Checkpoints OFF
2 Difficulty levels
5 Stages
Ship speed fixed
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Developed by Konami
Published by Konami in 2007
Originally released for the Japanese Game Boy handheld in 1990, TwinBee Da!! has the distinction of being the 4th chapter of the long running bell-juggling franchise by Konami. Besides an European port that appeared a few years later with the title Pop'n TwinBee (not to be confused with the homonymous Super Famicom chapter), the game was revamped into a full-blown colored version included in the TwinBee Portable compilation that came out for the PSP in 2007. Also known as the "Powered Up Arranged Edition", the PSP entry comes with a little bit more than the color makeover you'd expect for a monochromatic older and rather obscure video game.
The first aspect that pops to mind when booting up TwinBee Da!! is how good it looks. The arcade-quality cute'em up graphics are nothing short of awesome, as is the music featuring arrangements of tracks from previous games led by well-known composer Manabu Namiki. Some sources cite the involvement of M2, yet I could not confirm that anywhere from the in-game information. The only feature that did not reach the heights of an arcade entry is the challenge, which is of course understandable. On the other hand, since the game does not loop the carrot on the stick here is the possibility of maximizing your score throughout five stages.
Pink windmills over fluffy clouds
Basic gameplay is very similar to other chapters of the franchise. One button is used to shoot (with native autofire) and another to drop ground bombs (can be set to autofire if desired). By shooting at clouds you release bells whose color can be changed if you continue shooting at them. Mainly colored yellow, they will eventually cycle through blue (speed-up), white (double shot), green (trailing options) and red (shield barrier). If you hit them bells for too long they eventually get wrecked and fall down the screen for good in the form of a deadly bug.
Besides bells, there are also ground items to be collected. Most of them are fruit that give you some points, but you can also come across a star (clears the screen of airborne enemies and bullets), a milk bottle (extra life) and a candy (3-way shot). Collecting the candy a second time makes the character shoots an extra candyball that bounces around the screen. Note that you can't have the double shot (white bell) and the 3-way shot (candy) at the same time, so collecting one disables the other. The same happens with the green and the red bells, which means you are forced to choose between the options or the shield. All items collected are shown in a large status bar on the left side of the screen.
A staple of the series, the ambulance item also returns. If both your arms get shot (the ones that drop the ground bombs), the ambulance will cruise the screen for you to recover them. Miss it and you won't be able to drop bombs for the remainder of the level, being granted new arms only when the next level starts. Also note that the ambulance item appears only once per stage.
Each yellow bell collected in succession without any of them falling off the screen increases in value until maxing out at 10.000 points, in what represents the main source of score for those who shoot for the best possible performance. In a nutshell, it's the same mechanic that's present in every TwinBee game or variation thereof, such as the ones from the Parodius franchise. Juggling bells for points can be spoiled by greed as usual, but TwinBee Da!! behaves a little differently from the other games in the series. For example, it takes several shots to make a bell change its color instead of just one. And instead of disappearing from the color cycle, all bell colors keep coming even if their function is maxed out. Each surplus bell collected is worth 10.000 points.
A brief look into how TwinBee Da!! looks on the PSP
(courtesy of YouTube user Now Loading Please Wait)
(courtesy of YouTube user Now Loading Please Wait)
With only five stages, TwinBee Da!! is quite a short game. Instead of parading in their own level, the boss rush lifted from TwinBee appears right at the end of the 4th stage, meaning the PSP version is one stage shorter than the Game Boy original. The gameplay in general is very easy to grasp yet the game becomes a royal mess by the time you reach the 4th stage. There's so much going on by then that it's virtually impossible to keep a steady combo of yellow bells, with absolutely no slowdown to be seen anywhere. Hint: since it takes three blue bells to max out the flying speed and maximum speed isn't that fast, it's advisable to just max it out as quickly as possible.
There are other differences between TwinBee Da!! and the original Game Boy title, such as the absence of the Queen Bee boss, the lack of the stage select feature at the start of the credit, the reordering of some boss themes and the fact that it's 1-player only. Does the eye candy compensate for that? I guess in the end it depends if you're a die hard Game Boy fan. For me it was just another basic diversion to be had during a short flight. It's also a rather easy one, especially for those who have some knowledge of other games in the series.
My best 1CC score is shown below, playing in the Normal difficulty. A charming collection in its own right, the TwinBee Portable disc has elementary features such as button remapping and saving.