Despite their thematic differences, Freshly Picked Tingle's Rosy Rupeeland and No More Heroes have something in common. Between these games' dungeons and boss fights are grind sections. After you complete a boss lead-up and boss, you need to get enough rupees or cash for the next.
However, the places where Freshly Picked's grinding (or rather, farming) takes place are much more colourful than No More Heroes' Santa Destroy. The areas that Tingle goes through are dotted with all of the charactrs you'd expect to find in any other Zelda game. Plus, because of the tone of the game, they're much more memorable than the unreactive zombies that populate No More Heroes' desert city.
Ultimately, though, where Rosy Rupeeland shines is in how little farming is necessary. After Tingle takes down a boss he finds almost 3/4 of what he needs to extend his reach to the next area, if not more. And that's regardless of how well you perform in a dungeon.
True, the same thing can be acheived in No More Heroes, but only if you ace the fights with the minions and their boss. Tying the reward so closely to your performance is fine, but given how dull the grinding in No More Heroes is (making "grinding" the more apt term), doing so punishes slip-ups rather than tolerating them. Such a system does nothing to encourage experimentation, unlike Rosy Rupeeland wherein experimentation is practically expected of players. Being in an interactive medium, it's that push for experimentation that makes Rosy Rupeeland more entertaining.
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