These include a cart that temporarily makes JaJaMaru invincible, a bottle that allows him to walk through enemies, a red ball that increases speed, coins that yield extra points, and 1UPs.
Collecting three different power-ups will summon a giant frog named Gamapa-kun, who JaJaMaru will ride and be completely invincible and be able to eat any nearby enemies.
Collecting three petals will transport JaJaMaru to a bonus level, where he must throw shhurikens upward towards Namazu while avoiding his bombs.
[1] In Japan, Game Machine listed VS. Ninja JaJaMaru-kun on their May 15, 1986 issue as being the fifteenth most-successful table arcade unit of the month.
[12] They commented that the game was worth the purchase simply for the fact it had previously remained confined to Japan, but warned potential buyers of its overly-high difficulty.
[12] IGN said that, while cute, the game was "quaint at best", and that its simplistic gameplay and lack of a true progression through levels would easily bore players.
[4] They also felt confused towards the game's high price point, which they stated was needlessly-high and made it difficult to recommend.
[5] They said that it had several cute touches, such as the Catfish Pirate laughing at the player at the beginning of each level, and that the music, while repetitive, was catchy and memorable.