Showing posts with label Hybrid (dirty). Show all posts
Showing posts with label Hybrid (dirty). Show all posts

Thursday, October 24, 2024

Jim Power in Mutant Planet (PC Engine CD)

Hybrid (Horizontal / Platformer)
Checkpoints OFF
1 Difficulty level
5 Stages
Ship speed fixed
- - - - - - -
Developed by Loriciel
Published by Micro World in 1992


Putting together run'n'gun and shoot'em up levels in the same video game seems like a very nice way to entertain fans of both styles. A true representative of this particular genre crossover, Jim Power, or Jim Power in Mutant Planet as displayed in the start screen, was first released for the Commodore Amiga before appearing in a few other platforms. I can't vouch for how the game behaves in comparison with the original, but the PC Engine CD version is considered by many to be one of the best pretty much on the account of the soundtrack, which is indeed the technical highlight of the game.

Upon a quick glance, however, the graphics and the animation for the main character are of course admirable. Colorful sprites and abundant parallax in the shmup levels give you the impression of a truly charming adventure, where a heroic young man named Jim is sent to another planet to rescue the president's daughter from an evil alien called Vulkhor. The game's European heritage is too strong though, and Jim Power in Mutant Plant is an authentic product of this dreaded development school. That's why players should expect to fight not only against the enemies, but also against wonky controls and a series of contentious design choices that aren't really the epitome of engaging shooting action.

The good news is that what seems like a painful ordeal is just a good old challenge in memorization. On top of the bullet count being actually very low, absolutely everything moves according to a fixed pattern and does not respawn. With a little practice and at least some minor degree of patience everyone can beat the game, regardless of the lack of continues. There's also a password feature that allows direct access to all stages, which is also good for training.

A voyage to a mutant planet to rescue a beautiful girl
(courtesy of YouTube user The VideoGames Museum)

Exclusive to this version is the extended intro that shows how Jim gets to the mutant planet. Once there, he must battle through five levels to get to Vulkhor. Stages 1, 3 and 5 are of the platforming type, whereas stages 2 and 4 unfold in a horizontal shooting fashion. All bosses are also fought in a shmup environment, and since they're all complete pushovers the bulk of the challenge lies in not dying during the levels themselves. In the platforming levels button II is used to shoot and button I is used to jump. Hold the shot button to charge and release a limited special attack, which the game erroneously – by well-known genre conventions – calls a smart bomb (SB). This resource isn't available during the shmup parts, where you're naturally only allowed to use the shot button.

As Jim gets through the platforming parts, it's very important to master the jump mechanic. It's definitely an awkward one, and requires specific timing to land over moving surfaces. And if you want to fire your gun while jumping, think twice. Doing so interrupts the jump movement, which more often than not makes you fall to an agonizing demise over deadly thorns. Also be on the lookout for enemies hopping happily where you're about to land, which is another way to die and feel stupid about yourself. A single touch from an enemy or an active obstacle (drops from the ceiling, spikes, etc.) is enough to kill you. It's possible to duck, but you're only allowed to shoot left and right, not up or at diagonals.

A series of items appears by destroying an insect-like container, or simply hovering at mid-air in certain points. The most important ones are the clock, which resets your timer to 1:59 (timing out means death), the 1UP (extra life), the key (which opens up doors along the way), EXT (extra, a.k.a. power-up) and very scarce symbols that alters your shot type later on during the game. A couple of items resembling fruit give you some points, in the same way the green and the golden crystals that pop up everywhere do. The aforementioned smart bomb (SB) has a purpose, but I much prefer to just activate a turbo funtion and rely on regular shooting from start to finish. Finally, a somewhat useless invincibility item works for some seconds only, so my advice is to not trust its effect at all. Fortunately it's not necessary to get out of your way to get any of these items. They're all naturally placed to be easily collected as you move along.

Shooting sections are shorter but initially a lot more treacherous because your hitbox is huge and lives behave like health. Jim doesn't disintegrate in a skeleton animation like in the platforming areas, instead the hit just takes away one life and he keeps on flying. Once again, memorization is key to get through all those waves of drones, insect flocks, flying mushrooms, stray leaves and jumping fish. Everything gets by really fast, and at least in stage 2 you're severely underpowered, a situation that demands an active approach to avoid the successive loss of lives. Strangely enough, stage 4 is a little easier since you'll have better firepower once you get there. Not a single bullet is fired against you in these shmup parts, so the enemies themselves behave as "bullets" (Deep Blue, anyone?). The only items found in both shooting stages are a clock and a 1UP.

A powerful jetpack and lava rivers

Jim Power in Mutant Planet looks nice but completely lacks the beautiful parallax effects of the platforming sections seen in the Amiga original, but this actually provides less confusion for those who might have a hard time with the visual overload of multiple planes scrolling at different speeds. Judging by videos, it's also clear that this version simplifies other important aspects such as the enemy diversity in shooting stages, which in turn are less dynamic, and boss battles, which take place in a dark empty room. Besides, all bosses were turned into crippled creatures that aren't even able to shoot. Final boss Vulkhor at least fires one large fireball, if that counts for something.

The uneven difficulty perception combined with the awkward controls is what ultimately keeps this game from achieving the expected results hinted by the cool graphics. As I mentioned above, the initial difficulty wanes fast once you start to memorize stage and enemy layouts, hoarding extra lives to get through any part of the game that might be considered tricky. That's why Jim Power in Mutant Planet becomes less of a chore with time despite all the unfriendly gameplay elements. The great soundtrack by Chris Huelsbeck definitely helps in that regard. The BGM that plays in stage 3 is awesome.

I managed to defeat Vulkhor and save the president's daughter with the final result below. I like to think she was eager to spend a good time with Jim in her trip back to Earth!


Pseudo-sequel Jim Power - The Lost Dimension was released soon after for the SNES. A canceled version for Mega Drive was finished and eventually released decades later for several video game platforms, along with a brand-new retro port for the NES.

Sunday, December 9, 2018

SD Gundam 2 (SNES)

Hybrid (Horizontal / Platformer)
Checkpoints OFF
3 Difficulty levels
8 Stages
Ship speed fixed
- - - - - - -
Developed by Bandai / Angel
Published by Bandai in 1993


Second and final entry in a limited series of shmup/platforming hybrids on the Super Famicom, SD Gundam 2 graced Nintendo's 16-bit platform almost at the same time as the first installment SD Gundam - V Sakusen Shidou, which was released in the previous year without much of an impact in the gaming scene. As a consequence, both games still remain obscure oddities mostly known by Gundam fans and stubborn people such as myself. So here I am doing my part in spreading the word out there for those who want to know a little bit more about them.

The story of SD Gundam 2 picks up exactly where the first one ended, but now the player can choose three different paths represented by the choice of three big-headed chubby robots. The paths are different because each one of them has a specific set of stages, so we kinda have three different games in a single package even though some levels or bosses appear in more than one storyline. These courses also differ a little in length since a few stages are split in two halves, but their overall duration isn't too long. Cooperative play is also available, but I didn't check how the stages unfold when two players join forces in the battle against an army of cute evil robots.

