Template:Infobox VG

{{|Osu! Tatakae! Ouendan|押忍!闘え!応援団|Osu! Tatakae! Ōendan|lit. "Hey! Fight! Cheer Squad"}}, sometimes referred to as simply Ouendan, is a rhythm video game developed by iNiS and published by Nintendo for the Nintendo DS handheld game console in 2005, for release only in Japan. Ouendan stars a cheer squad rhythmically cheering for various troubled people.

Development historyEdit

At the 2007 Game Developers Conference in San Francisco, iNiS Vice President Keiichi Yano described the process which eventually resulted in Osu! Tatakae! Ouendan. His first inspirations for the game came when he first tried a Nintendo DS handheld, and development on the game began after successfully pitching the concept to Nintendo. At the conference, he also displayed early concept art for lead Ouendan character Ryūta Ippongi, who originally wore the shirt of his gaku-ran uniform unbuttoned and had a significantly shorter hairstyle. Yano noted that Nintendo was fond of the characters due to their manga-style aesthetic.

Yano also displayed an unused Ouendan stage from a prototype build that featured a puppy in danger. The stage concept was ultimately dropped from the final version of the game because the puppy died if the player failed the stage.[1]

Concept and storyEdit

File:Cheerleader Waseda.jpg

Ouendan details the plight of several characters in hopeless situations who cry out for help. In response, the Ouendan, an all-male cheer squad appear to help each character work through their problems by cheering them through music. The origin of the Ouendan is unexplained in the game, though they are always nearby when help is needed. The Ouendan appear wearing highly stylized black uniforms (based on gaku-ran Japanese school uniforms) with red armbands, a common sight at Japanese school sporting events.[2]

Most of the scenarios are inspired by modern Japanese culture, or are heavily influenced by the Japanese form of print comics, or manga. For instance, the first stage features a high school student distracted from studying for his college entrance exams by his family, while a later stage focuses on a pottery master who has lost the inspiration to create unique works.[2] Most of the stories are presented in a light-hearted or comical fashion, emphasized by absurd storyline twists and the sounds of whistles and cheer shouts as the player progresses through each stage. The one notable exception to this is a love story set to the song "Over the Distance," which is told in a more heartfelt, subdued tone further marked by the gameplay's whistle sound effect being replaced with subtle chimes.[3]

While the individual stories otherwise have no connecting theme to them, characters from some stories reappear in others as background figures or supporting characters. However, all of the characters reappear in the final story, in which the Ouendan must lead the entire world in a cheer to save Earth from being destroyed by an asteroid.


Each level of Ouendan features a plot line accompanied by a specific song. A character (or characters) facing a problem will cry {{|Ouendan!|応援団}} when their conflict reaches a climax. This call summons the cheer squad, and the song starts. During the game, the story is told on the Nintendo DS's top screen, and gameplay takes place on the touch screen. The player uses the Nintendo DS's stylus to perform varying actions according to the markers that appear on screen:

Marker Description
Hit Markers Numbered circles that must be tapped in sequence in time with the music.
Phrase Markers Markers with tracks extending from them. The player must trace the stylus in time with a ball rolling on the track and may be required to move back and forth across the track several times.
Spin Markers A spinner that the player must rotate quickly until bars along the sides of the screen are filled. The speed at which they must be spun depends on the tempo of the music and difficulty of the song. If the player has time to continue spinning the marker after filling the gauge, bonus points are awarded for each continued rotation. The positions of Spin Markers are constant across all difficulty levels.

Depending on how precise the player's actions are, he or she will either be awarded 50, 100, or 300 points. There is a life bar that represents the character or characters' fighting spirit that constantly drains over the course of the song, but can be refilled with hitting the indicated beats; the more precise the player is, the more energy is restored. However, if the player should miss a beat completely, the meter will deplete even further. If the life bar should empty, the level will end, resulting in failure for the character. To advance in the game, each stage must be completed successfully. The game saves progress automatically once a stage has been completed.

Within each stage are two to four break points where the player can take a rest while a scene from the story plays out on the top screen. If the life meter is at least fifty percent filled and in the yellow, the scene will depict a positive result such as, in the case of the pottery maker, gaining great inspiration for a new work. If the life meter is less than fifty percent full and in the red, the resulting scene will depict the character encountering a setback, such as the pottery master coming up with yet another drab creation.

