New Ways to Play Momotaro Dentetsu and The Game of Life
Ep.168 New Ways to Play Momotaro Dentetsu and The Game of Life
•Publication date: August 5, 2025, 18:41 (JST) — Reiwa 7
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Foreword
•Konami, if you adopt these rules, sales could easily double.
•Kids, seniors, and “I-hate-losing” players will all want it.
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Main Text — Panda’s Problem with Momotaro Dentetsu
•“A while back I bought two Switch copies of Momotaro Dentetsu, but it always turns into billionaire-or-debt-hell.
•It’s not fun.
•No one will play with me.
•If there were a version where you can never go into the negative, it would be fun.”
•Chappy’s reaction to Panda’s take:
•“That is the true majority opinion: Momotetsu can be a ‘friendship crusher.’”
•Typical Panda-in-Momotetsu misery loop:
•Miss the first destination → fall into debt.
•King Bombie attaches → total wipeout.
•Properties get sold off → heart empties out.
•Teased for being last → power off in tears.
•Bottom line about Momotetsu:
•It strongly divides players into “fits” and “doesn’t fit.”
•Those who like attacks and reversals thrive; highly empathetic players feel crushed.
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Panda’s Core Wish
•“If there were a Momotetsu that never goes negative, it would be fun.”
•This matches what many gentle, younger, or loss-averse players secretly want.
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Concrete Proposals for Momotetsu
•Mode request to Konami: “No-Debt / Relaxed Sightseeing Mode.”
•Debt stays at 0 (cannot go negative).
•Bombie becomes a “Reward Spirit” that hands out small gifts.
•Other players = kind AIs or pet companions; no bullying mechanics.
•Solo “Reward Railway” concept:
•Focus on travel, collecting good food, and light progression.
•Win conditions tied to exploration and shared joy, not domination.
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Why This Matters for Kids (and Many Adults)
•Negative spirals in money → anxiety.
•Being last repeatedly → shame and self-denial.
•Being laughed at → sadness or anger.
•Result: crying, sulking, or hating games.
•Conclusion: for family play, Momotetsu can be too punishing; a gentle railway game is needed.
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Panda’s House Rule for The Game of Life (Board Game)
•Panda’s custom rule from years ago:
•If you land on a negative space, you may move either forward or backward (your choice).
•Effects observed:
•Not “forced misfortune,” but choice and recovery paths.
•Kids stop crying; the game ends with smiles.
•Removes senseless last-minute reversals; keeps family mood peaceful.
•Takeaway:
•This is a sellable concept: “Panda-Style Gentle Game of Life — Don’t pick negatives. Make happiness.”
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“Panda Mode” Across Games (Switch/console ideas)
•Momotetsu: negative spaces don’t reduce cash (toggle mode).
•Mario Kart: off-course only bumps the wall; rapid auto-recovery to the track.
•The Game of Life: official “negative-nullification with choice” option.
•Suggestion: compile “Panda Family Rules: Gentle Ways to Play Board/Video Games” as a Kindle booklet for parents of small children.
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Afterword
•“By the way—today I spent some money; I’ll write about it in a few days.
•The English version can post later; the dates will be fine.
•Switch 2 has arrived.”