prior to the closure. Soft Machine, the contracted developers for Shito Ikusei, also worked on a half-dozen other WonderSwan games including one we've already seen: Final Lap Special, which was created on behalf of Final Lap IP-owners Namco and was covered in Part Two.

Man, you've never really experienced A Cruel Angel's Thesis until you've heard the WonderSwan MIDI version. So this game's pretty interesting conceptually but its appeal correlates to how much patience you have to sit around and carefully monitor the hunger and wellbeing of a tiny lifeform for hours at a time. I guess the novelty of the idea back then was why it caught on, since I can't imagine our ADHD-addled minds being too receptive to this type of experience now. Or maybe it could be as popular as ever, if they switched it up to being some mobile phone thing that needed thirty seconds of attention per day and they gave you a free gacha spin whenever you fed your baby apocalyptic horror equivalent. Anyway, the idea here is to monitor not only the health of the lil' Adam embryo but also adjust its LCL (the vaguely-defined amniotic fluid stand-in that's key to a whole lot of this whole human instrumentality project business) (and please don't ask me to explain what any of that means), specifically its density, its electrolysis rate, and its level of pollution. This will, provided you don't let the thing die at any point, produce one of thirteen Angels seen on the show (there's other results, but they require special and obscure conditions to be met).

Aww, innit adorable. It doesn't like it when I tap on the glass though. Gets that whole 'I'll exterminate your entire flawed species, Child of Lillith' look on its face.One of the most powerful supercomputers in the world and I'm using it to store screenshots.As close as you're ever going to get to an Eva Unit in this game. I wonder if anyone ever secretly went skinny dipping in this tank? Maybe after a lot of alcohol.

I tinkered around with the mechanics of raising an Angel for a while but it's all in real-time so, in order to wait around until it's vitamin/energy feeding time again, I took a stroll around NERV HQ. Some areas were prohibited to me—I imagine Terminal Dogma being one of them (again, the show kinda explains what that is)—and I couldn't find any of the First Children, but most of the other characters are present. You're assigned one of the three usual NERV IT goobers seen on the computers whenever shit goes down in the show—I picked the one with the latent attraction to her female boss, Maya, because she was the only one I remembered—as your assistant, who mostly hovers around to field any questions you might have about raising the Angel. I'm actually kinda surprised that everyone at NERV appears to be in on this given the enormous existential threat Angels pose to humanity but maybe they all just think it's a cute little harmless guy. Like raising sea monkeys. You can also find items in chests while roaming around and, apparently, key items that will produce a unique result from your Angel embryo, including the original Adam and Lillith, the three Eva Units, Rei Ayanami (I worry about how many bought this game so they could have their own Rei to raise), and—perhaps secretly the most powerful entity on the show—Pen Pen, Misato's beer-swilling pet penguin. Like I said, it's a curious game befitting of its source material, if not one I'm planning to spend hours micromanaging.

Time Spent: 45 minutes.

#38: Rockman EXE N1 Battle

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"Mega Man Battle Network N1 Battle"

  • Developer: Inti Creates
  • Publisher: Capcom
  • Release Date: 2003-08-08
  • Inscrutability: Major
  • Selection Process: Random
  • Is This Anime?: It's Animega Man.

Field Report: We've already covered the one traditional Mega Man game that was released exclusively for WonderSwan, Rockman & Forte: Mirai kara no Chousensha, but Capcom were also able to port over two of the games in their GBA Mega Man action-RPG spin-off series Mega Man Battle Network, known as Rockman EXE in Japan. In this subseries, Mega Man and the other Robot Masters are software rather than hardware, capable of infiltrating any electronic device that has a microchip and take it over: a realization of "the internet of things" concept which posited that every device in the future would have some sort of computer chip in it that would allow it to communicate with everything else (which has now become the case, more or less). The Mega Man Battle Network franchise proved very popular and produced a total of six core games (and several offshoots) which have since been remastered in a couple of compilations, Mega Man Battle Network Legacy Collection Vol. 1 and Vol. 2. One of those offshoots, the more tactical Mega Man Battle Network: Battle Chip Challenge, was the basis for this watered-down WonderSwan port.

Inti Creates is a company created by former Capcom staff who branched out on their own for a couple of PlayStation originals before being brought back into the fold (still as an independent entity) to create the Mega Man Zero franchise on GBA. They've since worked on a majority of the newer Mega Man games, including both the Mega Man ZX games and the "classic" Mega Man reboots Mega Man 9 and Mega Man 10. They've also been able to create a few of their own franchises: the Mega Man homages Mighty No. 9 and Azure Striker Gunvolt (one more beloved than the other), or the dubious "people-pleaser" on-rails shooter franchise Gal Gun. N1 Battle was one of their earliest collaborations with Capcom and Mega Man, with them creating both the GBA and WonderSwan versions. We don't need to introduce publishers Capcom here but they were fairly hands-off with the WonderSwan prior to these Mega Man Battle Network WS games, allowing Bandai to produce ports of Makaimura and Puzzle Bobble on their own (as well as the aforementioned Rockman & Forte sequel).

