Uploaded May 2026 | Updated September 2026, 2 weeks ago
I've finally acquired every main game from the cool Doujin development team over at "MOUNT☆PUNCH" (まんでと☆ぱんちっ) besides their mega demo of "Nekomimi Tank" from 2009 and it's been something of a journey. "Grit!" is one of three "lost" MP games ("Sakura no Kanzume", "Grit!" and "Mimimi Rocket" are essentially the trifecta) and while I acquired it a few months ago, I could not get this game running without significant graphic defects. However, for those following, my old computer bit the dust a few days ago and on top of gradually getting things transferred and restored, I did a renewed search for things that could get it running properly from Virtual Machines to Forced Windowing programs to Visual Basic libraries. I did finally manage to get a mostly stable version of the game by adjusting .exe properties and utilizing dgVoodoo(2) which isn't really documented much for Doujin games. I also had to capture it with several settings in OBS and learn how to use DaVinci Resolve for editing, so consider this video as something of a test before I start recording main projects proper.
Released in 2002, "Grit!" is an unusual game that's also a derivative work of a fairly niche franchise, with characters based on the Ecchi / Eroge / Hentai series, "Green Green", which was produced by "Groover" in the early-mid 2000s. There was also a remake of GG through Grover's new label, Overdrive, in 2013 and Overdrive itself continued to function all the way to 2022. This series had minimal exposure outside of Japan and only the anime(s) were released in English, but it stands as Groover and Executive Producer Takeuchi Hiroshi's most influential work (although "MUSICUS!", "Canary" and "Edelweiss" also have some claims to fame). The series is generally known for its comedy, but has underlying serious elements and surrealism as the series progresses, with the first game being the most memorable.
While the series itself focuses on a boy named Yuusuke and his three friends who make up the "Baka Trio" (a group of perverts basically, as the plot on the surface was about merging a boy and girl high school into a co-ed school on a remote island, though there's some strange things that influence it), the game basically follows MP's MO of difficult action games with cute appearances (this time, it's a top-down game) and puts the player in control of four of the main heroines instead: Futaba & Wakaba Kutsuki, Sanae Minami and of course Midori Chitose (Midori meaning "Green", and also the main heroine for all intents and purposes)... no love for Nurse Chigusa unfortunately (characters who didn't make the cut are in the High Score table). Each character is slightly different as Futaba has balanced attributes (Speed, Jumping and Attacking), Sanae has longer reach but low jumping, Midori has short reach but high attack speed and Wakaba has the longest reach but slow attack speed. The objective of the game is to clear all the eggplants from the level (because why not... it's based on an 18+ work) and while the easiest way to do this is to catch them off guard and attack them (which stuns them), this is not the "intended" way to play.
There is another means of clearing enemies which is more difficult but yields higher rewards known as the "Grit Gauge" system, where the player can cut lines (cracks) and clear adjacent land. This gauge refills quickly and lines need to connect to form proper "fractures", although the smaller sides will always break first and if the land is too large, it won't break as planned. This can be mitigated by increasing the amount of lines which, in turn, increases the amount of fractures, but spending too much time will cause earlier fractures to heal. When you have the fractures you want, you can jump on one to set off a chain reaction; all enemies caught in the chaos will be eliminated and catching multiple enemies creates combos which yield higher points as well as numerous point items (food). The player also has a "Grit Bonus" if they defeat all enemies by cutting land (you can attack them still as long as they aren't defeated), No Miss Bonus and Time Bonus (time can go to zero, it's just for points). There are also hidden spots to defeat the perverted "Bacchi-Gū" for extra points. It sounds simple on the surface but is very complicated in practice as there are numerous Eggplant types with different characteristics as well as new obstacles that get introduced (varying heights, blocks that can't be cracked, Moai Statues, submerged land, etc.) and enemies move constantly, are plentiful, and attack aggressively. While unique, the game draws some parallels to "Dig Dug II" and "Lolo / Eggerland".
