NES owners in the so-called PAL regions (Europe and Australia) missed out on scores of amazing games back in the day. Final Fantasy, Mega Man 6, Ninja Gaiden III, all four Dragon Quests, the list goes on. All this wanton deprivation did have its silver lining, though, since there was also a small selection of excellent PAL releases which never made it here to North America. Among them was Sunsoft’s Ufouria: The Saga, a refreshingly wacky take on the Metroid-inspired exploratory platformer.
Originally published in Japan as Hebereke (a term denoting slapstick drunkenness), 1991’s Ufouria served as the public’s introduction to a group of cutesy mascot characters who would go on to star in a total of ten games. A few of these characters received name changes or visual alterations in the PAL version. The penguin-like lead hero Hebe became a snowman named Bop-Louie, for example. Most of the wider Hebereke series is exclusive to Japan and consists of puzzle games. Despite debuting as a side-scrolling action-adventure, no further entries were ever made in this same vein.
The plot here is a simple yet strange one about four friends who fall into a mysterious crater and find themselves separated and lost in a surreal world, questing for a way home. The localized title Ufouria seems to be based on these four playable characters, whom you swap between regularly over the course of the adventure. As in virtually all games of this kind, exploration is periodically rewarded with new abilities, most of which allow you to access previously unreachable sections of the world. In Ufouria, many of these abilities take the form of new characters rather than equipment.
At the outset, you control Bop-Louie, who has a fast walk speed and an aversion to water. Before long, you stumble on his orange lizard buddy, Freeon-Leon. Leon’s been stricken with amnesia and actually attacks Bop-Louie but, after a short battle, snaps out of it and joins your team. While a slow walker, he’s a much better swimmer and won’t slip on ice. This same process is later repeated when you encounter the long-jumping ghost Shades and underwater specialist Gil. In addition to their innate advantages, each character can also learn a new move or two from items. Bop-Louie can climbs walls once he acquires suction cups, Gil can spit out bombs, and so on. They’ll need all the help they can get to gather the three far-flung keys needed to open the way home.
All their scavenger hunting won’t go unopposed, of course. Both common mooks and tougher bosses show up to harass the four friends. Combat in Ufouria feels very much inspired by the Super Mario games in that your two main modes of attack are jumping on top of foes and hurling stuff at them. These methods compliment each other, as some baddies will leave behind throwable items when stomped. This is how the majority of boss fights play out: The boss itself will be stomp-proof, requiring you to pelt it with objects dropped by its minions. Annoyingly, you need to remember to hold down on the directional pad whenever you land on an enemy, otherwise you’ll take damage instead of dealing it. I’m not sure why this isn’t automatic, but at least it doesn’t take too long to become habit.
One noteworthy feature of Ufouria is its extremely forgiving design. NES action-adventure games are known for their convoluted layouts, cryptic puzzles, and a general lack of in-game guidance. That’s not a condemnation, merely an observation. I love me some opaque head-scratchers like Legacy of the Wizard, after all. Sunsoft, on the other hand, practically bends over backwards here to make sure you’re never without some sort of clear direction. The auto-map highlights the locations of every key item. When in doubt, head for the colored dots. Couple this with the fact that the majority of enemies aren’t particularly fast or aggressive and Ufouria makes a good starting point for players new to the genre. The one glaring exception to this user friendly approach is the health system, which sadly borrows the most tedious trick from Metroid’s playbook. Whenever you continue your game, be it after a death or by inputting a password, you start with a bare minimum amount of energy and must either mindlessly grind out dozens of kills for small healing pickups or expend a precious limited-use healing potion to recover. It’s as needlessly cruel as ever, even if Bop-Louie and crew will probably bite the dust a lot less often than Samus Aran.
What makes Ufouria worth experiencing regardless of your skill level or any minor gripes like the ones mentioned above is its killer combination of kooky art direction and rocking Naoki Kodaka chiptunes. Befitting its Japanese title, the visuals have an anarchic, off-kilter sensibility. Think “Hello Kitty on a week-long bender” and you won’t be far off. This is hammered home as early as the first screen transition, which sees Bop-Louie climbing up what appears to be a rope or vine. His means of ascent is then quickly revealed to be a tendril of drool emitting from the slack mouth of an hovering disembodied purple face. Welcome to Ufouria! If you harbor any fondness at all for games in the Monster Party mold that keep you guessing throughout with their madcap creative choices, Ufouria is a must-play. As far as the soundtrack goes, it’s prime Kodaka. Not only are the compositions themselves top-notch, the Sunsoft sound team’s characteristic use of meaty bass samples lends them a full, rich tone you simply couldn’t get from any other company’s 8-bit offerings. Unless special audio expansion chips were employed, that is. I loved this approach in Journey to Silius, Gremlins 2: The New Batch, and Batman: Return of the Joker and I love it just as much here.
I really dig Ufouria. Its endearing style, easygoing action, and quality Sunsoft production make it a prime example of a comfy, rainy day afternoon sort of adventure; one you can throw whenever you have a few hours to spare and don’t feel up to anything too demanding. Our oft-neglected pals across the pond hit the jackpot for once with this one. Good on them.