"Hello Kitty", ハローキティ Harōkiti or, as I amusingly call it, "Hello Sh**ty".
It's a fighting game. The insurmountable cuteness of Sanrio's Hello Kitty - with its 30 years of persistent cotton candy sweetness versus me. 3DO kid. Armed with 33 years of smutty minded depravity.
To be honest - I thought it too close to call. How could I lose?
This 3DO game is based on a simple enough concept. A good job too, because it is all in Japanese. That concept is simply to create Hello Kitty scenes using one of four backgrounds.
So, armed with Hello Kitty herself, a selection of outfits, some of the Hello Kitty sidekicks and few sundry objects, such as sheep, dolphins, fish and flowers the objective is create a scene.
Naturally, I was shooting for a deprived scene. Hello Kitty making sweet love to sheep using a fish - that sort of thing.
Yet - no matter how hard I tried, how desperately I looked for the most slutty dress or how carefully I positioned the flower, each picture simply looked cute. It appears that no matter how low you are psychologically willing to sink - Hello Kitty uses a double-dragon-punch-fireball combo of lovely-cuteness and eventually you fall foul to it simply being cute - genius.
Rare? Very - Japan only game.
3DO Kid.




Hey now, there's more to this game then that!
Not much, though.
The basic premise is that you're visiting Hello Kitty and, upon entering her room, she tells you that she has a lot of interesting toys that you can play around with. Then you'll get to move around the mouse and click on anything in the room. Some things respond by showing you an little animation (much like that Fatty Bear game, but a lot less interesting) and some launch up a minigame.
I didn't play for very long, but I did find a rock-paper-scissors game, a slot machine with Sanrio characters and the picture-making thingie you described. The first two were playable, but not much fun because they're just Hello Kittyfied versions of simple concepts and implemented rather lazily. The rock-paper-scissors game had hands flashing at maximum speeds which made winning random and the slot machine has generally poor response time, but I was able to "beat" it once I figured out when to push the buttons. You get money when you win at it and some kind words from Hello Kitty. Sweet, huh?
The last thing I did was click on the bed, which ended the game. Hello Kitty says goodbye and hopes to see you again tomorrow. And then the credits roll. Really good credits, because as far as I could tell the game had ~10 producers/assistant producers, 1 programmer and 2 graphic artists. It shows.
I have a question too, since I don't have the original game (but you seem to, I think?): how much did it cost on release? My Ultraman had the price on the box, maybe this one does too. I just want to know how much parents had to shell out for a poor 30 minute game that has zero replay value.