In an unusual MP twist, "Grit!" has co-op play and features dozens of levels as well as many continues, but seeing the game to the end is still difficult. It's an interesting (if somewhat frustrating) piece of Doujin media. This is a video showing the game in action and several running demos. Enjoy.
I've finally acquired every main game from the cool Doujin development team over at "MOUNT☆PUNCH" (まんでと☆ぱんちっ) besides their mega demo of "Nekomimi Tank" from 2009 and it's been something of a journey. "Grit!" is one of three "lost" MP games ("Sakura no Kanzume", "Grit!" and "Mimimi Rocket" are essentially the trifecta) and while I acquired it a few months ago, I could not get this game running without significant graphic defects. However, for those following, my old computer bit the dust a few days ago and on top of gradually getting things transferred and restored, I did a renewed search for things that could get it running properly from Virtual Machines to Forced Windowing programs to Visual Basic libraries. I did finally manage to get a mostly stable version of the game by adjusting .exe properties and utilizing dgVoodoo(2) which isn't really documented much for Doujin games. I also had to capture it with several settings in OBS and learn how to use DaVinci Resolve for editing, so consider this video as something of a test before I start recording main projects proper.
Released in 2002, "Grit!" is an unusual game that's also a derivative work of a fairly niche franchise, with characters based on the Ecchi / Eroge / Hentai series, "Green Green", which was produced by "Groover" in the early-mid 2000s. There was also a remake of GG through Grover's new label, Overdrive, in 2013 and Overdrive itself continued to function all the way to 2022. This series had minimal exposure outside of Japan and only the anime(s) were released in English, but it stands as Groover and Executive Producer Takeuchi Hiroshi's most influential work (although "MUSICUS!", "Canary" and "Edelweiss" also have some claims to fame). The series is generally known for its comedy, but has underlying serious elements and surrealism as the series progresses, with the first game being the most memorable.
While the series itself focuses on a boy named Yuusuke and his three friends who make up the "Baka Trio" (a group of perverts basically, as the plot on the surface was about merging a boy and girl high school into a co-ed school on a remote island, though there's some strange things that influence it), the game basically follows MP's MO of difficult action games with cute appearances (this time, it's a top-down game) and puts the player in control of four of the main heroines instead: Futaba & Wakaba Kutsuki, Sanae Minami and of course Midori Chitose (Midori meaning "Green", and also the main heroine for all intents and purposes)... no love for Nurse Chigusa unfortunately (characters who didn't make the cut are in the High Score table). Each character is slightly different as Futaba has balanced attributes (Speed, Jumping and Attacking), Sanae has longer reach but low jumping, Midori has short reach but high attack speed and Wakaba has the longest reach but slow attack speed. The objective of the game is to clear all the eggplants from the level (because why not... it's based on an 18+ work) and while the easiest way to do this is to catch them off guard and attack them (which stuns them), this is not the "intended" way to play.
There is another means of clearing enemies which is more difficult but yields higher rewards known as the "Grit Gauge" system, where the player can cut lines (cracks) and clear adjacent land. This gauge refills quickly and lines need to connect to form proper "fractures", although the smaller sides will always break first and if the land is too large, it won't break as planned. This can be mitigated by increasing the amount of lines which, in turn, increases the amount of fractures, but spending too much time will cause earlier fractures to heal. When you have the fractures you want, you can jump on one to set off a chain reaction; all enemies caught in the chaos will be eliminated and catching multiple enemies creates combos which yield higher points as well as numerous point items (food). The player also has a "Grit Bonus" if they defeat all enemies by cutting land (you can attack them still as long as they aren't defeated), No Miss Bonus and Time Bonus (time can go to zero, it's just for points). There are also hidden spots to defeat the perverted "Bacchi-Gū" for extra points. It sounds simple on the surface but is very complicated in practice as there are numerous Eggplant types with different characteristics as well as new obstacles that get introduced (varying heights, blocks that can't be cracked, Moai Statues, submerged land, etc.) and enemies move constantly, are plentiful, and attack aggressively. While unique, the game draws some parallels to "Dig Dug II" and "Lolo / Eggerland".
