Quite a few people to mention for this one. First, as ever, thanks to Ultra Powerful Pal of Gaming Hell HokutoNoShock who has played several exciting Waku Waku 7 sessions over the years with my writer cohort via Fightcade- some of the screenshots you see below are taken from those very sessions. Secondly, the two most useful guides for the game on GameFAQs are by the person who basically makes the Gaming Hell fight night sessions even possible most of the time, Goh_Billy as well as afroshouji who put together a very detailed guide to the game including frame data, how the hidden GUTS mechanic works, all sorts of things. Give them both a read to give yourself a Waku Waku edge. Or something like that.

Hello again, Sunsoft. We meet once more on the battlefield of the '90s fighting game.

The last time we ended up on this battlefield together, we took a look at Sunsoft's inaugural fighting game, the 1995 release Galaxy Fight: Universal Warriors which was an interesting attempt at the genre with some novel ideas but the execution wasn't quite as good as it could have been. Not to be deterred, Sunsoft quickly followed up with 1996's Waku Waku 7, and both games are commonly paired together and compared, which is fair- they certainly share a few things including a character designer (Kouki Kita, who passed away in 2017, and his passing was acknowledged by Sunsoft themselves, a lovely gesture), the bizarre bonus fighter Bonus-Kun, and both appeared on the Neo Geo. While mechanically and visually they couldn't be further apart, I think seeing Waku Waku 7 as an evolution of Sunsoft's previous game is perfectly valid, as you can easily see what lessons were learned making that first game that informed the design of this one. Anyway, Galaxy Fight was a serious attempt at a sci-fi fighter, played almost entirely straight with a muted, if impressive, colour palette and a generally more stony-faced approach. Waku Waku 7, on the other hand, is wild, choosing instead to parody common character types from manga and anime titles of the time period, some being pretty blatant (Dandy-J is Joseph Joestar and Politank-Z owes residuals to Dominion Tank Police's Bonaparte) while others are more general (Slash is a standard fantasy world character and Rai is the plucky hot-blooded high-schooler hero). Even the plot is basically Dragon Ball but instead of the seven Dragon Balls being sought out it's the seven Waku Waku balls (one for every colour of the rainbow of course) that grants a wish to anyone who can gather them all and put them in the statue in Waku Waku Town's park. The seven holders of the Waku Waku balls [Teehee - Ed] fight amongst themselves to have their wish granted, unaware that their actions will awaken the great and powerful Fernandez that might just destroy Waku Waku Town and even the world...!

Before we get started, let's look at those seven Waku Waku Balls seekers!

A junior high school student
who loves adventures & the outdoor life.
Very active. He uses electrical shocks to attack.

Slash is a monster hunter from
the world of monsters. His job is
to punish the evil monsters who escape from
their world to this one. He fights with
a sword of light, and likes wandering,
and eating bowls of rice with tempura.

The 7th automaton developed by Dr. Lombrozo.
Each part of her can be easily replaced.
She loves human beings
and wishes to become one.

An armoured tank developed by the head
of the WakuWaku Central Police Department,
to maintain global peace and
further his own ambition. POLITANK-Z is
maintained by the dog HAMASUKE.

A big animal living in the woods, who
understands human words to some degree.
Likes fruit and singing.
Met MUGI, a little girl, when she was lost
and crying alone in the woods.

A famous treasure hunter who is travelling
around the world with NATSUMI and RAMPOO.
He started on his current quest
when he was asked to find the
legendary "WakuWaku Seven" treasure.

A junior high school student
who likes sports, Arina learned fighting skills
as a compulsory subject at school
She loves sweets and shopping,
and has big, charming, long ears.

Well, now you know why the game's called Waku Waku 7- it's because it has a cast of seven playable characters. That's not that many by genre standards of the time, and even Galaxy Fight had more characters than that! However, this approach allowed Sunsoft to make seven characters who are not only wildly different from one another in terms of playstyles, but also give them plenty of attention in the graphics department with super-smooth and lavish animation, something we'll get to later. Additionally, there's no clones to be found here, each character plays very differently (you could argue Rai and Arina are the Ryu and Ken of the game as they have the Hadoken / Shoryuken move combo but they're distinct characters otherwise) so that smaller roster doesn't sting quite as much. To a new player, the tiny character select screen of Waku Waku 7 might be a little less intimidating than the one found in something like The King of Fighters '96 so there is that in its favour, so while a couple extra characters would've been nice, a small roster isn't the huge problem it might seem at first glance.