Bringing justice to cities in flames

Button Y shoots and button B is used to jump (platform areas, double jump is possible) or turn the character left/right (shmup areas). Besides the general gameplay style, the one thing that's preserved from the original game is the basic upgrading scheme. The power-up bar fills up automatically and lights up the upgrade slots, which must then be selected with buttons R/L and activated with button X. The first one is the rifle laser, the second is the power bazooka and the third one differs according to the chosen character. A fourth selectable slot actually corresponds to the special attack made available by collecting the blue item that appears every now and then and is also character-specific; white items refill a portion of the health bar and golden items fill up the upgrade bar instantly with a few bonus points on the side.

The best news about SD Gundam 2 is that there's no ammo constraints for weapons and autofire is implemented by default. On the other hand, getting hit sends you instantly back to the default pea shot (with only one exception, keep reading). If you played the first SD Gundam then you know how much of an improvement this is: on top of relieving you from dealing with speed-ups, the new upgrade method also allows an almost immediate return to the lost weapon if you manage to avoid getting hit for at least the time it takes to fill up the upgrade bar again. The close-range automatic melee attack is still there lest you happen to be surprised by an enemy at point-blank distance.

Here's a brief description on the behavior of the three available Gundams regarding the third upgrade and the special attack (blue item):

  • RX-178 "Gundam Mk-II" (left at the selection screen) - a direct evolution of the mecha from the first game, this one comes with the same shield with three levels, the last one being a brief invincibility period and then back to no shield status; the special attack is a powerful bomb blast.

  • RGM-179 "GM II" (middle one at the selection screen) - the third upgrade is a unique spaceship form equipped with the laser rifle; each extra upgrade level adds one spare hit that the ship can withstand; when the ship form is lost the character reverts back to whatever weapon was active prior to the ship's activation; when in ship form it's not possible to turn left; the special attack slows down all enemies for a specific amount of time.

  • RMS-106 "Hizack" (right at the selection screen) - the third upgrade is a useless mystery that looks like a large electrifying bazooka that does nothing at all; the special attack adds two rotating options to the character for a remarkable increase in firepower.


More Super Deformed fun on the Super Famicom
(courtesy of YouTube user Old Games Database)

SD Gundam 2 will not set anyone's world on fire, but it's surely an improvement over the first game. Despite the short gap between both titles, it's clear that Bandai seems to have tweaked the gameplay into something less contrived than what we got the first time around. Not only are the inputs more sensibly executed, but the game moves faster, the enemy gallery is a bit more varied and the AI is much less annoying, which makes the whole experience easier and more fun regardless of the chosen character. Speaking of which, my favorite of the bunch is the middle one due to the ability to turn him into a spaceship even during the platforming parts (if you play well enough you don't even need to use the robot form at all). That's quite nice since SD Gundam 2 feels a little more biased towards shmupping, as opposed to what happened in SD Gundam - V Sakusen Shidou.

The Versus mode now has 10 selectable characters for head-to-head combat either in a space colony setting (platforming) or in outer space (shmup style). Once again this fighting alternative offers nothing more than mindless button mashing chaos.

I beat the game with all three robots, and soon realized that the course for the RGM-179 robot has the best scoring potential. That's the robot I used in the 1CC high score shown below (Normal difficulty). For every 40.000 points you earn an extend, but this time there's no end bonus based on life stock after the game is completed.


Friday, October 5, 2018

SD Gundam - V Sakusen Shidou (SNES)

Hybrid (Horizontal / Platformer)
Checkpoints OFF
3 Difficulty levels
7 Stages
Ship speed by icons
- - - - - - -
Developed by Bandai / Angel
Published by Bandai in 1992


Dear readers, allow me to start this essay by saying that I know absolutely nothing about the Mobile Suit Gundam universe. I don't know how the multitude of sequels and spin-offs connect, let alone the intricate chronology that goes back and forth from one chapter to the next. What struck me even more is the fact that this particular anime is probably the most adapted ever in the form of video games, a personal knowledge gap that's probably related to the fact that most of these games never leave Japan, in the old days at least.

While only one true shmup based on the franchise exists (SD Gundam Neo Battling, released for the arcades in 1992), some other adaptations still warrant a few mentions in any shmup talk since they have a mix of shmup and platforming, as is the case with SD Gundam - V Sakusen Shidou for the Super Famicom. For a long while I thought this little game was the fifth in a completely obscure series, but that's not the case (Japanese terms can be a mess for us Westerners). The subtitle actually translates to something like Project V Start or Operation V Start (V for victory) and mirrors a particular event in the ridiculously detailed Mobile Suit Gundam storyline. In addition to that, SD is a short for Super Deformed, a variation that uses largely modified and anthropomorphic mecha designs based on the original Gundam franchise.

Long story short: unless you're a diehard fan of the anime there's absolutely no point in trying to understand the meaning behind the title or the game's story. Suffice it to say we're actually talking about the first in a limited series of two shmup hybrids released for the Super Famicom, the other one being SD Gundam 2.

Here comes the hyper bazooka!

Players control the RX-78 Gundam unit, a short, plump, big-headed cute robot that must battle other plump robots and their minions across seven stages that mix shooting and platforming sections, both of the autoscrolling kind; if a co-op credit is started both mechas are differentiated by their chest hulls, blue for player 1 and red for player 2. Platform inputs consist of B for shot, A for jump (press again for a double jump), R/L for upgrade selection and Y for upgrade/power-up activation. The shooting parts use the same inputs, but button A is then responsible for turning the character left/right. Finally, the mecha performs a saber melee attack automatically if the shot button is pressed when you are close enough to an enemy.

I'll be the first to admit there's an odd sense of charm in a game starring child-like chubby robots, and even though it doesn't shine in any technical aspect the soundtrack is kinda catchy with its alternation of light and darker themes. However, playing SD Gundam soon proves that any good first impressions couldn't be more far from the truth. The gameplay is slow and clunky, the resources are hard to manage, the AI is bastardly cheap most of the time and the mild inertia in the shooting parts is totally uncalled for. The game falls short is about every attribute that matters, failing to offer any sense of excitement or a single truly engaging moment. Of course one can always adapt to the rules imposed by the gameplay, but to my liking the price of admission is a bit too dire.

Take the upgrade scheme, for instance. There's an upgrade bar that fills up automatically with time. When one of the slots is full you can activate its function with the Y button, thus being able to use a laser rifle (16 shots), increase speed (5 steps), activate a shield to withstand more damage (3 levels, the last being a 15 second invincibility window), bear a mace, use a rocket launcher/bazooka (8 shots) or slow down time for a few seconds (a resource that's only available in the final level and only works on regular enemies, not bosses). The further to the right an upgrade is the longer it will take for the bar to reload for another use, so it's no wonder the most powerful weapon in the game is the bazooka. Thankfully the laser rifle is able to supply the basic weaponry and can always be recharged in due time if you don't spend all of its 16 shots too quickly.

Harnessing the benefits of the double jump is essential during the platforming parts, as well as devising a strategy to make the best out of the invincibility provided by a level 3 shield. Just remember that when the invincibility window is over you need to upgrade the shield again from scratch. In any case, preserving health for boss fights is the most important strategy to have in the game. The only single pick-up available, a green item that staggers across the screen every once in a while, recovers five energy cells but comes with a little evil twist: it will be immediately destroyed when shot at. This just reinforces the idea that SD Gundam isn't a game for trigger-happy players, and that memorization is the only real way to increase your chances to survive longer.