In an unusual MP twist, "Grit!" has co-op play and features dozens of levels as well as many continues, but seeing the game to the end is still difficult. It's an interesting (if somewhat frustrating) piece of Doujin media. This is a video showing the game in action and several running demos. Enjoy.
![Parry Nightmare [パーリィナイトメア] Game Sample - PC/Doujin
Parry Nightmare [パーリィナイトメア] Game Sample - PC/Doujin Parry Nightmare [パーリィナイトメア] Game Sample - PC/Doujin](https://i.ytimg.com/vi/b9Nhim0g_cA/mqdefault.jpg)
![Outtrigger [アウトトリガー] Game Sample - Dreamcast
Yu Suzuki, you son of a gun...
Segas AM2 and CRI division does it again and gives us another example of how ahead of its time the ill-fated Dreamcast was with todays video, Outtrigger, a fantastic (but fairly barebones) port of a Japanese 1999 Sega NAOMI arcade game in 2001. Initially, I was just testing my capture hardware and VGA box but it was looking so good that I made a video for it, lol. The game is labeled as a FPS or third-person action game around the web and the vibes it bring are undeniably Sega, through and through. There were a few stipulations with the games release, such as the rough spot they had migrating the Arcades trackball / joystick combination for controls, and the online play was removed from the PAL version of the game (it still featured local multiplayer), but the game was rushed out the door as Sega would not spend much longer officially supporting the Dreamcast.
In Outtrigger you play a member of the International Counter-terrorism Special Force (Interforce), formed by Visitaria, a multi-national company for military and space products. As an elite squad, they suppress all forms of terrorism with boomsticks and defend all who are deemed innocent. Jay Aragaki (the hot-blooded pro), Alain Ciel (the calm and intelligent noble), Lina Miyagi (the high-spirited tomboy) and Talon Grant (the gentle giant of few words) make up the main squad, but there are also a few generic characters and then the opposition that make up the terrorists. As can be expected of an average Sega Arcade game, this is about the extent of the plot, as the in-game plot is basically non-existent (even half of the story in the manual is basically a setup to talk about the Outtrigger Online Network).
If youve played a 3D shooting game before (Quake, Unreal Tournament, GoldenEye 007, etc.), then you generally know what to expect here, but the experience is streamlined to be more fast-paced and Arcade-like. The games main modes are Arcade Mode and Mission Mode. In Arcade Mode, the player takes on four tiers of training exercises that get progressively tougher to help you in Mission Mode. In Mission Mode, the player performs more demanding tasks than in Arcade Mode. The game has a variety of small arenas where players run around and shoot their guns while dodging, grabbing power-ups, and fighting to be the last one standing or fulfilling other requirements as needed. Machine guns, Plasma Cannons, Rocket Launchers, Flamethrowers, Grenades and other manner of weaponry can be used and there are also additional characters and weapons that can be unlocked in Mission Mode. Two gadgets worth mentioning are the Noctovision and Thermography, which allow you to see in the dark and see heat signatures respectively (and they look darn cool in action).
One thing that helped the game stand out of course was the online play that was present with the SegaNet service where six players could go against each other, though this functionality was short-lived (and part of the reason it was not featured in EU equivalent, Dreamarena, although unofficial support was restored last year for online play). Another aspect of the game was the ability to rocket jump to higher areas (not really needed most of the time but helped on a couple maps) and yet another, perhaps historically significant element, was that different characters had fixed loadouts, classes and stats. In this regard, it became known as one of the first Hero Shooters ever made along with Team Fortress (Mod / Classic), at least in the conventional 3D sense. These stats were not front and center, but they could certainly be felt in the heat of combat. Jay and Alain are balanced, Lina is the speedster, Talon is the powerhouse, and the unlockable characters have varying specs. You can also make Edit characters which are just existing characters that you can mix and match weapons with (you can pick a preferred character and their abilities are skewed by weapons instead of class, so you can override some of the weaknesses a character would normally have).
