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Throw a dart at the Gameboy’s considerable back-catalogue and you have a
good chance of hitting a side-scrolling action game - whilst not automatically
a bad thing, it’s certainly a highly populated genre on Nintendo’s
diminutive wonder. So enters Tezuka Osamu’s Astro Boy, a joint collaboration
between Sega’s Hitmaker and Treasure, powered by a 100,000 horsepower atomic
fusion reactor, armed to the teeth, and cute as a button. As soon as you see Atom’s
smiling face beaming out at you from the title screen, it’s evident that
this is no ordinary boy.
From the off, it’s action all the way. No sooner has Professor Ochanomizu
taken his mechanically modified protégé through a short basic
training level, he’s introduced to Chiyoko, who’s promptly kidnapped
by naughty robots. Predictably, it’s Atom’s job to get her back,
and he sets off through cityscapes, sewers, speeding trains and underground
lairs to do just that.
The production values enveloping the game signal the high quality synonymous
with both development houses – it’s wonderful to look at and listen
to, each area beautifully realised and complete with catchy theme. For example,
the neo-city backdrop of level one is populated with lanes of futuristic transport,
whilst buildings on a closer plane can have their windows smashed. It’s
this seamless layering that adds perspective to proceedings, allowing the 2D
graphics to escape their natural axis. The pastel hues of the game’s palette
lend a comic-book feel to each screen, at once subtle and visually appealing.
Animation is of a high standard – it’s not just our hero that moves
elegantly through the game; enemies of all sizes crawl, saunter, float and swim
with a natural grace that belies their digital roots. Witness the Sun boss,
who scales out to nearly fill a whole screen, or the Dolphin followed by Whale
attack as signs of not just graphical, but imaginative, excellence. There’s
the odd hint of slowdown when the screen gets really busy, but it’s clear
that care has been lavished on every detail – examine the signposts in
the background of level one for proof (a billboard saying ‘Gunstars’,
anyone?)
Balanced controls make manoeuvring Atom a pleasure. In no time, he’s
punching, kicking, finger-lasering, and rocket boosting the length and breadth
of the screen, and by meeting hidden characters dotted around the game, these
attributes, along with Atom’s sensory perception allowing him to see better
in the dark, can be upgraded, transforming the atomic-mite into a lean, mean
robot-trashing machine. The destructive arsenal soon becomes second nature and
comboing a rampaging mob of robots becomes all the more satisfying.
Atom’s special attacks are an essential element of the combo-driven fighting
– Normal mode provides a stock of thirty specials, which can be increased
as you progress. As you administer wanton destruction, a green bar fills which
replenishes your special counter by one. Tapping L turns Atom into a whirling
dervish of machine-gun doom; tapping R produces a concentrated laser attack
and pressing A and B together sends our hero careering towards any hapless foe
unlucky enough to be in the way. Working out when and where is best to use these
attacks is thoroughly rewarding, as a successful combo finished off with a special
can make light work of the toughest enemies.
It’s just as you’re beginning to feel at one with Atom’s
super-charged abilities that the developers see fit to kick the chair from under
you – Atom takes to the skies and the game becomes a 2D shooter. Although
fairly simplistic, with short stages, the shooting sections are by no means
a chance for a breather – enemies swarm in, making a beeline for our pint-sized
hero. This change of tack could have damaged the pacing and flow of the action,
but no such problems occur – the frenetic pace of the shooter levels perfectly
complements the main game.
The developers have added some replay value to Astro Boy by including extra
material into the package – for completists, there are hidden levels and
characters to unlock. Sadly, the language barrier for those not fluent in Japanese
does rear its head here – specific criteria, passed on through in-game
cut-scenes, has to be met, and with all story text written in Japanese it makes
uncovering all of the secrets impossible without the aid of an FAQ.
What does provide tangible added value is the game’s Hard mode, on which
hearts and chocolates should be heaped – it’s so well implemented
that replaying the game on increased difficulty almost feels like starting afresh.
If Normal difficulty can be beaten within a few hours, Hard will take you the
distance, forcing a tactical rethink at every juncture. Playing through Normal
mode can easily garner you a special attack stock in excess of seventy-five,
rendering some later boss fights too easy. Not so in Hard mode – three
specials is your lot, and if you know what’s good for you, you’d
better get used to keeping that counter filled. Boss fights take on a renewed
sense of vigour, as each end of level nightmare displays a savage and sadistic
side by throwing a relentless barrage of powerful attacks at poor Atom; the
lack of special attacks to rely on turns each encounter into an urgent, vital
battle, whereby only fully utilising Atom’s abilities will allow you to
keep hold of the skin of your teeth.
Astro Boy is a fun, exciting and action-packed game. Beneath its cute exterior
beats a heart of granite and any negative aspects are outweighed by points of
excellence that allow it to move self-assuredly through the mountain of faceless
Gameboy titles. Some may wish to wait for a Western release to get the most
from the story; others may wish to get started right now. Either way, you’re
in for a treat.
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