With our cast out of the way, let's talk about how it plays. Waku Waku 7's style of fisticuffs is somewhat more traditional than Galaxy Fight, with that game's defining characteristics- three buttons for attacks of light, medium and hard strength and stages that loop endlessly meaning no corners- excised. Instead, you've got the Neo Geo standard of light and heavy punches and kicks and definite borders to stages. Some might see this as a dilution of what made Galaxy Fight special, and I can see that, but as I said when I played that game, its ideas were interesting but the execution was lacking. Sunsoft just saw fit to cut the wheat from the chaff, and indeed one idea from Galaxy Fight that did kind-of work stuck around- those moves that sent your opponent cartwheeling all the way across the screen are still here. Adding in corners actually works in those moves' favour as if you're on the receiving end a well-timed button press now lets you either stop safely and land on your feet or- the more exciting option- kick off the wall as you land and catapult your way back to your opponent. This helps get rid of the stop-start feel of fights that was a problem in Galaxy Fight and lets you get back into the fray as fast as possible. That said, while there is a chain system similar to Darkstalkers that differs between characters, the game doesn't 'flow' as neatly as something like Fighter's History Dynamite with combos and movement feeling ever-so-slightly stiff in places. It's hard to articulate but if you play this game for a long time then switch over to something contemporary with it like FHD or Street Fighter Alpha 2 then you might notice it. It also feels like it would've benefitted from a few different movement options too like air-dashes to compliment some of these other mechanics but they weren't quite as common in the genre at this point, so that's fair.

The other additions made here bring Waku Waku 7 more in line with other fighting games of the time, more so than Galaxy Fight was but even these have their own twists. Probably the biggest addition is the POW Meter which lets you stock a whopping seven bars of meter (although in one-player mode, each of these is tied to one of the seven Waku Waku Balls so you slowly get access to more as you ) which build up as you take lumps, hand them out and do special moves, although it can also be set to charge automatically (this setting does not appear to be the tournament standard, such as it is). With or without automatic charging, you get a lot of meter to play with and there's plenty of use for it, and some of it is stuff you would expect from a game of this era- there's a standard super move (called a DokiDoki move here) that does a lot of damage if you land it and all of your special moves can be powered up at the cost of one bar usually adding more damage or changing its properties. That last one wasn't quite as common in the genre yet before it appeared prominently in Street Fighter III: 2nd Impact (different implementations of it had been seen in Darkstalkers and Street Fighter: The Movie) and so it's a welcome addition here, giving you more options and offering some of your moves more utility (and giving you three versions of each move like in six-button games, something not every Neo Geo fighter could pull off). One very small mechanic you may not even notice is one I especially like is the GUTS system, where you take a little less damage at low health- you can't count yourself out just 'cause you're in the red, and it's a nice way of very subtly keeping players in the game to snatch victory from the jaws of defeat.

It's the other two that are more unique to this game and interesting to me. First, you have Super Mode by pressing LP, HP and LK together which doesn't quite work as a 'get off me' button (it can be used while guarding but not while being hit) but does stop your opponent from hitting you while you activate it, and from there you get a couple of seconds where all your attacks do more damage (even your normals will now do chip damage on block!) and you take less damage. It's an interesting addition as you really don't get much time to take advantage of it so it's not super-overpowered but gives you just enough of an edge, plus you have to change tactics when your opponent uses it (hold off from supers until it wears off or burn your own meter to counter it). The wildest use of meter is the HaraHara move, a universal super (with a nice and easy input, Down, Down + both Punches or both Kicks) that does an incredible amount of damage and usually has some weird properties (Arina's Arina Special can be aimed in any direction, Tesse's Chou Denshi Eraser teleports her to the top of the screen for a gigantic laser attack) but come with a ridiculously-long start-up, complete with a flashing warning screen just in case. It's wonderfully over-the-top, and while you might think it means they're useless as they're so obviously telegraphed, if you hesitate you can still be caught out by them so then you have to deal with the move and avoid it if you can. They have to be used carefully and not thrown out willy-nilly, but they're super-satisfying if your opponent gets caught out by them!