  Super Deformed fun on the Super Famicom
(courtesy of YouTube user Japanspel)

Memorization, you say? Be my guest in trying to come up with strategies to handle bosses without taking damage. With a few exceptions, they're all very erratic and bound on a holy mission to bleed you dry, taking away your lives in a snap (note that receiving too much damage can destroy your current shield and send a level 3 in reserve back to level 1). Another annoying thing that might happen is running out of ammo and returning to the pea shooter in the heat of the battle against any enemy. By the way, if you value survival above anything else many of them are better off avoided instead of engaged. You lose a few points but in the end that's irrelevant because every life in stock is converted into 700.000 points upon game completion, which is much more than you can amass during the whole credit. The first extend is registered with 10.000 points, all others at the hundred thousand marks.

SD Gundam also comes with a Versus mode where players can battle each other or against the computer. There are seven robots available and options to fight in platforming fashion (Earth) or in a free-roaming shmup style (outer space). My only stance about Versus mode is that the fighting mechanics are abysmal, and in general even worse than what you get in the main game. So much for cute robots, unfortunately! That said, if you're still game for other 16-bit experiences with big-headed cute characters my recommendations would be Ghostbusters on the Mega Drive (platforming) and Air Zonk on the PC Engine (shmup).

I have no qualms about the crappy 1CC score I was able to achieve on my last life, as shown in the picture below. The game is just so annoying I didn't bother to try again. There are distinct animations for the ending depending on how fast you're able to dispatch the final boss, but no direct impact on the final score. Based on what I've seen so far, I don't have high expectations for the sequel but nevertheless I'll try to make it my next SNES challenge.


Wednesday, August 22, 2018

Robocco Wars (NES)

Hybrid (Horizontal / Platformer)
Checkpoints OFF/ON
1 Difficulty level
10 Stages
Ship speed by icons
- - - - - - -
Developed by Taito
Published by IGS (Information Global Service) in 1991


The sound of the word is neat, but what exactly is "Robocco" supposed to mean? My best guess is that it's a colorful world where robotized creatures live in and a gallant human hero named Lance battles evil robots inside a heroic robot codenamed R-10. At least that's what can be ascertained from the ending sequence, but in order to see it players must fight their way across ten stages that intercalate platforming and shooting in equal measure.

I'm not very familiar with Taito platformers from the 8-bit era, so I can't really touch on the subject of in-house connections or influences. In any case I think Robocco Wars sounds a lot like Mega Man in its platforming sections, which is of course a good thing. There's an obscure charm to them that extends to the shooting levels, all of them designed with nice variety and a few unexpected and interesting references to the Darius series. The main problem with the game, which saw release only in Japan, is that most of the time it's very easy, ramping up in difficulty and annoyance in its final level only.


Lance and R-10 are a go
(courtesy of YouTube user 8-bit Days a Week)

During the platforming areas button B is used to shoot and button A is used to jump. Most of the time it's not possible to return once the screen scrolls as you move, which reduces the importance of exploration except for a few areas where you must fall through long shafts or need to choose between a few splitting directions or platforms. Every once in a while you'll enter a dedicated chamber to fight a miniboss before proceeding with the next area in the level, and when the stage boss appears it's often a larger mechanic foe that requires some jumping around and a little shooting to be defeated.

Surviving the challenge imposed by the mechanized enemies shouldn't be of much trouble for anyone in Robocco Wars thanks to the wide assortment of items to be collected. More important than the P for power-up, the S for speed-up, the star for temporary incinvibility and the occasional extra life are the heart-shaped items that extend the lifebar (blank heart) or refill it (colored heart for 1 refill, blinking heart for a full refill). Extensions to the lifebar are preserved for the rest of the credit regardless of deaths, plus the lifebar is completely refilled at the start of a new level. Dying comes from receiving too much damage and depleting the lifebar as well as falling into ground holes/pits (the number of lives and the ongoing score can be seen when you pause the game).

As expected, shooting sections are even more straightforward than the platforming areas. Button B is the main weapon and button A is the secondary weapon, which is either a ground bomb in the spaceship form or a vertical torpedo in the submarine form. It's not possible to fire both weapons at the same time (secondary takes preference when both buttons are held), that's why players must exert some rudimentary choicemaking at certain points. All the items from the platforming parts still apply here, as well as the frequent miniboss encounters prior to the stage boss. Due to their linearity, the shooting stages are also a tad easier and only start to show a little flair when you find yourself facing none other than Mother Hawk from Darius II. And if that wasn't enough, in the next shooting area you also have to deal with a variation of Guard Savage, one of the bosses that appears in the PC Engine Darius games.

An unexpected famous intruder

Taking power-up items will eventually bring up some more nods to Darius during the shooting areas, as seen in the wave shot and the needle laser you acquire in the second half of the game. Strangely enough you don't see these upgrades in the platforming parts, which are restricted to a few more powerfurl shots only. Dying does away with all upgrades, but since the game is so easy it won't matter much unless you're fighting a boss (boss fights are checkpoint-based, unlike the rest of the game). Mistakes are much more common while platforming, especially when sliding heavily during the levels covered on ice. R-10 seems to be subject to some sort of minor inertia, which is much worse under the ice effect.

Robocco Wars does everything right in regards to music and graphics, only with the occasional 8-bit sprite flicker. More than once you'll notice strong similiarities with Parodius, and it even adds some Sonic the Hedgehog flair in the Starlight Smile level. The walk in the park ends after two consecutive shooting stages prior to a final platforming level appropriately called Square Magic. Because "magic" is almost what must happen for you to figure out what to do in a cylinder maze that doesn't seem to have any way out. I entered multiple doors, fought the usual share of minibosses and wandered around like an idiot for a long time before realizing where the final boss was. The trick is to follow the green arrows until you see what looks like a portal at the very center of the screen.

And just to make the last stage even more out of synch with the rest of the game, the final boss is more difficult than all other bosses combined. One could say in the end Robocco Wars finally shows a boss that's worthy of its Mega Man inspiration. This odd difficulty spike might probably make you remember the game long after you've played it, since without it Robocco Wars would be just another colorful oddity in the Famicom library.

My 1CC mission was accomplished with the high score below. Note that projectile milking is possible during some boss fights, but it requires constant moving and would take forever to actually be worthwhile.


Wednesday, July 27, 2016

Rendering Ranger R2 (SNES)

Hybrid (Horizontal / Platformer)
Checkpoints OFF
3 Difficulty levels
9 Stages
Ship speed selectable
- - - - - - -
Developed by Rainbow Arts GmbH
Published by Virgin Interactive in 1995


Around here we would say that Rendering Ranger R2 is one of the white flies of the Super Nintendo library. Yes, I know white flies actually exist, it’s just that on a regular daily basis seeing a white fly anywhere is extremely rare. And the same applies to this infamous cartridge released in minuscule numbers only in Japan at the end of the console’s lifespan, which obviously helped its rarity index to increase even more. On the game’s behalf, at least one can state that its quality almost matches its scarcity on both gameplay fronts: the classic platforming elements are a trademark of developer Manfred Trenz (creator of the Turrican series), whereas the shooting sections leave nothing to be desired in regards to action and 16-bit eye candy.