The one major caveat to this game are the controls, which are notoriously lacking due to no key bindings; Config E1 was the only one that fault somewhat plausible on controller, though you can use a keyboard / twinstick and mouse as well. The game is not the best that the Dreamcast has to offer visually, but its still looks pretty damn good and the soundtrack is also a highlight as its fairly varied and REALLY good quality (the tunes come in almost like redbook audio). The character banter and announcers have the same somewhat cheesy appeal of other Sega Arcade games of the era. Dont expect the game to last more than a few hours in single player, but multiplayer is still fun to this day. This is a video showing two 3/4 Arcade Mode sessions, some of Mission Mode, a little character customization, an attract mode and an ending. Enjoy.
- ADDITION -
Visit Us At: http://www.gamingsanctuary.org Outtrigger [アウトトリガー] Game Sample - Dreamcast](https://i.ytimg.com/vi/bKYFstTMVzA/mqdefault.jpg)
![Abyss Crawlers Plus [迷宮クロウラ+] Game Sample - PC/Doujin
Abyss Crawlers Plus [迷宮クロウラ+] Game Sample - PC/Doujin Abyss Crawlers Plus [迷宮クロウラ+] Game Sample - PC/Doujin](https://i.ytimg.com/vi/bXJJibsYZec/mqdefault.jpg)
![Magicians Dead: Force of the Soul [マジシャンズデッド ~Force of the Soul~] Game Sample - PS4
Magicians Dead: Force of the Soul [マジシャンズデッド ~Force of the Soul~] Game Sample - PS4 Magicians Dead: Force of the Soul [マジシャンズデッド ~Force of the Soul~] Game Sample - PS4](https://i.ytimg.com/vi/bZP1VboWsEc/mqdefault.jpg)
![Cyber Daisenryaku [サイバー大戦略 出撃!はるか隊] Game Sample - Playstation
Cyber Daisenryaku [サイバー大戦略 出撃!はるか隊] Game Sample - Playstation Cyber Daisenryaku [サイバー大戦略 出撃!はるか隊] Game Sample - Playstation](https://i.ytimg.com/vi/c0mg0rjghCE/mqdefault.jpg)
![Multi Turret Academy [多炮塔神教] Game Sample - PC/Doujin
Multi Turret Academy [多炮塔神教] Game Sample - PC/Doujin Multi Turret Academy [多炮塔神教] Game Sample - PC/Doujin](https://i.ytimg.com/vi/c1EpaTqG0ow/mqdefault.jpg)
![Buchimake! Papillon Land Bravo [ぶちまけ!パピ♡ヨン♡ランド Bravo] Game Sample - PC/Doujin
Buchimake! Papillon Land Bravo [ぶちまけ!パピ♡ヨン♡ランド Bravo] Game Sample - PC/Doujin Buchimake! Papillon Land Bravo [ぶちまけ!パピ♡ヨン♡ランド Bravo] Game Sample - PC/Doujin](https://i.ytimg.com/vi/ccUXsjE0gm4/mqdefault.jpg)
![Galaxy Angel [ギャラクシーエンジェル 盛りだくさん天使のフルコースおかわり自由] Game Sample - GBA
Extreme name, excellent game. Galaxy Angel GBA (or its ridiculously long name thats in line with the zaniness of the franchise - Galaxy Angel Game Boy Advance: Moridakusan Tenshi no Full Course Okawari Jiyuu) is one of several games within Broccolis popular Galaxy Angel media franchise of light novels, mangas, animes and video games, and the only portable entry in the franchise. Developed by Marvelous Entertainment in 2002 as a single player board game, it was no slouch and was marketed as pushing the hardware with 128MB storage (Megabits, not Megabytes), featuring graphics and sound well beyond the average GBA title and with tons of high-res artwork (in the context of the GBA), numerous voice clips and some of the best FMVs of any software on the system outside of the Game Boy Advance Video Pak line (but still some of the best of any actual game). While there are bigger GBA games, GA shines in nearly every regard.
