Video Game
In 1991, Tecmo published a video game based on the original Japanese version, Kyattou Ninden Teyandee, for the Famicom. It was released as a Japanese-only release, but was bootlegged outside Japan under the title Ninja Cat. Players take the role of the three main cats and otasuke (Rescue Team) members, of whom can be switched to at any time and have their own special abilities to progress through the game. The game features most of the characters in the series as well as an additional villain, a mysterious scientist named Dr. Purple (Dr. γγΌγ) who shows up later on in the game and appears to ally with Ko'on-no-kami (the Big Cheese). The creators of the TV series stated that Dr. Purple was going to appear in a new season of the show and was meant to replace Ko'on-no-Kami as the new main villain. It was supposed to happened after Ko'on-no-Kami and Karasu Gennarisai left Edoropolis after the comet incident (episodes 52-53). However, it never happened since the show only ran for one season and was cancelled soon after. Although the game was never officially released in the West, three complete English translations are available via a fan-made ROM patch. A standalone handheld LSI game (similar to Nintendo's Game&Watch) was also made.
The main characters of the series were also intended at one point to appear in the Wii fighting game Tatsunoko vs. Capcom: Ultimate All-Stars. The game's producer, Ryota Niitsuma was quoted in an interview as saying, "One of the main anime we got more requests for than any others was Samurai Pizza Cats... I wanted to see that, but we couldn't reach an agreement."
Read more about this topic: Samurai Pizza Cats
Famous quotes related to video game:
“I recently learned something quite interesting about video games. Many young people have developed incredible hand, eye, and brain coordination in playing these games. The air force believes these kids will be our outstanding pilots should they fly our jets.”
—Ronald Reagan (b. 1911)
“It is among the ranks of school-age children, those six- to twelve-year-olds who once avidly filled their free moments with childhood play, that the greatest change is evident. In the place of traditional, sometimes ancient childhood games that were still popular a generation ago, in the place of fantasy and make- believe play . . . todays children have substituted television viewing and, most recently, video games.”
—Marie Winn (20th century)