Current version:Game Boy Color (GBC)
Doraemon - Aruke Aruke Labyrinth

Doraemon - Aruke Aruke Labyrinth

Doraemon - Aruke Aruke Labyrinth is a Game Boy Color action game released in 1999 developed by Epoch. It centers on movement and immediate actions, enemy and hazard responses, and stage objectives, with controls, information, and pacing arranged around a color handheld screen, a directional pad, and two main action buttons.

AI score · out of 10
6.6 / 10
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About this game

Doraemon - Aruke Aruke Labyrinth is a Game Boy Color action release centered on movement and immediate actions, enemy and hazard responses, and stage objectives. Stages build pressure through routes, enemy patterns, and changing objectives, 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. Readable animation, hits, and hazards determine whether feedback remains dependable, while color choices need to distinguish characters, objects, and routes rather than serve as decoration alone. The main genre-specific friction is that period-specific collision rules, limited guidance, and repeated ground after failure can raise the entry barrier. In addition, battery saves, link cables, cartridge-specific hardware, the unlit display, and regional language can affect the original experience. This description covers only this release and excludes emulator features, modern-port conveniences, and content from other platforms.

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Game Boy Color (GBC)

AI review

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

6.6 / 10Game Boy Color (GBC)

Cursor-guided escort puzzles appeal, but regional restarts are unforgiving late on.

Aruke Aruke Labyrinth asks you to protect a constantly walking character rather than directly control his jumps. A cursor removes obstacles, attacks enemies and helps change the route, combining advance planning with timely intervention. Moving-target boss fights interrupt the escort puzzles, and descriptions beneath selected obstacles make their functions easier to understand. Suneo's speed helps earn timed extra lives, although enemy speed changes with the chosen character too; he nevertheless tends to overshadow the other choices. A rescue involving a damaged smoke robot and Shizuka's exaggerated expressions adds light humor. Continuing is the demanding part: saving between areas does not prevent restarting the area's stages after losing your lives, with only two lives restored. It rewards patient route planners, not players expecting the familiar cast to guarantee an easy adventure.

Strengths

  • Escort puzzles combine planning and timely intervention.
  • Cursor-based bosses vary the pace.
  • Obstacle descriptions explain their functions.

Weaknesses

  • Extra-life incentives favor the fast character, and two-life regional restarts create substantial late-game repetition.

Who it is for: For escort-puzzle fans willing to plan carefully and repeat routes.

Play notes: This is the 1999 Japanese handheld original, not the Tin Labyrinth film adaptation; familiar characters do not imply low difficulty, and continuation resets lives.

View scoring basis
DimensionReview stateScoreWeight
Dimension

Cursor-based boss fights vary the puzzle stages, while repeated regional progress increases the late-game burden.

Reviewed6.8 / 10Not provided
Dimension

Guiding walkers blends puzzle planning with reactions, but speed-based extra lives often favor Suneo over the other characters.

Reviewed7.1 / 10Not provided
Dimension

Familiar characters and exaggerated expressions give the escort premise light humor, while bottom-screen explanations keep obstacle meanings clear.

Reviewed6.4 / 10Not provided
Dimension

Obstacle descriptions aid understanding, but saving does not remove repeated regional stages and the two-life restart is demanding.

Reviewed5.1 / 10Not provided

Review sources

Not provided

Core information

Developer
Epoch
Publisher
Epoch
Release date
1999
Platforms
Game Boy Color (GBC)
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
Fast-pacedPlatformingMain Story Under 10 HoursSolo-friendlySide-scrollingDodgeReal-time CombatLinear LevelsReplayable2D Graphics
Supported game languages
Not provided
Requires base game
Not provided
Standalone
Not provided
Age ratings
Not provided
Play modes
Single player
Perspectives
Side view

Release editions

Sources

Not provided