So, this was a case of the randomizer getting close but no cigar. The other Mega Man Battle Network game for WonderSwan, which is the first of the core series, has a full English fan translation and a more action-focused gameplay style that would be easier to deal with even if the translation wasn't there. Battle Chip Challenge, conversely, requires much more in the way of tactical consideration and that's when some Japanese literacy would've come in useful. Since I've so far neglected to point out the main difference between BCC and the core series, here it is: in the main series you move Mega around a grid trying to outgun your opponent, using special moves when applicable, in a series of real-time battles that rely as much on maneuvering as it does aggression. In BCC, you instead pre-determine a series of set attacks that are based on a flowchart progression (so you always start with A, but it might go A-B-D or A-C-E or A-B-E, and so on) and just watch battles play out automatically. The tactical considerations come with whether or not you want to put, say, a healing ability in a prominent spot in the flowchart—closer to the middle, where it's statistically likely to be picked more—or decide you'll need less frequently than your best attacking skills and instead bump it to the outer wings where it'll see less action. There's also item degradation, so putting a strong attack with a weak amount of durability in a prominent spot might screw you over in the long-run if it wears out early on and you're shooting blanks whenever that space in the flowchart is activated for the rest of the match.

As always, big fan of isometry in games. Unfortunately, you spend so little outside of NaviSpace (or whatever it's called) that you don't get to enjoy all this axonometric action.Sorry Kenji, but I figure anyone without a nose probably won't present much of a challenge. If anything, that's a beak.A good way of guaranteeing the results you want is to just triple up on the same icon. Too bad the grenades suck.

Suffice it to say, you need a much firmer grasp of what everything is and what it does to get anywhere in BCC, taking part in Grand Prix and raking in the cash to get better item cards to slot into your flowchart doodad. I was able to defeat the initial three-opponent GP by investing in a third row of icons—there's four rows, which makes for ten slots in total—but I don't imagine I'll get much further without spending money and assigning spaces with greater consideration than I can muster. In truth, it's also kinda like watching a sport play out for which you've no real interest or understanding: you're going to be spending that whole time looking at your phone and eating overpriced and underseasoned concessions, most likely. From what I've read around the internet (maybe Jan would be the one to ask) Battle Chip Challenge wasn't a particularly well-liked spin-off due to its much slower pace and progression so I don't feel like I'm missing out on too much here.

Time Spent: 16 minutes.

#39: SD Gundam Eiyuuden: Kishi Densetsu

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""SD Gundam Heroes: Knight Story"

  • Developer: BEC
  • Publisher: Bandai
  • Release Date: 2001-03-15
  • Inscrutability: Major
  • Selection Process: Random
  • Is This Anime?: When is anything Gundam ever not.

Field Report: SD Gundam Eiyuuden, or SD Gundam Hero Chronicles or just SD Gundam Heroes, is a RPG spin-off of the SD Gundam franchise-within-a-franchise that saw a game for both of its two main variants: Musha, which followed robot samurai in an approximation of medieval Japan, and Kishi, which followed robot knights in an approximation of medieval Europe. Musha Densetsu, the samurai one, was actually one of the five games covered in the pilot episode of Anyway, Here's WonderSwan and has enjoyed a prominent dead-last placement on my personal WonderSwan game ranking table ever since, and man was I stoked to have this pop up on the random picker so I could give its twin some company. You can refer back to that first episode for more details if you want but suffice it to say that SD Gundam is a huge enterprise connected to an even bigger enterprise that would take a lot of explaining. The Cliffs Notes version is that the SD (super-deformed, i.e. chibi) Gundams are cute little versions of those in the main series that are often, though not in this case, their own sapient beings with personalities befitting the humans that used to pilot them. The Eiyuuden series are really just bog-standard turn-based RPGs using those characters.

This is our third BEC sighting. The company known in full as Bandai Entertainment Company was a collaborative effort between Bandai and Human Entertainment, the former relying on the latter's long history in game development (including the widely-beloved FirePro Wrestling series) to make effective use of their many intellectual properties. In addition to the other SD Gundam Eiyuuden game, we've also covered their racehorse-training sim Kyousouba Ikusei Simulation: Keiba. Given that I'm reconfiguring everything for the final two Anyway, Here's WonderSwan blogs this will be the last time we cover anything by BEC. Sorry, Fever Sankyo Koushiki Pachinko Simulation for WonderSwan or Fishing Freaks: Bass Rise for WonderSwan, but it wasn't to be this time.