There's a couple of other things here too which surprisingly show a little Darkstalkers influence but with some unique takes on them. In particular, mechanics like rolling and sliding wake-up options, pursuit attacks and the ability to chain together normal attacks fairly easily take their cues from Capcom's series but with twists- you also have a wake-up attack (be careful with it as it leaves you open), you have to mash to get up quickly (not so keen on that these days, my poor hands) and characters have very different sets of normals they're allowed to chain with some having more than others. Combine these with the other mechanics and you have a game that scratches many of the itches I like in a fighting game, but it's also one that's easy to get to grips with and, more importantly, slip right back into if you haven't played it for a while. When I'm struggling to think of a fighting game to play or don't have as much time to devote to relearning something, Waku Waku 7 is a pretty solid choice to go for, with the main thing to remember being not to use the unique wake-up attack too much and the right times to use the HaraHara attack. The small cast helps in this regard too as you can pick up pretty much all of them fairly easily (and yes, I wouldn't have minded more, but it's not a deal-breaker) and the fun and lively presentation makes it a joy to watch as well as play.

Oh yes, the presentation, we really need to give special mention to that! Each of the seven characters are given a ton of animation frames that not only make the game look impressive, but give each character personality- Dandy-J's idle stance has him slowly breathing and flexing his muscles as he breathes in, Tesse is a walking cleaning machine with brooms, dusters and even a vacuum cleaner hiding in there, and so on. It helps that the designs are great, with Arina and Dandy-J being particular favourites of mine. Backgrounds are given a similar level of care as there's a lot of detail and the time of day usually changes between rounds similar to the later Fatal Fury games, although some do feel a slight bit empty without many spectators or animated objects about. The game's colour palette is also a big highlight, as it's wonderfully vibrant with colours that really pop off the screen and make a stark contrast to Galaxy Fight for sure. The soundtrack is excellent too with an ecclectic mix of styles to suit the cast like Tesse's serene Dream Waltz, Dandy-J's moody western-style The Sun Sets Again and Arina's anime opening-esque The Excitement Never Stops (complete with lyrics!) complimenting the characters and their stages perfectly. The downside is that it's a bit too exciting in some regards, with DokiDoki and HaraHara moves in particular using a lot of intense white screen-flashing effects and there's no option to disable this unlike later Neo Geo games (in particular many entries in The King of Fighters have this as an option in the Soft Dip menu). Not an uncommon problem for games from back in the day, but some are definitely worse than others and some players may find these effects a little too intense. There's at least one home version that toned them down significantly but the option to do so in the arcade release would've been nice.

To wrap things up, Waku Waku 7 is definitely an iteration on Galaxy Fight and it's a damn good one, taking a few ideas that worked there and tossing out the ones that didn't, creating a fun, vibrant and pretty easy-to-learn fighting game with presentation chops to spare. It's perhaps not as daring as Galaxy Fight is, reigning in some of that games stranger and more unique mechanics for more traditional and established ones while throwing in a few ideas that do work, but that works in its favour for the most part. Galaxy Fight was a case of interesting ideas but flawed execution, Waku Waku 7 leans more towards solid execution on less out-there ideas, even if elements like wall-splats were pretty novel for the time. I can definitely see an argument for being drawn more towards Galaxy Fight for that reason, and it's definitely worth a try- remember, to get 3 hearts out of 5 on this website you have to be pretty decent- but for me, execution is king, especially for a fighting game. You can do what you like if it works, but you've gotta do it properly and I feel for the most part Waku Waku 7 achieves that goal. I know it's vague but there is a slight slowness to some parts of it, especially movement which I wish was a bit nippier, and of course the small roster is going to be a deal-breaker for some, but I think each cast member stands out from the other so well that you'd only slightly wish there were more available. A brightly-coloured highlight among non-SNK-developed fighting games for the Neo Geo, it's a real shame Sunsoft didn't get a third crack at the genre on the Neo Geo (see more on a cancelled sequel below, and Astra Superstars is on different hardware and so wildly different it doesn't really count) but this is a solid way to bow out of the genre and system.

For being a Saturday morning anime in fighting game form, Waku Waku 7 is awarded...

In a sentence, Waku Waku 7 is...
An exciting time for all fans of fisticuffs.

And now, it's that time, folks!

First, a quick look at the boss characters! Unlike Galaxy Fight, you can play as them if you're at home!