The post-apocalyptic backdrop on the first stage absolutely sets the tone for the rest of the game even though the levels soon drift into mechanized bases, organic caves and all sorts of environments in the shoot’em up areas. It’s a complete and diverse adventure that tries to extract the best from Nintendo’s platform, oozing with transparencies, sweet animation and Mode-7 effects without a single ounce of slowdown. To enjoy all of this, however, it’s recommended to play the game on a native Japanese Super Famicom instead of an SNES, since it crashes randomly in consoles from other regions while also presenting occasional audio glitches such as the absence of music layers in the first level.

Rendering Ranger R2 has no continues at all, but by default comes with 5 lives and 5 health cells for each life, with the possibility of stocking up to three extra hits with providential shields. I guess this says a lot about how friendly the game is, right?

Boarding the ship at the end of the 2nd stage
(courtesy of YouTube user jbjefferson)

On the platforming areas the ranger is able to use his cannon to fire four types of weapons. Platforming inputs consist of shot, jump, weapon select and a "megaweapon", but you can also use the shoulder buttons to aim at diagonals without moving (L points up, R points down). Your only weapon at the start of the game is the vulcan spread shot (red), but you’ll eventually come across the other ones as the game progresses. All items are concealed inside small skulls or special parts of the scenery, floating up and down when released – note that if there’s no wall to bounce back they’ll go away. The other weapon types are the forward laser (blue), K-type shot (orange) and bouncing shards (green), with the remaining items consisting of an energy cell that provides health recovery or a shield if your health gauge is full. Each weapon is upgraded automatically when you collect their respective power-ups, and all surplus items are worth 5.000 points each.

Special attacks can be used with the "megaweapon" command, whose stock is shown on the lower left corner of the screen. Each weapon has its own special megaweapon: vulcan drops a series of impact bombs (very effective at close range), laser results in a powerful beam, K-shot fires a large wave arch forward and the shard shot emits an outward huge explosion. Since megaweapons are automatically (slowly) recharged after use there’s absolutely no need to refrain from using them. In fact, they’re great strategy aids during certain cramped or tricky parts.

The four main inputs are configurable at the options screen. My layout of choice was A (jump), B (shot), X (megaweapon), Y (weapon change). These commands are exactly the same during the shooting stages except for the jump input, which then assumes the task of turning the ship around so that you can shoot backwards/forwards. Shoulder buttons have no effect, but the speed of the ship can be toggled between four settings with the SELECT button. Pay attention to the ship’s exhaust flare to see in which setting you’re on.

Adding to the items of the platforming area, in the shmup parts there’s also a capsule that generates two options above and below the ship, increasing both its firepower and defensive capabilities (they absorb bullets). The action is constant and climaxes in a relentless battle in the final levels, always with amazing visuals and lots of unique bosses. Trenz obviously wasn’t trying to reinvent the wheel, opting otherwise to use inspiration from classics such as the Thunder Force series, as well as Gradius, Darius (particularly large enemies/bosses) and a few cool nods to Air Buster (the high speed tunnels), Hellfire (large turret-ridden ships) and Eliminate Down (the rocket storm). A tiny bit of an euroshmup touch is also there but it’s fairly negligible, while Turrican and Contra are the obvious references in the platforming realm.

Huge battleships creeping in

Even though the platforming sections (stages 1, 2, 5 and 9) have their charm, in my opinion the cream of the crop of Rendering Ranger R2 is in the shmup sections (stages 3, 4, 6, 7 and 8). All shooting stages lend a momentum to the game that’s just not sustained in the platforming parts. Both stage types share the same basic length, but once you’ve been through the latter the excitement kinda vanishes along with the challenge, whereas shooting stuff while moving around and dodging bullets gives you a lot more rush. After the first stage, for example, pits (the only hazard that takes away a complete life) will only reappear in the final level, which in turn feels like a weak, easy afterthought after the awesomeness of the 8th stage, action- and music-wise.

Speaking of lives, Rendering Ranger R2 suffers from the same problem of Thunder Force III: not only do you respawn right where you died, but there are also too many extra health and extra lives to help players out. Watch out for 1UPs in the form of helmets (platforming parts) and small ships (shmup parts). They certainly aren’t hidden, but tend to be located in unsuspected corners. Some other breathers that soften the difficulty even more are the full recovery of the energy bar in every new stage and the fact that upon dying you only lose the weapon you're currently shooting (in the case of the red type you're sent back to its default level).

While technically extremely competent, the game does incur in a little flicker during its platforming half, which sometimes makes you think you've been hit. Other than that, the only detrimental aspect here is that the scoring system is broken: you can amass as many points as you wish by destroying the shower of debris dropped by a hovering enemy during one of the platforming levels. There's also the abovementioned regional bug, but it stopped happening once I changed consoles. In the options players are able to map buttons, enable/disable autofire, choose a different color for the character/ship and view high scores.

I completed the game twice on Normal difficulty without the cheap milking of stage 5, and this was the result of my second try:

Monday, September 28, 2015

Robodemons (NES)

Hybrid (Horizontal / Platformer / Beat'em up)
Checkpoints OFF/ON
1 Difficulty level
7 Stages
Ship speed fixed
- - - - - - -
Developed by Color Dreams
Published by Color Dreams in 1990


Whenever I need to write about games like Robodemons I can't help but feel I should apologize to those who read this blog (huh... did I ever?). I don't refer to the fact that some people wouldn't consider it an eligible title for something shmup-related, since we're talking about a hybrid. After all, I welcome all sorts of hybrids here if the shmup part in them is of substantial significance. My apologizing is actually related to the fact that Robodemons is such a bad game it hurts. But then again, those familiar with the history of NES unlicensed material know very well what to expect from Color Dreams, the rogue company behind this atrocious mix of shooting and action.

Evil demon king Kull has created a machine that transplants the souls of demons into the bodies of robots. As the brave hero, you will be descending into seven levels of unspeakable horrors in your mission to defeat Kull, kinda like in Dante's Divine Comedy. Levels are themed and named accordingly, as in the level of bone (1st), flesh (2nd), fire (3rd), etc. They're all comprised of a horizontal shooting part and a platforming section abridged by short captions with stage names or something about the story, which are hard to read due to the poor choice of fonts and colors. By the way, POOR is the word of order in this game, an experience that in these days should only be had by masochists or demented players looking for a reason to giggle.


How much pain can you take?
(courtesy of YouTube user DeimosComaBlack)

There are lots of things wrong with Robodemons, which either annoy or downright kill any sense of thrill a good video game is supposed to convey. One of them is the nature of the warrior's attack, a magical boomerang (button B) that disappears in thin air before returning to the character. You can't fire more than one boomerang at a time, which means you're basically a sitting duck if you miss the target and have to wait to shoot again. This is especially aggravating during some of the flying areas because lots of enemies tend to quickly sweep onto you. Unfortunately there are no power-ups or different weapon varieties at all during the quest to bring down evil king Kull... The player is doomed to only use that dreaded boomerang.

When you enter the platforming areas button A becomes active as the jump input. All action pieces are laid out so that you either need to find a key or destroy/collect all of the special entities in order to leave the room through a big door. In the process there might be a few powerful enemies to defeat and several smaller doors that serve as magical gateways that take you to different parts of the level. Everything is very simplistic and does not incur in any grinding besides learning how to deal with a few design problems, such as the hideous choice of colors in the second platforming area or the moving boards in the third stage draining your health even though there's no reason for it at all.

