Deae Tonosama Appare Ichiban
Deae Tonosama Appare Ichiban is a Super Famicom shooter game released in 1995 developed by Sunsoft. It centers on shooting and weapon use, area and route exploration, and shooting and weapon management, with controls, information, and pacing arranged around television output, a directional pad, shoulder buttons, and a six-button controller.
- AI score · out of 10
- 5.3 / 10
About this game
Deae Tonosama Appare Ichiban is a Super Famicom shooter release centered on shooting and weapon use, area and route exploration, and shooting and weapon management. Missions pace progress through enemy waves, routes, and weapon opportunities, with progress divided into stages, tasks, matches, or growth milestones that make its immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on campaign length or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Projectiles, hits, and danger zones must remain readable within the available display, while sprite animation, scrolling, color, and chip-based audio jointly carry readability and atmosphere. The main genre-specific friction is that dense encounters, limited visibility, and continue costs amplify reaction and memorization pressure. In addition, password or battery saves, multiplayer accessories, manual dependence, regional language, and cartridge enhancement chips can affect original-hardware use. This description covers only this release and excludes emulator features, modern-port conveniences, and content from other platforms.
Recommended games
Related game recommendations on this platform
Super Famicom / SNESAI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
A distinctive absurd journey is weakened by overpowering transformations and shallow combat.
Deae Tonosama keeps curiosity alive through a procession of bizarre enemies and locations, moving from Japanese palaces to foreign caricatures and eventually Mars. Fans, roses and a transformation gauge suggest different fighting approaches, yet the fathers' overwhelming damage and protection make brute force dominate most bosses. The agile character consequently has little room to matter. Jumping directly to a boss stage saves time but bypasses some of the more entertaining encounters along the way. Attractive scenery and exaggerated designs provide comic appeal, while limited animation and a repeatedly substituted transformation song become tiring. Unlimited continues and adjustable health and gauge settings encourage experimentation, although crowded scenes slow the action noticeably. It is better suited to a curious, casual romp than a carefully balanced combat challenge.
Strengths
- Absurd enemies and changing locations give the comedy a distinctive identity.
- Unlimited continues and granular settings encourage experimentation.
Weaknesses
- Overpowering transformations, shallow boss tactics, crowded-scene slowdown and repetitive music.
Who it is for: Players seeking absurd Japanese humor and forgiving overhead action.
Play notes: Original Japanese SFC edition; reducing health or starting TGR can increase challenge. The unreleased Western version is not assessed.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension Absurd enemies and changing locations sustain curiosity, but the boss shortcut bypasses stronger level material and the bonus activities add little sustained challenge. | Reviewed | 5.3 / 10 | Not provided |
| Dimension Different weapons and transformation timing are appealing, but dominant powered attacks undermine agility and tactical variety in most encounters. | Reviewed | 5.1 / 10 | Not provided |
| Dimension Bizarre designs and attractive scenery give the comedy identity, but limited animation and the recurring transformation song wear thin. | Reviewed | 5.8 / 10 | Not provided |
| Dimension Pad actions, granular options and unlimited continues make experimentation accessible, but crowded-scene slowdown and slow special moves impair the action rhythm. | Reviewed | 5.0 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- Sunsoft
- Publisher
- Sunsoft
- Release date
- 1995
- Platforms
- Super Famicom / SNES
- 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
- Categories
- Shooter · Primary genre
- Tags
- DodgeLinear LevelsPlayer versus EnvironmentSolo-friendlyReplayableFast-paced2D GraphicsSide-scrollingMain Story Under 10 HoursExplorationShooting
- 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
- Super Famicom / SNESWorldwide1995
Game gallery
Sources
Not provided