Checkpoints OFF
4 Difficulty levels
6 Stages (loopable)
Ship speed by icons
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Developed by Konami
Published by Konami in 1992
The only home port of the chapter that redefined the series into a full blown cute'em up franchise, Detana!! TwinBee brings to the PC Engine the multitude of colors of the arcade game while toning down the difficulty for the most part. My statement above stems from the fact that Detana!! is actually the first arcade sequel to the original TwinBee, after several intermediate entries for the NES and the Game Boy. Although the previous games did have some cute elements, they were hardly set in stone as to their overall tone. That's why I believe Detana!! to be the start of the second and better phase of the franchise as a whole.
Living up to its alternate title Bells & Whistles, the game continues to build upon the colored bell mechanics to provide a very specific kind of shmup rush, which mixes survival and scoring against a backbone defined by dynamic difficulty. Even though the punishment for dying is still remarkable, especially in the final levels, it's certainly a more easygoing and approachable experience than the arcade original for a series or reasons. Reduced hitbox and bullet count, less fierce rank progression and extra lives (1UPs) to be collected from specific ground targets are some of them.
The only real compromise besides the expected graphical and musical downgrade is the absence of the sixth level of the arcade original, the one that takes place in the desert landscape. Other than that, everything about the gameplay is duly preserved and remains the same.
Japanese rooftops protruding above fluffy clouds in stage 5
Basic inputs are very simple and work with shot in button II and bomb drop in button I. Just like in Xevious, bomb drops are used to hit ground targets. By holding shot you can charge and release a powerful attack that pierces everything and inflicts damage. Powering up is mainly achieved by hitting bells released from clouds and taking the colored ones. At every five hits the bell changes color to a different one other than yellow, in an ongoing sequence with the following order: white (twin shot), blue (speed-up), green (trailing options), red (shield barrier), purple ("solidifies" your options, making them able to cancel bullets and deal aerial damage), black (speed-down) and back to white. You can't have red and purple simultaneously, and if you already have a particular item the corresponding bell in the sequence will be yellow.
The secret to a better chance of survival is to use the first batch of clouds in the very first level to power up as fast as you can. At least two speed-ups are needed, as well as twin shot and options. Extra upgrades can be applied by collecting the ground bell, which gives you a three-way shot for the main character, and by releasing and "docking" with GwinBee, the third mecha besides TwinBee (player 1, piloted by Light the boy) and WinBee (player 2, piloted by Pastel the girl). Firepower is increased when united with GwinBee, especially the charge shot. The only downside is that the hitbox increases twofold, and GwinBee will be lost if hit.
A final detail about the hitbox is that you can lose one or both arms of the character, thus affecting its ability to drop bombs. If both arms are lost an ambulance item will cruise the screen for you to repair them, but note that this only happens once in each level. If the arms are once again lost you'll be unable to drop bombs until you die or reach the next level.
Speaking of scoring, the formula is rather simple. Just collect successive yellow bells. Once the initial ones are taken (four), all others will be worth 10.000 points provided you don't let any of them fall down the screen. Juggling bells for points can be tricky if you're not fast enough, particularly in the second half of the game since enemies start coming down more aggressively and in greater numbers. Finally, you also get extra score by collecting fruit released from ground targets, and 1.000 points are awarded for most of the aerial enemy waves you're able to completely wipe out.
Intro and first stage of Detana!! TwinBee on the PC Engine
(courtesy of YouTube user The VideoGames Museum)
(courtesy of YouTube user The VideoGames Museum)
It's no secret I was never much of a fan of the concept behind the TwinBee series. However, amidst forests, skies, rivers, mountains and ravines, there's no denying that the action in this version of Detana!! TwinBee is finely tailored to the console format both in terms of fun and difficulty. There's just one glaring exception: the final boss. For some odd reason, that creature is even harder than its arcade counterpart no matter the rank situation when you get to him. No only does he spit a lot more bullets, but he also takes a longer beating to finally go down. This crazy difficulty spike is definitely unexpected and uncalled for, and sort of taints the general appreciation of the game.
Regardless of the above, one of the nicest aspects of the PC Engine port of Detana!! TwinBee is that it allows co-op play, a feature that's often well regarded in console adaptations. I admit the game might have a different kind of charm when played with a friend, as long as both players are able to come to grips with the inherent greed associated with bell manipulation.
I played with Light/Twinbee (player 1 side) in the Normal difficulty and reached stage 2-1 with the final score below. The second loop is a lot harder than the first, and unless you have some proper practice chances are the adventure will come to an end right there and then.
The next title in the series is another console game, the amazing Pop'n TwinBee for the Super Famicom, which was later followed by the final arcade chapter TwinBee Yahho!.