Man, I don't know what was wrong with the team that made SD Gundam Eiyuuden: Musha Densetsu but SD Gundam Eiyuuden: Kishi Densetsu kicks ass. The thrills! The twists! The deep yet rewarding game mechanics as you polish up your knight Gundam into fighting shape and take on a fantasy world of other robots with other knights riding them! Armored Core? More like Armored Snore. Zone of the Enders? More like Zone of the End This (Please). Titanfall? More like Titanfails to stack up against this 23-year-old licensed Gundam game.

These cutscene graphics have this wavy filter over them and I don't know if it means these scenes take place a long time ago in a barely-remembered period of time or this world is just unnaturally warm.Pretty sure I shouldn't be able to stand here. Sure you don't need any more pointy parts on that thing, Gundam Leon S. Kennedy?

OK, I'm not being entirely serious here. If anything, Kishi Densetsu has an even slower start and more janky initial impression than Musha Densetsu, owing to the way your character seems to clip through things they probably shouldn't and how much running around I had to do before I even got to see a Gundam in action. For the record, this whole playthrough was just me walking through the starting town and poking my nose into peoples' homes looking for the right flag to trigger: turns out it's behind a large gate with two guards in front, which I erroneously deduced (like an idiot) that it was the town exit that I'd be forbidden from passing through rather than just some training center where I'd spar with my floppy-haired rival briefly before a dude wearing beetle armor showed up and I'd get into my first (and only) real fight. Which ended after hitting the dude twice. I'm not going to assume out of hand that this couldn't have some deeper waters to plumb with enough patience and Japanese fluency but I was not enthralled with what I saw. Still, the many sleepless nights that followed Musha Densetsu as I laid awake wondering if Kishi Densetsu was superior can now finally cease. Sweet relief.

Time Spent: 10 minutes.

#40: Battle Spirit: Digimon Frontier

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  • Developer: Dimps
  • Publisher: Bandai
  • Release Date: 2002-12-07
  • Inscrutability: Minor
  • Selection Process: Random
  • Is This Anime?: Sure is.

Field Report: As inevitable as the sunrise, we were long due to draw a Digimon game from the randomizer pool. Bandai's answer to the overwhelming popularity of Pokémon, Tamagotchi, and the many other lesser monster-raising pretenders out there, Digimon sees a group of human kids join forces with little transformation-happy critters to save an alternative world made out of digital data, prophetically determining that the only trend that would become more annoyingly prevalent in anime than monster-raising is isekai. Given the Bandai of the late '90s put a significant amount of their money into the Digimon brand and their own portable game console alike, you could probably argue that the WonderSwan was specifically built to carry Digimon on its shoulders: there's an incredible 14 Digimon games for the platform in total, which accounts for 7% of its entire library. That it's taken this long for us to randomly draw one is a minor statistical miracle.

As for Battle Spirit: Digimon Frontier specifically, it's a fighting game based on the fourth season of the TV show (also called Digimon Frontier) and is the second or third game in the Battle Spirit series, following Digimon Tamers: Battle Spirit and Digimon Tamers: Battle Spirit Ver. 1.5, both of which were also WonderSwan originals. The game would later be ported to GBA and localized into English as Digimon Battle Spirit 2, which to its credit is a far less confusing name. The developers, Dimps, created all three Battle Spirit games (the first Battle Spirit also being their first ever release) and would later find greater success in the fighter arena by collaborating with Capcom for most of the Street Fighter games from IV onwards as well as Soulcalibur VI for Bandai Namco. They should be a familiar name to Sonic fans too, having created the vast majority of those rodent-infested platformers starting from the Sonic Advance trilogy.

I said it's a fighting game, but it's specifically one of those platformer arena fighter types which (from my limited exposure) tends to be what most anime fighters are outside of whatever Arc System Works is doing. You and your opponent jump around on platforms trying to outmaneuver the other and whenever either of you lands a solid hit a bunch of balls fly out and you've then got to sweep them up quickly without getting counterattacked in the process. Winner has the most balls. Simple enough and the game only has the two buttons—one of which is dedicated to jumping—so most of your moves tend to involve combinations with the D-pad or the jump. I didn't recognize any of the characters—the only humans I recall from the show are some jackass named Tai and a girl with a big hat—so I guess Digimon Frontier must've been some big refresh or something. Like modern Pokémon without Ash, which I'd argue scarcely qualifies as Pokémon at all. Either way, the main kid had this cool fire guy so I went with him, took down the other four playable characters—a girl with a wind-based fairy Digimon, a little kid with an ice-based otter (or maybe a baby polar bear) Digimon, a moody rival-type with a black panther Digimon (I didn't determine its element, besides maybe "edginess"), and a larger kid who had a lightning-based rhinoceros beetle Digimon (which is also the exact same type of beetle that the Kishi Densetsu boss was based on)—before taking on a mirror match followed by what I assume is the villain of the show: a hulking black tiger with darkness powers that kicked my butt.