Only two bosses this time, but at least one of them is a familiar face- it's your boy Bonus-Kun, back from his space adventures in Galaxy Fight to bust some heads! No, really, his intro is a view from Waku Waku Town's park showing him burning up on re-entry from space. As with last time, this is a single-round fight on the background your last fight was on, but not only can Bonus-Kun now block, he has a bunch of special moves that make the parody of Ryu from Street Fighter more obvious- a fireball he coughs up, a rising uppercut (he just uses his face) and a spinning kick- and even his theme song is based on the Japan stage from Street Fighter II! One nice feature of this fight is, even though it's after the 3rd stage, you start with all seven levels of your POW Meter filled up, which you normally don't have access to until the mirror match before the final boss fight. With that much meter at your disposal, Bonus-Kun should be your punching bag but please go easy on him, he's lived a full and unrelenting life.

After fighting your evil doppelganger in the 6th stage (they even get a unique 'evil' blue-skinned colour palette- you can select this yourself by using Down + A + B + C + D to pick your character), you'll place the Waku Waku Balls in the statue in the park (this is where Politank-Z's famous "Yes, yes, yes! Balls, balls, balls!" dialogue comes from, and now you know) and as well as releasing a fairy, this awakens Fernandez, the final boss. In the time-honoured Tokusatsu style, the fairy makes your character grow to Fernandez' size to duke it out in the middle of the town way above the skyscrapers! Fernandez himself isn't too much to write home about, though- he's just a big ol' demon (a goofy one with lots of different expressions, mind, and he looks a bit like a Drakee from the Dragon Quest series) but he is huge, covering a lot of the screen and doing a lot of damage with his attacks. Oh, and he can enter Super Mode just like you can, and he's not shy about doing so to obliterate your health bar. Good luck!

As we'll see later, both these characters are available for player matches in the AES cart and some other home versions.

Next, weird secrets! These aren't huge codes but do change a few things, so they're pretty interesting.

All these need be held after selecting a character but before the Waku Waku 7 splash screen shown above appears, and held until the match begins.

They can be performed on both the MVS and AES versions, and with the exception of the first one, work on any regional BIOS.

These are presented in an aesthetically-pleasing table format, and the codes are sourced from afroshouji's GameFAQs guide, sent to them by Jacob Poon.
Also, on our own time we corroborated these with an official Sunsoft page listing cheats for their games.

Method Effect Screenshot
Display lyrics on Arina's Stage
When fighting on Arina's stage, hold A + D + 1P Start before the match begins.
There will be no sound to confirm correct code entry.
The POW Meters will be covered by a flickering black bar, and the lyrics to The Excitement Never Stops will be displayed karaoke-style.
Alternate colours for CPU opponents
Hold Up-Right + A + 1P Start before a match begins in a single-player game.
A male voice will confirm correct code entry.
Your opponents in single-player mode will now use palettes other than the default ones.
Repeating the code will make your opponents use the default palettes again.
Zoom game camera out
Hold Right + C + 1P Start before a match begins.
A male voice will confirm correct code entry.
The camera will be completely zoomed out for the next fight.
Change victory icon
Hold Left + 1P Start before a match begins.
A male voice will confirm correct code entry.
The game will now use a different, strange set of victory icons.

Additionally, the MVS version has an exclusive secret, a well-known easter egg... With something you may not know about it!

Insert 7 (or 77) credits, and everything on the title screen except for the Level and Credit counters are mirrored.

Why? No reason.

What fewer people have seen, though, is that the entire intro is mirrored too.

To see this, switch off the Game Start Compulsion timer in the Test Menu, letting the attract mode play while credits are in the cab.

The character profiles during the attract mode have the same thing!

Again, no reason. It is merely here for you to enjoy and wonder at.

Next, some more regional differences between the English and Japanese versions, beyond the karaoke cheat mentioned above.

For a start, a Hirigana logo serves as the title screen in the Japanese version, with "Waku Waku Seven" in tiny English text too.

There's two name changes too, although they're slight- Fernandez and Mauru are written out as Fernandeath and Marurun in the this version.

... Although this difference is in text form only, as the announcer still says 'Marurun' even in the English version!

