Super colorful and addicting cute'em up! Features plentiful of weapon power ups, various additional allies help you out, unique charge shots that are particular to the weapon you have equipped, and a giant pink turd (rocket) as bomb.

Early linear below average exclusive shooter that is great for beginners to intermediate players. Nothing flashy; graphics, gameplay, audio and music all below average with a difficulty that is the same until you reach the final stage it bumps up a bit.

Surprising a solid 2D fighting game! Chinese zodiac spirit animals are summoned for additional attacks and super moves. Features running, two jumps, knock-down attacks, and even high and low parries that once performed can follow up with an counter combo. Final boss has SNK boss syndrome that is nearly impossible to defeat, taking several attempts.

Very creative, challenging, exclusive shooter! You have three weapons that you power-up gradually, straight forward shot, backward shot, bottom & top shot. You also have an option to change the speed of your ship, a few moments they are necessary navigating tight corners and Stage 7 final boss. Interactive stages, strange mini-bosses is an overall experience. Difficult shooter but not impossible.

Average horizontal shooter that is 2-Players. Stage three on-ward difficulty increases, particularity the anti-gravity ice-like stage where your constantly sliding- which was a nuisance to navigate through.

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.

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."

1991

This review contains spoilers

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.

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.

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!

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.

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.

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.

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.

This review contains spoilers

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.