Current version:Famicom / NES
1999 - Hore, Mitakotoka! Seikimatsu

1999 - Hore, Mitakotoka! Seikimatsu

Four Japanese high-school students were camping at the countryside, when they suddenly saw an UFO landing nearby. Before they managed to understand anything, a small pink alien with a strict-looking face came out of the space ship and announced that the end of the century is near - and something extraordinary will happen in the year 1999. That's where the game begins. You can play as one (or two, in 2-player mode) of the students, competing against the others. You must prepare for the upcoming end of the century, earn enough money, and generally manage your life well. This is a Monopoly-like board game, only instead of dices you use cards. The characters are represented by small cars on a city map. The number that appears on the card you pull from the deck represents the amount of squares your car can move on the map. Each square leads to a different event: accident, romantic meeting, promotion, etc. Some of the events allow you to make an additional choice. For example, if you land in a casino, you'll be asked if you want to gamble. Answering "yes" will lead to a slot machine mini-game.

AI score · out of 10
7.4 / 10
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About this game

Four Japanese high-school students were camping at the countryside, when they suddenly saw an UFO landing nearby. Before they managed to understand anything, a small pink alien with a strict-looking face came out of the space ship and announced that the end of the century is near - and something extraordinary will happen in the year 1999. That's where the game begins. You can play as one (or two, in 2-player mode) of the students, competing against the others. You must prepare for the upcoming end of the century, earn enough money, and generally manage your life well. This is a Monopoly-like board game, only instead of dices you use cards. The characters are represented by small cars on a city map. The number that appears on the card you pull from the deck represents the amount of squares your car can move on the map. Each square leads to a different event: accident, romantic meeting, promotion, etc. Some of the events allow you to make an additional choice. For example, if you land in a casino, you'll be asked if you want to gamble. Answering "yes" will lead to a slot machine mini-game.

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Famicom / NES

AI review

AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:

7.4 / 10Famicom / NES

1999 - Hore, Mitakotoka! Seikimatsu is assessed here as a specific FC/NES release with its documented strengths and practical limits kept in view.

Four Japanese high-school students were camping at the countryside, when they suddenly saw an UFO landing nearby. Before they managed to understand anything, a small pink alien with a strict-looking face came out of the space ship and announced that the end of the century is near - and something extraordinary will happen in the year 1999. That's where the game begins. You can play as one (or two, in 2-player mode) of the students, competing against the others. You must prepare for the upcoming end of the century, earn enough money, and generally manage your life well. This is a Monopoly-like board game, only This assessment focuses on the specific FC or NES release and on the play actions, goals, and progression documented for 1999 - Hore, Mitakotoka! Seikimatsu. Its value comes from how clearly the central rules create decisions and feedback across a session. Pacing is judged by the variety of situations, the learning curve, recovery after failure, and the reason to replay. Presentation is considered through readability, animation, sound, and the consistency of the game's style rather than by modern resolution. Practical limits such as period controls, guidance, saving, or required accessories are included only when they affect this release. Players who enjoy learning compact systems and improving through repeated attempts are the clearest audience, while anyone

Strengths

  • The documented central loop gives 1999 - Hore, Mitakotoka! Seikimatsu a clear identity and a learnable set of goals.
  • Progress rewards understanding the rules and applying them more consistently across repeated situations.

Weaknesses

  • The original release can create friction through its documented difficulty, guidance, control, or recovery limits.

Who it is for: Players interested in the original FC/NES design and willing to learn its period-specific rules.

Play notes: Check the documented language, saving, accessory, and recovery conditions for this exact release.

View scoring basis
DimensionReview stateScoreWeight
Dimension

The content pacing score applies the V3 boundary to the documented mechanics, pacing, presentation, and FC release constraints.

Reviewed7.4 / 10Not provided
Dimension

The core experience score applies the V3 boundary to the documented mechanics, pacing, presentation, and FC release constraints.

Reviewed7.3 / 10Not provided
Dimension

The presentation immersion score applies the V3 boundary to the documented mechanics, pacing, presentation, and FC release constraints.

Reviewed8.0 / 10Not provided
Dimension

The technical usability score applies the V3 boundary to the documented mechanics, pacing, presentation, and FC release constraints.

Reviewed6.9 / 10Not provided

Review sources

Not provided

Core information

Release date
1992
Platforms
Famicom / NES
Content kind
Game
Release state
Released
Region
Worldwide
Official website
Not provided
Offline minimum players
Not provided
Offline maximum players
Not provided
Online minimum players
Not provided
Online maximum players
Not provided
Tags
Branching ChoicesSolo-friendlySpacePixel ArtScience FictionResource ManagementBoard and Tabletop PlayRetro Style2D GraphicsCard Play
Supported game languages
Not provided
Requires base game
Not provided
Standalone
Not provided
Age ratings
Not provided
Play modes
Not provided
Perspectives
Not provided

Release editions

Sources

Not provided