In order to make things bearable, each life comes with a health bar of five hearts. Unless you fall into a pit and lose a life instantly, this health bar takes some time to deplete and can be extended by taking extra hearts left behind by specific enemies within a level. By "extended" I mean that with the extra hearts you can stockpile lots of health. The only other item that appears in some of the flying areas is a small face that grants you an extra life.

Bone creatures amidst skulls and tombstones

Robodemons is ugly and generally awful to look at, but none of this crappiness is hinted at by the detailed descriptions of the instruction booklet. In a sense, it promises Castlevania but delivers Dark Castle. There is only one single song that plays from start to finish, the main character looks like an old bearded man with rheumatism and the enemy gallery follows the same disjointed animation standard. Expect to see skeletons, demons, flies, robots, zombies on fire, green pac-man lookalikes and even flying faucets - watch out for them at the start of the fourth stage, they're all very slow and give you lots of extra hearts. Later on the game even throws some beat'em up traits on you in the demon factory level, where you need to kill authentic robodemons and destroy demon breeding machines that look like fuse bombs.

The good news about this painful experience is that it's also a very short one. Some of the shmup parts are so short you'll be left wondering if something is wrong with the cartridge. Overall, the game will be over in a snap once you've come to grips with all of the annoyances in every level. A few tips: enemy shots can be blocked by your boomerangs; enemies never return once killed; whenever possible try to kill them in safety from behind walls or from different heights; brute force works if you have lives left and demons get cheaply aggressive (in the last stage).

The only way to see your score while playing is by presssing SELECT. The screen below shows mine just as I was about to dispatch Kull and save the Earth from his robodemons. Good riddance, demon lord, my mission is accomplished and I can move on to the next stinker!

Monday, February 16, 2015

Astro Boy - The Video Game (Playstation 2)

Hybrid (Horizontal / Platformer)
Checkpoints OFF
4 Difficulty levels
8 Stages
Ship speed fixed
- - - - - - -
Developed by High Voltage Software
Published by D3 Publisher in 2009


Long before Astro Boy the movie came out the sympathetic character created by Ozamu Tezuka was already very famous in several media channels, from mangas to video games. However, it struck me as unexpected when I knew the video game based off the movie directed by David Bowers was actually a shmup hybrid that mixed horizontal shooting with platforming elements in a story closely based on the movie itself. The idea of having Astro Boy taking to the skies and dodging bullets is quite amusing, too bad the actual execution isn’t really that exciting in the end.

Details about the story can’t be disclosed without incurring in movie spoilers, but suffice it to say that a robot built after the image of a deceased kid discovers his role in the futuristic world of Metro City, which is populated by other robots controlled by evil human rulers. In the main game mode (Story) simple cut scenes with proper voice acting help flesh out the adventure while the player gets through several platform and shooter segments. Astro Boy’s life consists of a single energy bar, which when depleted sends him back to the last checkpoint reached. As with most action games released from the 32-bit era on, “lives” are unlimited and the player never sees any game over screen, so I took to myself the challenge of beating Astro Boy - The Video Game on Normal without ever emptying the energy bar or quitting the level to restart it.

I concede that the process of learning the game was fun as far as platforming goes: dealing with enemies and obstacles, managing special attacks and looking for the hidden power-ups. Shmup sections, however, are overly bland, boring and too easy when compared to the rest of the game.

4-1. Fight along the tracks
(courtesy of YouTube user Malcolm Anthony)

Remapping buttons is possible, but I found the default controller setting perfect. For platforming the commands are punch (□), jump (×) and all special moves in the shoulder buttons: butt-machine guns (L1), arm cannon (R1), drill attack (R2) and absorb (L2). During the flying sections punch = shot and jump = dash, with special moves unaltered. Many advanced staples of the platforming genre are in place, such as punch resulting in different moves depending on the used directional (↓+ punch = powerful kick; ↑ + punch = finger laser, also possible while jumping), grab/throw (use punch close to a stun/fallen enemy), air dash, wall-crawling by double-jumping, wall-sliding when falling (falling from too high will make Astro Boy take longer to get back on his knees) and crouch-sliding (↓ + jump). The wise combination of all these moves and powers, along with a few gameplay details, can make or break the player who decides to put him/herself in Astro Boy’s shoes.

As you get through the first levels the game will subtly help you with all basic moves. It does not take players by the hand though. Powering up is accomplished by finding hidden items that enhance the boy’s abilities separately in four categories: power, laser, health and jets. Power is self-explanatory, laser is the same but applied to all laser attacks, health improves his resistance and jets relates to the number of air dashes you’re allowed to perform (each upgrade increases the limit by one dash). Pause the game if you want to know how you stand in the upgrade process or if the level has any of these hidden items to be found. Just remember that the screen does not scroll back at all, which can lead to upgrades being unreachable if you get past them. Other types of hidden items, qualified as cheats and denoted by the interrogation symbol, can also be found, but these offer unnatural tweaks that must be toggled to become active. I never cared about them in a regular run.

Coming to grips with the basic moves is essential, but the correct use of the special attacks is even more important in certain cases. Their use is limited to the special attack meter, which starts every level with 10 attacks in reserve and gets constantly refilled by the energy bits retrieved from enemies getting damaged. The best special attack by far is the butt-machine gun because it nullifies all on-screen bullets and knocks down all enemies (it’s pretty much a panic device). The arm cannon is extremely powerful but interruptible if Astro gets hit, whereas he’s invincible when performing the drill attack. Absorb recovers a little of his lost energy, but try to do it when there are enemy projectiles on screen: they’re all converted into Astro’s blue energy and can completely refill an almost empty energy bar.

As I mentioned above, the flying parts of Astro Boy aren’t nearly as engaging as the action segments. He flies against scrolling backgrounds that offer no interaction at all while dodging invincible mines and facing the occasional powerful enemy in between lots of cannon fodder. On Normal difficulty all you need to do is spam special attacks since Astro can take lots of hits. To keep a constant regular laser stream all you need to do is slowly tap the fire button, after all each press activates the finger laser for approximately two seconds.

Astro takes to the sky

Although it’s fair to say that platforming and shmupping share the same amount of gameplay, platformer fans will be much better served in Astro Boy simply because there’s much more to explore when jumping and kicking robots asses. Each stage is divided in several sections and carries a distinct atmosphere that showcases the evolution of the character as he approaches the final battle against the “Peacekeeper”. Graphics and music get the job done nicely except for the cut scenes, with light humor, voices and good sound effects are all over the place. Bosses appear sporadically, so the bulk of the enemy gallery consists of robots of all sizes, drones, turrets, fat bots complaining about “too much gravity”, skeleton-like rejects, dancing pompadour-haired robots, mechanic beetles and even a little background interaction with bosses in a few areas.

Those who dread deadly pits like in Mega Man should not worry because if Astro Boy disappears in one of them he’ll just rocket back at the cost of a little health. That's one of the hints that show how easy the game gets after a few tries, the main one being the fact that energy and special attack stock are fully restored in every section you play. One-hit kills do exist though, caused by a few hydraulic presses that appear in later levels (use special powers in the air!). Upgrades are always located in the same kinds of places: vertical shafts, close to falling platforms or behind false walls. Strangely enough, the first power upgrade in the very first area does not appear unless you replay it. While attempting a 1CC run it's advisable to quit soon afterwards and restart the game so you won't miss out on a very important upgrade.