A more intriguing difference is the Waku Waku Calender [sic], a series of 12 images you can see above. The method to see these differs between the MVS and AES versions, but in both cases these can only be done with a Japanese BIOS. For the MVS version, one of these will show up in the attract mode eventually (the Sunsoft website claims 7 loops, but it was definitely more than that when I tried). The AES version is much simpler, as they'll appear in sequence after every third Game Over. Most of these images show members of the Waku Waku gang partaking in different events, holidays and festivals appropriate to the month- St. Valentine's Day for February, summer vacation for July, and some more Japan-centric events like Hanami and Kodomo no Hi- complete with a caption that quickly scrolls across the screen. Hover your mouse over the image to see what the caption is and details on what it's referring to if necessary.

We're finally at the ol' home port rodeo, and there's not too much to go on here, but we'll do our civic duty.

First up, the obvious one- the Neo Geo AES version.

This was one of those Neo Geo games that was only released for the AES in Japan for whatever reason (even though Galaxy Fight did get a US version) but while it's mostly what you'd expect from an AES release, it's got a few little extras. As well as the standard four-credit limit and a difficulty select, you can also toggle whether the Power Gauge builds up automatically over time or if it only builds up by landing attacks and getting hit like other fighting games (this is an option in the Soft Dip menu in the MVS version). There's also a language selection between English, Japanese and Spanish which affects whether the karaoke mode cheat works as well as, you know, changing the language. More interestingly, when a second player joins in, Fernandez and Bonus-Kun are added to the sides of the Character Select screen! However, you can't use them in single-player mode, as if a player using them wins the match, they have to select one of the seven normal characters to keep playing. Aside from that, it's the game on a cart, as AES games tend to be. You can view the Japanese manual on archive.org if you so wish, there's some artwork in there you might otherwise miss!

Interestingly, there was at least a planned Neo Geo CD version of Waku Waku 7 at some point- as shown here it was listed in Neo Geo Freak Vol. 2 as an upcoming CD title. It was never released in that format however, even though Galaxy Fight did make it to the platform. That's all that can be specifically sourced about it though, and there's several other completely unsourced claims about this version that you can find on Wikipedia (of course) that we won't be repeating here so they don't spread any further. Don't trust everything you read on the internet, folks. Unless you find it here, obviously. [Nice save there, chief. - Ed]

Fortunately, there was a non-Neo Geo contemporary home version at least- the Sega Saturn version.

Released in 1997, you would expect this to be an exemplary port given the Saturn's reputation for high-quality 2D arcade conversions, but this is one of the exceptions. Not an unplayable port by any stretch, but it's clearly not the optimal way to play the game. To start with the positives, the game uses the 1MB RAM Cart so while not all the animation frames are in, a fair number of them are and the scaling has made it in-tact too. For Versus Mode, you get options for playing against a friend, the CPU or watching two random CPUs duke it out, Fernandez and Bonus-Kun are present and accounted for, and there's also options for level selection, random select, POW charging and player handicaps. The controls get the added benefit of four extra buttons to play with used for shortcuts to make things like activating Super Mode and DokiDoki moves easier. As for extras, there's an expanded set of options including both the full zoom-out and victory icon cheats of the Neo Geo available as normal options, with further changes available for the zoom-out option, a secret option for several turbo modes (Active Turbo and WakuWaku don't seem to change much, but DokiDoki and Limmiter Off make the game play extremely fast but choppy), implementation of the Waku Waku Calender [sic] and an arranged soundtrack that completely replaces the original. Quite a few nice features, then!

However, the two big problems with this port are the loading and slowdown. For the loading, the game will pause to load between character intro quotes and between every round, meaning the music will restart, and while you can disable the intro quotes, there's no getting around that music issue. On the plus side, between-match loading screens use multiple pieces of brand-new character art, so at least you have something to look at. As for the slowdown, it's frequent and unavoidable- moves like Arina's fully-charged Arina Beam will cause slowdown upon contact, as will using Dandy-J at all (since he's got other sprites with him) and especially Fernandez (who basically makes the game run at half-speed), stages with even a few background sprites will cause the game to chug, it makes it significantly less fun to play honestly. There's some other rough elements here- the zooming feature may be retained but the background uses a zoomed-out version no matter how close or far you are to your opponent so a lot of details are lost, animation is severely cut on a lot of backgrounds especially Mauru's stage, no option to select the original soundtrack if you would've preferred that, no Training or extra modes, and so on. It's rough, no bones about it, but luckily it seems to be a lot less expensive than it used to be if you're curious, but nowadays there are better options that we'll see in a second.

