Very creative shooter that borrows inspiration from Gradius, Star Wars, and even Adolf Hitler makes an appearance. A step up from the original in every department; visually, gameplay, story, and audio. Down Load 2 has as a cinematic feel to it. Levels are either in the real world or 'jacked-in' in the digital world.

What a fantastic run'and gun and shoot'em up hybrid! You pilot a giant robot that can dash, jump, crouch, slash, bomb, and shoot your way through a slew of enemies coming from all angles including behind you. In the beginning you choose your robot or you can customize parts to make your own that suits your play style for example having a long-sword and homing missile combination.

Overall excellent action-packed 2P experience that spans more than ten stages. Once your robot is destroyed you eject similar to Metal Warriors and are now allowed to fly and shoot thanks to your jet pack - once you collect three power item pieces then you can re-build your robot suit.

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Super ambitious action-adventure game that pushed Saturn to it's limits! I was pleasantly surprised how the gameplay changed up several times. For example the first stage you are becoming familiar in a linear fire-extinguishing experience with a cute dolphin mission. Next you must turn on switches to unlock doors. Then you find yourself in a ice cave where you must swim through to the other side. Once emerged, you have a aircraft rail-shooting stage leading into the most platform oriented level in the game- where you must climb narrow blocks without falling down to your demise. Boss stages were creative and the animation + soundtrack were top notch!

Luscious pre-rendered 'pseudo 3D' graphics, stages are straight-forward when it comes to vertical shooters although the bosses have a unique distance radar indicator that you must keep an eye on. Overall average experience.

Unique weapon based arena fighting game riding on dragons, a real one of a kind game. Closest similarity would be Psychic Force, where you have freedom to move and attack. At first I underestimated the depth but combos exist, special moves, super attacks, meter management (you must allocate in order to win) techniques to recover once your knocked off your dragon and more.

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Charming super hero themed platform action game. Nearly average all around from gameplay, sound, music, graphics, and presentation although features a few unusual attacks and high difficulty in later levels. Your main character uses his arms, legs and head to stretch and hit his opponents. Parody enemy designs with tiny tanks, ninjas, children hiding under baskets, and goofy bosses that include sumo wrestler, female ninja, sea dragons and more.

Being an arcade port I expected a short game, but 21 stages need to be completed. Half way through the game you do get repeated boss battles, enemies, only on stage 16 onward you will encounter new stages. A nice break in pace were the underwater shoot'em up levels. The final stage, which is a boss rush leading up to the final boss, became very frustrating one instance is having to fight a clone of yourself, again, that mimics your moves which was a headache to defeat.

Admittedly this game took longer than expected to finish, partly due to his Bravo jump technique that is needed in certain areas that is awkward to perform on the controller. Challenging game in later levels especially given the limited continues.

Detailed 2D fighting game similar to Vampire: The Night Warriors but with a unique boost mechanic that features a cast of robots. Continuation of Powered Gear series that doesn't disappoint featuring characters with short range attacks to long range. Decent length for a fighting game.

Tons of personality in stage backgrounds and audio department. Nice use of pseudo-3D graphical effects combined with an pulsating soundtrack. Reoccurring boss greets you with several robot battles fought throughout different time zones from the past, present, and future. Average challenge for a vertical shooter.

Precursor to the bullet-hell genre, reminiscence of DonPachi in gameplay department. Final boss was difficult having excess health. Overall challenging game that bridges the gap between traditional shoot'em up games to modern.

A SuperGrafx exclusive! Challenging action platform game with various stages, enemies, and bosses throughout. Ability to switch anytime between three armored warriors each with different attributes. Average difficulty, although stage seven you must run a gauntlet against a sea of enemies that will test your patience. Sharp controls, fair enemy re-spawns, detailed graphics, and large creative bosses.

Below average action platform game. Sloppy hit detection, leaps of faith jumps, amateur programming- where enemies are allowed to walk on spike floor and re-spawn indefinitely, mundane stage design where every level is recycled and use the near exact backgrounds with only a slight color hue changes.

The game is split up into two worlds overworld and underworld - the overworld is a slow slog where you must repeatedly attack tiny enemies to collect coins to purchase upgrades, and the underworld you pilot a super-deformed robot that has slippery controls walking through until you reach the bottom where the boss appears. A good change of pace are the shops to upgrade your weapon and purchase magic, although they do not look very different than the previous weapon & magic you are already equipped with.

Bosses are even recycled as enemies throughout later stages. To top it off the final boss has a glitch when you stand too close to it doesn't attack back!

Pithecanthropus Computerurus is taking revenge in this follow-up. Enjoyed the overall improvements on level length and plentiful hidden bonus games. Stages also have more variety to them and difficulty has increased slightly from the original. The original PC Genjin was so quirky it felt more like a novelty or parody of mascot-type platform games of the time, whereas this game is more fleshed out and could hold its own in the genre. It still retains it's strange elements with wacky enemies and bosses.

1991

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Very solid horizontal cute'em up with spectacular music, and voice samples throughout the game. Colorful graphics with use of parallax-scrolling in later stages, that are visually appealing. Item and weapon power-ups are greatly inspired by Gradius having a similar method of upgrading and choosing a set at the start of the stage. Do not let the cute visuals fool you, this is a challenging game once you reach level 5. Prior stages are manageable with continues, becoming increasing more difficult starting on level 4.

The fifth stage will test your patience, ability to navigate tight corridors, that include a boss rush ahead. Once you get passed the lengthy final boss you are greeted to the stage from HELL - gravity controlling split second reactions are required. Overall a solid underrated horizontal exclusive shooter.

Could have been a spectacular exclusive shoot'em up if it wasn't for the increased difficulty. Unique ability grabbing mechanic allows you take use of enemies weapons. Changing your ship move speed frequently is essential for defeating bosses and navigating certain stages, that's why it is mapped to button A (instead of select for example). An overall difficult shooter, but in a totally different way where reflex and bullet recognition isn't the factor but recognizing deceptively placed pattern order and navigating though a AI that predicts your last ship placement is. Things are not as they seem, before you progress the scrolling screen wait for a traps to be released on several stages.

An HCG101 article describes it the best "... enemy locations and firing patterns are not fixed but based upon player position, meaning the game constantly adapts and is almost procedurally generated. You can’t simply memorize their locations, you need to be ready to adapt with them. In conjunction with this, speed changing is essential."

Masterpiece shooter. This is the pinnacle of console based shoot'em ups aspire to be; graphics, music, audio, gameplay, cut-scenes, all top notch debuting in 1992. Fair reflex and pattern recognition, with seldom deceptive enemy craft re-spawns. Average difficulty with options to increase to hard mode for shooter veterans.