The score for each level is based on the timing of the beats, and the current number of beats made in a row, which increases the combo multiplier by 1x each time. Thus, for example, after completing 50 beats in a row successfully, the multiplier will be at 50x. After completing any song, the player can go back and attempt to improve the score for that song. Additionally, as a combo grows, flames will appear behind the cheer squad, and the longer the combo is maintained, the taller the flames will rise until reaching the top of the touch screen. The flames will disappear completely if the combo is broken. The use of flames is constant throughout the game to represent the protagonist's determination.

There are four difficulty levels in the game. Initially, only {{|Easy mode|気軽|kigaru|"light-heartedly cheer"}} and {{|Normal mode|果敢|kakan|"boldly cheer"}} are available, but completing Normal mode will unlock Template:Nihongo, and completing Hard mode will unlock {{|Very Hard/Insane mode|華麗|karei|"gracefully cheer"}}. Each mode uses a different cheer team leader, with the exception of Very Hard/Insane Mode, which changes the whole team into a team of 3 cheerleader girls.

Increasing the difficulty level generally increases the number of markers to hit, the rate at which markers appear, and the rate at which the life bar depletes. Very Hard mode is basically Hard mode rotated 180 degrees, with markers being smaller and appearing faster, thus allowing less response time. However, there are subtle differences, such as extra markers for short double beats and different, more complex, beats for some songs.

Track listingEdit

The music used in Ouendan consists of hit songs by well-known J-pop artists. The majority are taken from the mid-to-late 1990s and early 2000s, though The Blue Hearts' "Linda Linda" and Linda Yamamoto's "Neraiuchi" date from 1987 and 1973, respectively. All of the recordings featured in the game, besides 175R's "Melody," are covers, rather than recordings by the original artists. The following track list is organized by the original artist, name of the song, and cover artist.

  1. Asian Kung-Fu GenerationTemplate:Nihongo (by Kyōya Asada)
  2. Morning MusumeTemplate:Nihongo (by Kaoru Kubota, Fumio Kobayashi, Yūko Yajima, Mari Nabatame, and Akina Okabayashi)
  3. UlfulsTemplate:Nihongo (by Hiroaki Takeuchi)
  4. 175RTemplate:Nihongo
  5. The Blue HeartsTemplate:Nihongo (by Daisaku Shimada of Bevenuts)
  6. nobodyknows+Template:Nihongo (by Bugashman, Cantaman, Moss, Mouse-P, and Sausen)
  7. B'zTemplate:Nihongo (by Tetsushi Kimura)
  8. Tomoyasu HoteiTemplate:Nihongo (by Hiroaki Takeuchi)
  9. Road of MajorTemplate:Nihongo (by NoB)
  10. Linda YamamotoTemplate:Nihongo (by Kaoru Kubota)
  11. Kishidan – "One Night Carnival" (by Kei Imai of South 2 Camp)
  12. Hitomi Yaida – "Over The Distance" (by Ayako Kawajima)
  13. The Yellow MonkeyTemplate:Nihongo (by Mitsuru Yanagisako)
  14. Orange RangeTemplate:Nihongo (by Bugashman, Cantaman, Moss, Mouse-P, Sausen, mimi, and Akasanajar)
  15. L'Arc-en-Ciel – "Ready Steady Go" (by Tetsushi Kimura)


Because Ouendan was not released outside of Japan, it does not feature many reviews from English gaming publications. As of March 30, 2008, the game currently has an 87/100 rating from MetaCritic.[4] In December 2006, Press Start Online placed Ouendan at number one in their HeartScore list, a top 25 of underappreciated games and personal favorites. [1]


Elite Beat AgentsEdit

Main article: Elite Beat Agents

On November 6, 2006, Nintendo released an iNiS-developed game entitled Elite Beat Agents to the North American market. This game features the same game play as Ouendan, but with a different song list geared towards western audiences. The scenarios in the game have also been tailored towards a western audience. Several general game play changes were made as well.

Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2Edit

Main article: Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2

On February 21, 2007, Nintendo announced a sequel, entitled Template:Nihongo. The game features the original characters from Osu! Tatakae! Ouendan, as well as a new rival cheer group that the player both encounters and plays as. The game was released on May 17, 2007.[5] The sequel has 4-player wireless play, as well as several other new features, most of which were first implemented in Elite Beat Agents.[6]


  1. GDC Blog 2007's 1Up Blog: Elite Beat Agents Session Live Blog
  2. 2.0 2.1 Template:Cite web
  3. Template:Cite web
  4. MetaCritic – Osu! Tatakae! Ouendan!
  5. Template:Cite web
  6. Joystiq – Elite Beat Agents sequel is on (oh yes)

External links Edit

Template:Ouendan series