Next is a much better version- the 2008 Playstation 2 version as part of Neo Geo Online Collection Vol. 11: Sunsoft Collection.

As the name suggests, the Neo Geo Online Collection was a series of PS2 rereleases of Neo Geo games with added netplay functionality, but only in Japan, and Sunsoft Collection was the only volume with games from someone other than SNK or ADK as it gathered together Galaxy Fight: Universal Warriors and Waku Waku 7. Generally the emulation on these sets is pretty solid, based on the AES versions specifically but with infinite credits and they come with a few notable extras. To talk about Waku Waku 7 in particular here, this has the same settings to choose from as the AES version (except, for some reason, language selection- Japanese only) and as with others in the Neo Geo Online series there's a Practice Mode, Online Mode (when that was a thing) and a Colour Edit mode, allowing you to create your own custom character palettes (you're also allowed to edit the palettes of support characters like Mugi and Ranpoo). Interestingly, while there is an arranged soundtrack for both games, the one for Waku Waku 7 is brand new for this port- it's said that licensing issues meant the Saturn AST was not able to be used, hence a new one had to be created. One other change specifically for Waku Waku 7 is that the flashing has been toned down significantly to the game's benefit- especially during DokiDoki attacks and the HaraHara warning flash, the game is more considerate of photosensitivity and flashes much less. Sadly, while this port is pretty great, it was one of the few Neo Geo Online games not to get a PS2 rerelease and not one of the few to get a PS4 rerelease, so now the physical release is very expensive. Maybe there's another way to get it nowadays?

Would you look at that, there is an easy way to get Waku Waku 7 nowadays, thanks to Arcade Archives.

Amazingly, Waku Waku 7 was- and this is so weird I had to double-check it- a launch title for the Nintendo Switch. No, really! It was part of the first wave of Arcade Archives Neo Geo releases on the system alongside Metal Slug 3, Shock Troopers and The King of Fighters '98, making the Switch an outlier when it comes to the ACA NG series, as the schedule for Xbox One, Windows 10 and Playstation 4 releases was completely different (this version of Waku Waku 7 came to those systems eventually as well). In any case, as with all ACA releases, this is a little barebones but it mostly does the job- it's based on the MVS version of the game with no playable Fernandez or Bonus-Kun, no memory card stuff, no jukebox, no online multiplayer, none of that. One unfortunate bug is that Dandy-J's theme quickly goes out-of-sync which is something that happens in older emulators too, a real shame. Surprisingly the intense flashing during DokiDoki attacks and the HaraHara warnings are still here, toned down in no way whatsoever which I thought they would've included as some kind of option as they're pretty heavy on the eyes. However, what you do get with this version is the choice between the Japanese and English versions of the game, the full set of Soft Dip options, a five-minute timed Caravan Mode, a one-credit Hi-Score Mode with its own leaderboards and a few screen options including scanlines and even CRT-style screen-rolling. The lack of online versus is an unfortunate omission, but it's just nice to have an affordable, easy-to-grab port of this one at long last!

Finally, what could have been: Waku Waku 7's unfinished sequel, Shin Waku Waku 7.

Much of this is meticulously documented over at the Video Games Densetsu post on the subject and the follow-up post here (which is where the image above and all the following links come from) so we'll just be brief, but it's worth a look. In December 2014 Sunsoft's Twitter account showed off some character concept art of an unreleased Waku Waku 7 sequel (showing off new character designs plus Roomi from Galaxy Fight), which would be part of an exhibition held a few days later, Sunsoft Retro-ten, that also showed off a lot (a lot) more material related to this mysterious cancelled project. Referred to as Shin Waku Waku 7, it's unknown what system this game was planned for but it looks like an expanded roster was definitely on the cards, with a lot of new characters in the height chart among some familiar faces (although some of these are probably support / background characters, like Natsumi and some creatures related to Mauru) as well as some other Galaxy Fight guests, including an unmasked Kazuma and a horned lad who might be Alvan. Sadly, this concept art (apparently by Kouki Kita himself) are seemingly all that exist of Shin Waku Waku 7, so we can only look and wonder at what the game might've been like. Still, it's nice that Sunsoft were willing to share this art with the world rather than lock it away forever.

... Still tittering like an idiot at 'Waku Waku Balls'.

Let me have this one.