One of the problems of Astro boy is that, from an arcade design point of view, dealing with regular enemies gets tiresome after a while despite the attempts at infusing a little diversity in the gameplay (chase levels where you’re pursued by a giant drill or a large robot, wind resistance, quick riddles, among others). A complete run can take almost two straight hours, even when skipping all cut scenes from start to finish. Three save slots allow players to keep track of different play sessions. Unfortunately the main game mode (Story) has no scoring system. Scoring is only implemented for the "ground" and "sky" variations of Arena mode, a score attack option where you must defeat 20 consecutive enemy waves. By choosing higher difficulties the game gets considerably tougher, with deaths happening from only one or two enemy blows and special attacks limited to 3 on the Hero setting (Very Hard). Co-op play is available on all modes.

This same version of Astro Boy - The Video Game was also released for the PSP and the Nintendo Wii. The Nintendo DS game was handled by a different developer as is just a strict platformer.


Wednesday, December 31, 2014

Wonder Boy III - Monster Lair (Mega Drive)

Hybrid (Horizontal / Platformer)
Checkpoints OFF
3 Difficulty levels
9 Stages
Ship speed fixed
- - - - - - -
Developed by Sega/Westone
Published by Sega in 1990


An apology to longtime Wonder Boy fans: don't expect me to know anything about the series, I have no understanding at all of its broader platforming or RPG elements. As a shooter appreciator, however, it wasn't long ago that I was drawn to Wonder Boy III - Monster Lair by the advice of a shmupper friend. And having recently beaten the arcade original on the PS2, I can safely say that at least this chapter is well-known to me. Under all circumstances I think the game's concept fits home consoles better than it does the arcade format, even though the Mega Drive conversion incurs in several cuts from the original. While the port for the PC Engine CD appeared both in Japan and the US, this particular version came out only in Japanese and European territories.

Monster Lair is a mix of platforming and shooting, both implemented with autoscrolling and providing a simple, dynamic gameplay mainly based around on-the-fly resource management. Co-op play is available, with player 1 controlling a boy and player 2 controlling a girl princess against hordes of cute monsters that have taken over a colorful fairy tale land. The Mega Drive port does a good job in preserving the original atmosphere despite the slightly rearranged designs for characters, background and enemies. Everything is slightly darker or comes with more dark shades, probably to disguise the less powerful color palette of the platform. It keeps the charm and lends it the expected consolized flavor, something the soundtrack is also perfectly capable of delivering.

Pursued by an angry queen bee

Each stage in this game is divided in two parts. The first part is a regular platforming section where button B shoots and buttons A and C are used to jump. Every platforming area ends with the character(s) entering a dungeon in order to play the second part of the stage, a shmup section where you ride a pink little dragon and face a series of stage-related enemies and the big boss at the end (only button B is used in the shooting areas). Throughout the game you'll come across different weapons released by killing specific enemies (platforming parts) or destroying complete enemy waves (shooting parts). Weapon items disappear fast after a little blinking, each weapon lasts for 10 seconds only when active and if you don't take another one before that you'll be back to the default pea shot.

Initially it might take some time to actually notice that the character’s health is being constantly drained as you advance through the platforming parts of the game. Refilling health is performed by taking new weapons or by collecting the fruits that appear out of nowhere. Running out of health causes the character to die, as well as getting in direct contact with any enemy. Health depletes faster whenever you get hit by one of those balls or trip on a pile of mud on the ground, which makes you dart forward dangerously. Thankfully there is no health draining in the flying areas.

Weapon behavior does not change at all from one section to the next. There's a ring spread, a thin drill shot, two-way fireballs, a spiralling ring of fire, rotating shurikens and exploding missiles. Getting comfortable with how each weapon works is essential to succeed in Monster Lair, especially when you consider that there is no autofire at all. A turbo controller isn't really necessary because in this version weapons seem to have been better balanced overall. The default shot, for instance, is a lot more efficient than in the arcade original, whereas missiles have lost most of their brute power. Their effect is still bound to how long you press the fire button though (tap to make them explode closer to you, hold to allow them to travel farther). Finally, the drill shot is still the only weapon with built-in autofire.

In adapting the game to the Mega Drive, Sega removed five stages and toyed a little with the assets that remained. The difficulty was toned down as a whole, but while bosses are considerably easier the flying enemies became a little more aggressive (in a few levels it’s rather hard to kill all waves). Item randomness was reduced and magical fairies are less troublesome (hit and take them to collect the reward). The pink fairy transforms all fruits in cakes that are worth more points and refill more health, the green fairy gives you temporary invincibility and the black fairy removes your current weapon. By the way, it seems that black fairies were overlooked during the porting process because they appear in only one stage and are rather hard to reach. They’re useless, just like the animation bug where the boy hangs to the tip of a platform (needed in the original game, useless here). I died several times on a moving platform in the fourth stage because the game got me stuck in that stupid position.

The first tropical island of Wonder Boy III - Monster Lair
(courtesy of YouTube user Gambatteikou)

I haven’t tried to play Wonder Boy III in co-op, but I don’t think it would be as good as playing solo. I ran across heavy instances of slowdown in a few places, all of them in platforming areas and mostly when the screen scrolls diagonally with parallax layers in the background. Even though removing five stages might seem an indication of this being a mutilated port, it actually makes the game feel less repetitive. Only one ice level and less castles allow the other levels to stand out more, including that infuriating desert stage and the village with mushrooms that pop out those balls upon getting hit. Several parts of the game are still very tricky to get through, but fortunately you get three score-based extends with 50, 100 and 180 thousand points.

It’s true that this game isn’t as cute as other platformers on the Mega Drive, nor are its shooting segments as engaging as most shmups on the system. It’s okay and reasonably fun if you’re in the right mood though, just don’t expect anything bombastic. Here’s the final score in my 1CC run on Normal/Average difficulty.

Thursday, November 20, 2014

Wonder Boy III - Monster Lair (Playstation 2)

Hybrid (Horizontal / Platformer)
Checkpoints OFF
2 Difficulty levels
14 Stages
Ship speed fixed
- - - - - - -
Developed by Sega/Westone in 1988
Published by Sega in 2007


Even with so many games released for it I could never fathom the appeal of the Wonder Boy series. My only previous contact with it was on the Master System as I was very little, and I don’t even remember which game it was. Initially presented in the arcades as a pure platformer, the series soon incorporated other styles of gameplay, and as the shmup representative in this hybrid history Wonder Boy III - Monster Lair mixes platform sections with standard horizontal shooting. This game also bears the distinction of being the last arcade entry in the Wonder Boy series and the only chapter to allow 2-player simultaneous play. Player one controls a boy named Leo and player two controls a princess named Papillo.

The best option for those who want to know this universe better is volume 29 of the Sega Ages 2500 series for the Playstation 2, titled Monster World Complete Collection. It contains every single chapter and all their official variations, with the exception of the PC Engine port for Wonder Boy III - Monster Lair (which is understandable because it wasn’t handled by Sega).

