![Super Momotarou Dentetsu II [Model SHVC-H4] Super Momotarou Dentetsu II [Model SHVC-H4] screenshot](images/game/62371_2.png)
Super Momotarou Dentetsu II © 1992 Hudson Soft.
Super Momotarou Dentetsu II is the second entry in the popular Momotaro Dentetsu series on the 16-bit platform. Created by Akira Sakuma, the game is a unique blend of a traditional board game (Sugoroku) and a business simulation. Players travel across a digital map of Japan via train, competing to buy properties and increase their net worth, all while dealing with random events, seasonal shifts, and the interference of opponents.
GAME ID: SHVC-H4
Technical Specifications: The game is an 8-megabit cartridge. It utilizes battery-backed SRAM.
Released on December 24, 1992 in Japan.
The "Binbougami" (Poverty God) Mechanic: This title significantly refined the role of the Binbougami, the game’s iconic antagonist. If a player lands on a "Poverty" square, this character attaches to them and begins draining their assets—stealing money, discarding high-value properties, or moving the player to disadvantageous locations. This mechanic created the series' trademark "rubber-band" difficulty, allowing trailing players to potentially sabotage leaders.
Multiplayer Chaos: While the game can be played solo, it was designed primarily for 4-player local multiplayer. Using the Super Famicom's MultiTap, it became a staple of Japanese living rooms in the early 90s, famous for fostering intense, often heated competition that could last for hours.
Cultural Satire: The game is infused with Japanese pop culture references and puns. Property types, event cards, and even the Monster attacks are often tied to Japanese geography and local folklore, making the game a tongue-in-cheek geography lesson disguised as a high-stakes economic battle.
The Hudson Legacy: As one of Hudson Soft’s flagship franchises, the Momotaro Dentetsu series provided a crucial contrast to the high-action or platforming games that dominated the market. It proved that "slow-paced" tabletop-style games could be massive commercial successes on home consoles, establishing a template for digital board games that persists in the series to this day.