While there are callbacks to the original’s airship stage and torchlit castle, the structuring is altogether transformed. Here, haunted paddy fields littered with straw-thatch huts, pond demons and aggravating spirits, lead on to deep caverns and Egyptian-style tombs - all of which demand the use of your newly acquired skills. These additional properties arrive just in time for a string of never-seen-before stages (complimented by all-new musical arrangements). On the third stage, newcomer Ame-no-Uzume grants new skills, allowing you to produce an orb that auto-directs your projectiles when fired upon, and a temporary shield that requires a brief charge period. What is new, is that you’re forced to play one of five characters on different stages, each with adjusted weapon attributes, and one of whom is only available on your second completion of Story Mode. You still accrue an additional life-meter heart after each stage, and there are useful secrets scattered all over, regularly off the beaten path, within enclaves and forest glades, and quite often in the guise of stray chickens. The repel attack now does a lot more work, and is better at taking out enemies by pinging their projectiles back at them. You have a rapid-fire projectile attack, a repel defence manoeuvre that protects from incoming fire, a quick belly-slide to avoid danger, and limited smart bombs that aren’t replenished after a death. Mechanically, it remains mostly the same. When you eventually make it to the once-familiar octopus boss engagement - now a nightmare-on-raft with incredible visual bombast - it’s clear that this is a whole new ball game. You battle roaming fire snakes with your repel attack, and balding, misshapen giants camped behind terracotta walls. Stage two, although thematically the same, shifts further still, its layout and enemies fundamentally different. Then, as you find yourself roaming up little pathways and stone steps, around bends and up against cartloads of enemies, that notion starts to fade. Reshrined’s switch-and-bait is that, when you head into the first stage, it appears a straight remake. And, in-case you were wondering, a scan line option with a range of densities is available, as is the ability to switch between languages. These visual ingredients, brought to life with superb animation, are almost Metal Slug-esque in graphical precision. Water reflections, babbling streams, sun-bathed paddy fields and fiery village backdrops are all beautifully crafted, while the run-amok cast of Japanese mythological enemies positively bleed personality. This wasn’t lost on Tengo Project’s art team, who endeavoured - and succeeded with aplomb - to cram every inch of its freshly rendered maps with charming attention to detail. Do not use material on this site without permission.The Super Nintendo game’s distinct Japanese theme, travelling old Japan as a Shinto shrine maiden and a tanuki raccoon dog, was one of its most endearing aspects. This site made by a Canadian, and fueled by beer. Pocky & Rocky 2 / Kiki Kaikai - Tsukiyo Soushi Game Code:Īnother overhead shooter featuring some bizarre enemies, Pocky & Rocky 2 offers awesome two player co-op, which is almost necessary as the game is very difficult.ĭo you have a label variant that is not listed above or a better quality copy? Read the Submission guidelines for cartridge label scans.ĭo you have a PCB with a different ROM chip ID, PCB type or manufacturing date? Read the Submission guidelines for PCB scans.ĭo you have a box variant that is not listed above or a better quality copy? Read the Submission guidelines for box scans. Snes Central: Pocky & Rocky 2 / Kiki Kaikai - Tsukiyo SoushiĮmail: & Rocky 2 / Kiki Kaikai - Tsukiyo Soushi
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