The games, animes and books all differ from one another, with the games being more serious than the rest (featuring male main characters like Tact Meyers / Kazuya Shiranami, more restrained comedy and dating-sim aspects). This game, however, is notable as the ONLY GA game based on the original anime series proper, and takes nods from different aspects of it, but primarily the first two seasons of the original GA. Far in the future, the culmination of Lost Technology, the Emblem Frame is piloted by five beautiful maidens. Known as the Angel Brigade, an Special Guardian Division of the Transbaal Empire military, they are assigned to search for Lost Technology, mysterious items from the past that hold unknown powers. Led by Lieutenant Colonel Volcott, the Angel Brigade travel from planet to planet engaged in missions and are spurred on by a brash AI creature, Normad. Unfortunately, they often mess up somehow and end up getting into all kinds of awkward shenanigans. The characters and episodes / titles are named around food.
As the game is based on the anime, the games humor is readily apparent after a few seconds of booting it up (and the anime itself sort of takes the absurdity of Excel Saga and sets it in space) and it shares the same loose structure of missions and storytelling. The core gameplay involves picking an angel (Milfeulle, Ranpha, Mint, Forte and Vanilla) who specialize at different traits (shooting, fighting, smarts, cooking and luck particularly for Milfeulle and Vanilla) and selecting one of three initial missions. Upon clearing it, each character has a second, character-specific mission (such as catching hamsters, snatching up designer goods, etc.), followed by a third and final mission where you are free to select presets. As the team is nearly bankrupt, they must make money as they go or face the consequences; the game is a little unique as victory isnt just secured by dominating the opposition if you go overboard and bankrupt everyone, you will automatically get a Game Over.
Like a typical board game, you will roll a die, move spaces, acquire goods with money (be careful not to spend too much), and trigger basic events (such as slipping on a banana peel to move an extra space, lose a turn, gain a CG, etc.). You can also spend money to improve your proficiency in different areas (X is bad, O is good, Triangle is average) or hold items that do similar (you can only carry one item at a time). When a character is carrying a key item, you can engage them in Battle, which is one of several mini-games. Each character has a mini-game specific to them (Ranpha can make others fight, Forte can make others shoot, etc.) and others common amongst them, and stats will determine how many attempts you have and the range of your abilities. A common strategy is to intercept enemies which is easier than an average board game. I really like that every stage has a gimmick, whether its rescuing citizens from rising water in a flooded amusement park, flipping switches to throw people off your trail, blowing up buildings to create shortcuts in a tank, etc. There is even a bevy of unlockable extras such as GA MichiMichi, Jukebox, Gallery (over 150 CGs), Theater and more.
While GA doesnt do anything exceptional in terms of hardware tricks or technical wizardry, the game looks and sounds REALLY good because everything was simply done really well. The game didnt compress everything to oblivion and call it a day they meticulously converted elements from the series, added some original bits, and avoided the muffled audio fate that MANY GBA games succumb to with clear vocals and BGMs, showing a keen understanding of the hardware. Supervised by Ryo Mizuno of Record of Lodoss War fame and with expressive character designs by Yuko Ootsuki (Kanan), Galaxy Angel is a 2000s Japanese classic in all its forms, but the GBA game is perhaps the least-known game. The only glaring issue I have is its on the easy side (you can even speed up gameplay). Galaxy Angel [ギャラクシーエンジェル 盛りだくさん天使のフルコースおかわり自由] Game Sample - GBA](https://i.ytimg.com/vi/coPvihXfPTs/mqdefault.jpg)
![Meru Purana [メールプラーナ] Game Sample - PlayStation
Now heres a game that doesnt have much representation on the web: Gusts 1996 title, Meru Purana. While Gust is primarily famous for the Atelier series which continues to draw worldwide success to this day, Gusts Pre-Atelier days are mostly shrouded in mystery; they had very different influences prior to their breakout success, making games with heavy Western and Central Asian influences. Back then, they were a very small company and were originally founded in 1993... Atelier first appeared in 1997 and took a few more years to become popular in Japan before gradually setting roots in other parts of the world with the Atelier Iris and Mana Khemia sub-series. As such, the games they made prior were more than a little experimental and serve as a stark contrast to most of the games theyve put out since.