So I guess these aren't so much Digimon but Digivolved versions of the humans? It became a tokusatsu all of a sudden?The fairy Digimon, post-uppercut. That blue dot is one of several that flew away after she got hit, and now I've gotta figure out where they went.Comprehensive victory. You can also collect these diamond things but I've no idea what they do. Shiny, though.

I tended to rely on my up+attack move a lot, which was this big fancy fire tornado, and baited enemies into approaching me on a higher platform, dropping down, and then hitting them with the upper as they dipped to meet me. It is remarkable, or perhaps the exact opposite of that, how often I immediately home in the cheapest move I can find and then spam it whenever I play fighter games. I dunno, it seemed kinda fun but also generic overall. Like that sort of game had already become "standard licensed tie-in format #4" by that time. It's also not a great fit for a portable since these arena fighters rely on big areas to work with and around, and you immediately lose track of where your opponent is on a screen this small. Ditto for all the balls that fly around that you're meant to run around and collect. However, given the popularity of arena fighters with Smash Bros. and Indie imitators like Rivals of Aether I think this could probably still be pretty popular were it released today, at least if Digimon were still a thing kids cared about. I mean, kids oughta know that Digimon, digital monsters, Digimon are the champions, right? What else would they teaching them at schools?

Time Spent: 15 minutes.

Current Ranking

(* = Don't need fluent Japanese to enjoy this and/or it has a fan translation.)

  1. O-Chan no Oekaki Logic (Ep 4)*
  2. Rockman & Forte: Mirai kara no Chousensha (Ep 5)*
  3. Kaze no Klonoa: Moonlight Museum (Ep 3)*
  4. Final Fantasy (Ep 4)*
  5. Rainbow Islands: Putty's Party (Ep 4)*
  6. Flash Koibito-Kun (Ep 1)*
  7. Magical Drop for WonderSwan (Ep 1)*
  8. Hataraku Chocobo (Ep 7)*
  9. Wizardry Scenario 1: Proving Grounds of the Mad Overlord (Ep 6)*
  10. Slither Link (Ep 5)*
  11. Gunpey (Ep 2)*
  12. Judgement Silversword -Rebirth Edition- (Ep 1)*
  13. Neon Genesis Evangelion: Shito Ikusei (Ep 8)*
  14. Makaimura for WonderSwan (Ep 6)*
  15. Golden Axe (Ep 7)*
  16. Side Pocket for WonderSwan (Ep 5)*
  17. Battle Spirit: Digimon Frontier (Ep 8)*
  18. Final Lap Special (Ep 2)*
  19. Densha de Go! (Ep 2)
  20. Gomoku Narabe & Reversi Touryuumon (Ep 3)*
  21. Rockman EXE N1 Battle (Ep 8)
  22. Kurupara! (Ep 6)*
  23. Guilty Gear Petit (Ep 3)*
  24. Hanjuku Hero: Aa, Sekaiyo Hanjukunare...! (Ep 5)
  25. Blue Wing Blitz (Ep 3)
  26. Makai Toushi SaGa (Ep 8)*
  27. Beatmania for WonderSwan (Ep 4)*
  28. SD Gundam: Gashapon Senki -Episode One- (Ep 7)
  29. Super Robot Taisen Compact for WonderSwan Color (Ep 3)
  30. Inuyasha: Fuuun Emaki (Ep 1)
  31. Chou Denki Card Battle: Youfu Makai (Ep 5)
  32. Meitantei Conan: Nishi No Meitantei Saidai No Kiki!? (Ep 2)
  33. Shaman King: Mirai e no Ishi (Ep 6)
  34. Shin Nihon Pro Wrestling: Toukon Retsuden (Ep 4)
  35. Inuyasha: Kagome no Sengoku Nikki (Ep 7)
  36. Sangokushi II (Ep 6)
  37. Kyousouba Ikusei Simulation: Keiba (Ep 7)
  38. Metakomi Therapy: Nee Kiite! (Ep 2)
  39. SD Gundam Eiyuuden: Musha Densetsu (Ep 1)
  40. SD Gundam Eiyuuden: Kishi Densetsu (Ep 8)