Getting in the mood to play the arcade version of Wonder Boy III doesn’t require much if you’re fond of lighthearted 16-bit graphics. Everything is very bright and colorful, with a fluffy atmosphere that immediately evokes feelings of easygoing and joyous fun. But wait... Why then did I spend so much time with the game, and a good portion of it swearing at the TV screen as I got shafted over and over by cute representations of vultures and snowmen? Laugh at the cheesy graphics and mock me as you will, but to me Wonder Boy III is absolutely no piece of cake. It offers one of the most evil kinds of challenge you can have in a game, where failure is served on a plate with a happy face staring back at you (Twinkle Star Sprites, I haven’t forgotten thee).

Beach balls in the village!

Each one of the 14 stages/rounds in Wonder Boy III - Monster Lair has two parts. The first one is a platforming area with automatic scrolling (it scrolls even faster if you advance to the right side of the screen), and the second one has the character flying a pet dragon in order to face the stage boss in his “lair”. Themes vary throughout and include the typical tropical settings of previous Wonder Boy games as well as jungle, castle, villages, ice, desert and spaceship (last level only). There are no graphic frills whatsoever, it’s just the foreground and a layer of parallax in the background. Because the game is so long some of them get repeated after a while, and the same happens to the music. The enemy gallery consists of several sorts of animals, plants and weird creatures, all rendered with cute or goofy sprites. Bosses are quite amusing and remind me of Fantasy Zone, seeing that they’re generally large and shift from their natural colors to red as you hit them.

For the platform areas controls consist of jumping and shooting (configurable as you wish), with shot types switched by collecting weapon icons left by enemies. All six weapons are active for 10 seconds only and revert back to the default pea shot after a while: spread rings, two-way rocks, drill shot, exploding missiles, rotating shurikens and expanding fire circle. Weapon behavior is the same during the shmup section, but there are a few rules that should be noted if you want to stay alive in both parts of a level. For instance, it’s very important to collect the fruits/vegetables that appear hanging in the air during the platform areas, since they serve as fuel for the vitality gauge that determines your current life. This gauge is constantly drained while platforming and can only be replenished by taking fruits or weapon items. A life is lost either when it gets depleted or when you get touched by an enemy. With very few exceptions, all enemies in Wonder Boy III fire this single colored beach ball that takes away a small amount of health instead of killing you instantly. Even though avoiding/dodging beach balls is hardly needed when platforming, balls cause the character to trip uncontrollably into whatever lies ahead. That’s probably the main cause of death in this game, besides getting rammed by one of those cute creatures and falling into abysses due to poorly timed jumps.

Extracting more energy and more points from fruits is possible by hitting the ones that recognize hits and grow to explode into four fruits of the same kind (apples, lemons and pears). Another way to increase their energy and point value is by freeing and collecting the pink fairy. She shows up floating inside a bubble, moving three times in a wide open arch before fleeing. Once touched she will cast a spell on the character and turn all subsequent fruits into cakes for a brief while. Not only do cakes fill up the energy gauge faster, but they also give you more points than normal. Watch out for the blue fairy as well because she grants a very welcome invincibility window that can be used to get through lots of delicate parts without getting hit. Lastly, the black fairy is evil and should be avoided. Don’t fret if you get touched by it though, all it does is void whatever weapon you’re carrying at the moment.

What makes Wonder Boy III a tough challenge despite the childish looks is the autoscrolling nature of the platforming parts. It adds an extra layer of pressure that requires instant adaptation to enemies and weapons. Even when you have the stage fully figured out you can still die because of an inappropriate weapon or because a juicy fruit lured you into falling onto the enemy’s lap. Patience is key, but the more you know how to deal with weapons the more prepared you are to evade the traps set by the game. It’s possible, for instance, to enable a different shot button with autofire. The trick (or hindrance, depends on your point of view) is that some of the weapons behave differently with autofire. The default pea shot and the rotating shurikens will have very short reach due to their increased rate of fire, but the good news is that they are devastating at close range. Exploding rockets have a very specific behavior because they normally blow up at close range if you use either the regular or autofire buttons. However, if you just hold the regular shot they will travel the whole length of the screen.

Co-op credit feeding in the first two stages
(courtesy of YouTube user Randomized Gaming)

The shooting sections of the game are as straightforward as they get. You have to kill waves of a particular enemy before fighting the boss, both thematically related to the stage itself. These are the bosses, in stage order: a fish, a snake, a bat, a queen bee, a skull, a dodgeball match against a puppet, an ice gorilla, a cactus, a vampire, a mushroom mutated into a slot machine, a crab, an ogre, a knight with detachable hand and a space dragon. They’re mostly very large, and in my opinion the hardest ones are that awful cactus and the knight of stage 13. As for regular enemies, the most aggressive are the waves of mushrooms and snowmen. By far the best weapon against bosses is the exploding rocket, which can take some of them out in seconds. Just avoid taking the rotating shurikens unless you’re about to fight a boss where it’s undoubtedly useful, which in my case are the snake from stage 2 and the bat from stage 3. Hint: stay low and do not shoot while approaching the skull in stage 5 or you’ll die instantly (I actually don’t know if this is a bug or not).

Part of what makes up the scoring system of Wonder Boy III was already mentioned above (expanding fruits and cakes from the pink fairy). The other main source of points is in boss fights: a no-hit kill with a full vitality meter results in a full bonus of 5.600 points. That’s also good for survival because the remaining energy at the end of the level is always transported to the next stage (remember that when you die you’re respawned with only half the meter full). Finally, every single item is also worth some points, so the more you collect them the more you score. Speaking of which, collecting successive weapons of the same type extends its duration for a good amount of time. That’s very useful if you happen to come across multiple exploding rockets before the boss, for example.

If by any chance you decide to play this game be prepared for the huge difficulty leap that comes in stage 8. Everything in that level was designed to eat away our lives in a snap: cactuses explode into one or three beach balls, waves of vultures ram into your position at random, scorpions take lots of hits to die and snakes can only be killed if you carry certain weapons. On top of that, that cactus boss is totally unpredictable. In my worst credits I lost all my hard earned lives there, including the four extends gained with 50, 100, 180 and 300 thousand points. The rest of the later half of the game comes with trickier platforming hazards, such as exploding mushrooms and higher cliffs that must be “climbed” by hanging on to their tips (hold and release the jump button for better results).

At the time of its release the game was soon ported to the Mega Drive (in Japan only) and the PC Engine (Japan and US). Available options for the arcade version of Wonder Boy III - Monster Lair on the Playstation 2 include total customization of inputs and settings, gallery/library modes with lots of original material on the game, options to record/view replays and a handful of display settings. There's also a save function that must be done manually, with automatic loading while booting the disc. The arcade original is fun as a whole but also extremely punishing, and that’s why I feel I didn’t enjoy it as much as I had expected. Plus the weapon system randomly screwing the player doesn’t help at all in its appreciation. In my 1CC run on Normal I started the 13th level already on my last life, so I’m very proud of having played the rest of the game without dying... Those last levels are full of traps and that knight boss hates me!

