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EphemeralEnigmas
@EphemeralEnigmas

This week's game is Wuz↑b? Produce: Street Dancer, a rhythm game for the Wonderswan that's about a J-pop group from 20+ years ago.

You can tell right away from the chosen platform and premise that this here is a curious one. When you think rhythm games, you probably don't think of the Wonderswan first (aside from Rhyme Rider Kerorican, anyway) and based on the lack of information out there, I get the impression Wuz↑b? didn't make much of a lasting impact either. Their name being so hard to Google sure doesn't help! But if you don't sweat the details and give it a chance, you'll find a game that's a bit too simple, but has charm and good ideas to go around. If you want a showpiece for your Wonderswan, this game is a good choice because it makes you rotate the thing depending on the song you play. Hip Hop songs use the standard grip, Rock songs make you hold it vertically and use both d-pads, and Jazz songs make you hold the console upside down. It's the kind of gimmick that's additive to the experience, turning something that would otherwise be pretty rote into something that's a lot more memorable. Of course, this means that retaining the intended feel makes this one difficult to emulate, so it's best tried on real hardware if you can manage to do so. I'm not so lucky, so I had to play it on an Analogue Pocket, which certainly made for an interesting experience!


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in reply to @EphemeralEnigmas's post:

I hadn't considered the possibilities of using an Analogue Pocket to handle WonderSwan games with shifting screen orientations! Recently I played through Kaze no Klonoa: Moonlight Museum (which has stages in horizontal and vertical orientations) via MiSTer. I managed to finish it (even the tough extra stages), but I went through a lot of different controller mappings along the way. (Thankfully, the MiSTer WS core has screen rotation, so I didn't need to tilt my head.)

The MiSTer sounds like a good TV/monitor solution and similar to what I had to go through with the Pocket. The Pocket ended up working well as a way to semi-recreate the feel of the actual hardware, but the way button configurations work on the Pocket core required a lot of trial and error since I couldn't just map individual things to whatever I wanted. Good to know Klonoa makes use of both orientations too, I was planning on playing that kinda soon, so now I know to brace for lots of button mapping trial and error...

This was a fun read! Really enjoy hearing about games that does weird orientation stuff.

Amuse is a record label and talent agency, rather than a developer. A lot of western sites mistakenly give them development credit for games they work on. The fact that the developers they worked with always went uncredited makes it pretty easy to make that mistake. Most of their games were copublished with Bandai and/or Bandai's Emotion Digital Software label. They seem to have mostly gotten out of that by 1996 with the exception of Wuz↑b.

Thank you for reading, and thank you for the great information as well! Them being a record label/talent agency makes a lot of sense and also helps give an idea of how the idea behind this game even came to be. It also explains why their cited roles in the credits seemed like more hands-off "secondary" roles compared to Westone's programmers and designers. I'll be updating the post to make sure this information is in there and now I know what Amuse's deal is if they show up again too, so I appreciate the tip!