It is worth noting that MP got a sequel of sorts a few years later in 1999 called Oasis Road, which shifted publishers and development to Idea Factory (former staff at Gust wound up working on Oasis Road). Describing MPs plot is even a bit of a feat, as while there is a general outline and worldview, the narrative is very abstract and broken into many fragments... over 500 to be exact (based on characters interacting with each other). Nevertheless, I will do my best to describe it. During the days of the Ming Dynasty, there were those who emerged on the steppes of Central Asia and subsequently spread throughout the world with the intent of bringing down the hammer of destruction upon all civilizations. Divided into what is known as Indo-European, they were a nomadic group with ancient names in the Caucasus, originating from ancient lands in Central Europe or higher latitudes geographically.
After arriving in various regions, they combined local traditions to form the basis of Greek, Celtic, Persian, and Indian mythology, possessing the primordial experiences of these people. What was life like for these people, who profoundly influenced myths around the world, with their struggles for control of the plains, contact with other ethnic groups, raids on agricultural villages, hunting, and warfare? This will be interpreted based on the traditions of the ancient Aryans, who were Indo people, who traversed Transcaucasia, swept through Balochistan, and invaded Punjab... or so the saying goes. The word Meru is derived from Sumeru, and in Buddhism, it refers to a mountain called Mount Sumeru or Mountain of Stones. In this era, it served as a landmark for nomadic tribes and a popular spot for treasure hunting. However, the truth is that it is part of the Ilavrita Kingdom, Mount Meru, the heavenly city of the gods that appears in their myths. It is the remnants of a civilization that boasted great prosperity with the legends (purana / pranas) associated with this mountain called Meru Purana colloquially. This story reflects the Grama (combat units) and Gramani (Grama Leaders) from their perspectives with some fantasy elements.
Ive gone at length on the story so far because, in truth, MP seems rather complicated on the surface but is in actuality an interesting but repetitive game. MP fits loosely into the RPG, Simulation and Board Game genres. The player picks a starting Grama (1 out of 6 possible) to partake in the story or free battles. The game starts quickly and youre thrown in with the only starting hint being to search for allies to increase your unit to five members. The player gets shuffled different options from searching, shopping, fighting, trading, etc., and each member can execute a command. These commands are influenced by martial prowess, intelligence or charm (charm makes negotiations easier, intelligence helps you figure out enemy stratagems and disables certain acts, strength makes fighting and hunting easier, etc.). Characters on the team will provide input on suggested actions or benefits, and success and trust are affected accordingly (you can tell proficiency by little icons before performing the action).
After exhausting actions or ending your turn, all rivals do the same. You may be asked to assist in a skirmish, the A.I. might barter for items, you might lose comrades through negotiations or get offerings if you have prisoners of war, etc., and the idea is to balance your actions while degrading trust and raising your ranks and fame through combat and other means. Battle is actually kinda cool as its a martial arts fest (literally compared to Dragon Ball by your guide, Mesha) and most options are laid out for you, though you can make adjustments. Combos are formed by picking characters with Links for normal attacks and Adds for special attacks. These are the basics.
The visuals are lower res than normal, assets are extremely limited and all units look the same, but the artwork by Hitoshi Yoneda is lovely (Phantasy Star II / IV, Elemental Gearbolt, etc.) and the music is done by Toshiharu Yamanishi of Thunder Force / Technosoft fame and rules accordingly. Meru Purana [メールプラーナ] Game Sample - PlayStation](https://i.ytimg.com/vi/dJQlCsMJTU0/mqdefault.jpg)
![Voltige Aerienne [ヴォルチゲ・アエリエンネ] Game Sample PC-88 VA / Doujin
Voltige Aerienne [ヴォルチゲ・アエリエンネ] Game Sample PC-88 VA / Doujin Voltige Aerienne [ヴォルチゲ・アエリエンネ] Game Sample PC-88 VA / Doujin](https://i.ytimg.com/vi/dNBGH3C3a3A/mqdefault.jpg)