Friday, September 12, 2014

Keio Flying Squadron 2 (Saturn)

Hybrid (Horizontal / Platformer)
Checkpoints ON/OFF
3 Difficulty levels
5 Stages
Ship speed selectable
- - - - - - -
Developed by Victor Entertainment
Published by JVC in 1996


A quick glance at Keio Flying Squadron 2 isn’t enough to tell you everything about the game, at least as far as quick glances go for regular games. Sequel to Keio Flying Squadron on the Sega CD, this second chapter appears as an amalgam of action genres where platforming represents the main gameplay style you’re bound to taste. It’s an eclectic adventure infused with all sorts of little deviations from the norm, including several autoscrolling levels from which two sections mirror the shmup ambience of the first game. For a while I wondered if that was too little to label it as a symmetrical hybrid shooter, but given the awesome nature of the game and the gorgeous sprite work involved I figured it was definitely worth a look.

The wackiness that was already present on the Sega CD is naturally heightened by the platforming element, an aspect that allows for a more diverse touch of humor and Japanese culture. Bunny-suited Rami is still hungry, but this time she’s after an ancient orb stolen by a mysterious princess. Her pet dragon Spot is back, as well as Dr. Pon’s raccoon army in their neverending mission to spoil Rami’s quest, which spans across five stages with three to five areas each. Several low-res animated sequences are shown throughout the game, and together with the spoken dialogue they provide some laughs and a good insight into the story and the characters. One note though: Keio Flying Squadron 2 was released in all main regions except the US, so the best version for Westerners to enjoy it is the European one (it’s got fine dubbing - same voices from the Sega CD). Besides, the Japanese disc is extremely heavy on the Japanese language, down to the menus and score display.

A colorful Edo river

Even though the flow of the game is a little clunky in the platforming sections, the general design is much in the vein of the classic Sonic the Hedgehog. Dispatching opponents is primarily achieved by jumping on them with button C, but you can also attack with button B by using one of the three weapons found with enemies or inside chests: a hammer, an umbrella or a bow. The umbrella makes Rami fall slowly and offers protection against falling objects, and the bow can be used to hit enemies at a distance by being charged. To pick up or get rid of a weapon you need to press A (only A throws it away, ↓ + A puts it down gently on the ground). Rami is also able to run, and by default you just need to keep the directionals pressed to do it (you can also double tap or use buttons L/R, these need to be set in the options screen). As usual, jumping and running go hand in hand with button holding and preserving momentum.

Death happens instantly when Rami gets hit unless you’re carrying an object or a weapon. In that circumstance, after you get hit you let go of whatever you're carrying while being invincible for a very short time. This means that carrying something at all times is the key to survival in the platform sections, just be quick to recover the weapon before it disappears after flashing for a few seconds. Don’t count on the invincibility window when hit to get through the danger though, the grace period is really very brief. Dying sends you back to the latest checkpoint, always memorized at the point where you meet and wakes up a sleeping Spot dragon. Notes about weapons/objects: Rami must be bare-handed to pick any weapon, but she will always be able to lift one object while carrying a weapon or not; when umbrellas are open you're not able to hold on to ladders.

Regarding items, golden rabbits are the main ones you’ll see everywhere in the game, either just waiting to be collected or hidden inside chests. For each hundred rabbits you win an extra life, and the good news is that the rabbit counter isn’t reset when you die. Other items placed at tricky locations or inside secret passages consist of 1UPs (Rami’s face), extra continues (Spot’s head) and entry tickets to a bonus level (a green creature waving his arms). Additionally, a plethora of objects is scattered around for the player to tinker with, each one supposedly having a specific use in the game. They can all be carried around and thrown, but aside from the most obvious ones (the spring pads, the big hand, the boxes, the clown sticks) I haven’t figured out the use of any of them. Many of these objects can’t be broken either, otherwise they’ll add negative points to the score. Wait, negative points you say? Yes, scoring in Keio 2 is displayed in positive and negative terms. Every hit suffered deducts 5 points from the score, so if you keep getting hit without dying the score display might eventually reach negative hundreds. On the other end of the spectrum, most enemies are worth 1 point only, with special foes or boss phases giving out 2 or 3 points each.

The only shooting segments in the game are stages 1-3 and 5-1. The first takes place over a river in Edo/Tokyo and the second unfolds in outer space. Gameplay is almost the same from the original chapter on the Sega CD, with shot set to B and speed selection to X/Y/Z. Incoming items consist of P (power-up) and auxiliary shots that cycle between homing baby dragons and directional mines (each of these attacks can be powered up three times). Both shmup stages are rather easygoing and do not pose much of a threat. Just beware of huge cannonballs shot from the background in the river stage, as well as sharks coming out of the water and leaving almost no room to dodge. Don’t be afraid to fly behind boats and within the water because you’ll find a few hidden items there. Last but not least, whenever you die in a shooting section you’re instantly respawned.

Intro to Keio Flying Squadron 2
(courtesy of YouTube user King Arthur Pendragon)

There’s no denying that Keio Flying Squadron 2 boasts outstanding graphics with vivid colors, lots of details and sheer creativity in every single corner of the screen. For a gamer that doesn’t fancy platforming games that much anymore, the two shmup parts are totally worth the extra effort to get there. Granted, the music in both of them is lifted directly from the first game, in what seems to be the only glaring slip (or sign of laziness) from the developer. The rest of the soundtrack ranges from mellow to upbeat, but always with a nice Japanese flavor to them. Other autoscrolling stages include a train ride (2-1) and a trippy rollercoaster (3-1). Rami also goes underwater in section 3-2, “takes part” in a martial arts tournament in 5-2 and faces a handful of weird looking bosses, from which my favorite is the haunted mansion floating head. The final boss is disappointing though, instead of fighting that huge green beast you’re just supposed to escape from his throat in a sort of dynamic ladder generator. In stage 5-4 you don't even get to play as you just watch Rami getting sucked into the creature's mouth. Speaking of character interactions, these can't be skipped during the actual gameplay. Cut scenes can be properly skipped though.

As far as scoring goes, the biggest source of points is by far the bonus level, followed closely by the two shooting stages. A bonus level offers several point tokens (negative or positive) accessible by jumping over spring mats in an endless vertical pit. Since the big points are at the very top, not falling is essential to come out of the level with a nice score boost. On the other hand, if you keep falling chances are you might come out with a lesser score than the one you had prior to entering the level. When you start the game it takes just one special item (the green creature waving his arms) to have access to this bonus area, but later on you definitely need more of them because bonus levels get scarcer. Bad performances in platforming stages can be disastrous to the score, and I can surely say I had my quote of ruined runs because I panicked and kept dying inside the caverns, the flying boat stage or the ninja castle. By the way, the ninja castle is probably the hardest level in the game, full of traps, revolving floors and deadly iron pendulums.

Every progress is properly saved in the console’s internal memory. Besides the regular settings of the options menu there’s also an “Extra” area that shows maximum and minimum scores achieved, several helpful tips for progressively negative results (down to -125 points) and lots of rewards in the form of artwork and background information on all characters and enemies (up to +500 points). It’s all very neat and definitely worth a read/sight, just like the game itself: a moderately challenging and fun action romp. Too bad the next (and last) installment in the series, released for the Playstation, is a party game that's pretty much unplayable for us Westerners.

My 1CC score in Keio Flying Squadron 2 on Normal is below. The picture was taken at the last platform of the final level, before the screen fades into the ending credits.