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16-Bit Age
   16-Bit Age

       Classic Import:                       emy that comes in his path. A crouching
                                             kick and an occasionally useful Pele-esque
       PULSEMAN                              bicycle kick (Up + Jump) round out Pulse-
                                             man's repertoire.
                                                 Level design is fairly typical for 16-bit
                                             side-scrollers, with influence from Sonic's
                                             classic outings being evident. There isn't as
                                             strong an emphasis on speed as in Sonic,
       By Geoffrey Miller                    but you'll use Pulseman's Voltteccer to go
                                             through elaborate mazes the same way
           Simply put, there's no reason Pulse-  Sonic's Spin Dash was used to go flying
       man shouldn't have been released in Amer-  through loops. You'll even find yourself us-
       ica.  This  1994  Mega  Drive  import   ing the Volteccer in cool Breakout-style bo-
       (developed by future  Pokemon  designers  nus stages (after every main stage). Don't
       Game Freak and published by Sega) has it  forget to take your time and explore the lev-
       all: beautiful graphics, inventive design, and   els – there are plenty of power-ups to nab,
       intense action. Yet it remained only in Ja-  like a heart to repair energy (Pulseman can
       pan – an odd choice considering the Mega   absorb three hits before he dies), a lightning
       Drive was floundering in Japan while its   bolt that keeps Pulseman in a perpetually
       North American counterpart, the Genesis,  charged state for an extended period, and
       flourished. It's hard to understand why Sega   Spark Balls (collect ten for a 1-Up plus a full
       of America skipped over this gem (although   energy repair).
       it's certainly not the only mistake they're   If Pulseman's level design is relatively
       guilty of).  Pulseman  would no doubt have  traditional, it certainly balances that out with
       been a huge hit if it had been brought   its original art design. While there are sev-
       across the Pacific.                   eral levels in realistic settings  –  like a Japa-
           It doesn't take more than a glance at  nese city, a Las Vegas Casino, and an Aus-  pressive. There's a fine mix of classic, up-
       the cover art to realize that Pulseman takes   tralian coral reef  – most levels take place in   beat platformer tunes and more experimen-
       a generous amount of inspiration from   "cyberspace." See, one of Pulseman's abili-  tal electronic beats (the strangest "virtual"
                                             ties is to jack into computers or other electri-  levels tend to have the strangest music to
                                             cal devices and enter a surreal virtual world.   match). You'll also find a wide variety  of
                                             These areas are full of bright flashing lights   voices (all in English), including a few fully
                                             and wild psychedelic effects (imagine the   spoken newscasts. The voices do suffer
                                             craziest rave ever). Just when you think   from scratchy sound, but it's still a notewor-
                                             you've seen everything, you'll find yourself  thy feat.
                                             in another creative and beautiful  level. The   There are a couple problems that
                                                                                  knock Pulseman down a few notches. For
                                                                                  one thing, there's an awful lot of slowdown.
                                                                                  It doesn't affect the game too badly, al-
                                                                                  though it's annoying at times. You'll also find
                                                                                  that there's an abundance of 1-Ups to be
                                                                                  found, perhaps a few too many. It's not a
                                                                                  particularly challenging game, so you have

       Mega Man. Pulseman himself could practi-
       cally be Mega Man with a coat of red paint,
       and the main leader of the nefarious Galaxy
       Gang he fights bears more than a slight re-
       semblance to Dr. Wily. Despite these super-
       ficial similarities, Pulseman  doesn't really
       play very much like the long-running Cap-
       com series. Pulseman doesn't gain the   final stage  -- a tribute to 80's arcades  -- will
       powers of his foes, nor does he blast ene-  put a smile on any classic gamer's face.
       mies with a cannon built into his arm. In-  Of course, this level of artistic creativ-
       stead, his powers revolve around the use of   ity also requires pushing the system's hard-
       electricity.                          ware to its limits, and  Pulseman  is a bon-
           The most basic attack at your disposal   afide showcase of the true power of the
       in Pulseman is a close-range punch. Pulse-  Mega Drive. Layer upon layer of parallax  to wonder why Game Freak decided to pro-
       man's outstretched arm, surging with elec-  scrolling, wonderful warping and distortion   vide such a superfluous amount of lives.
       trical power, can take out most regular ene-  effects, and lush color are all on display.  But those are minor quibbles in the face of
       mies with one tap of the B button. But store   The sheer amount of colors on-screen is   greatness.  Pulseman  is one of the best
       up a little electricity  –  running for a brief dis-  amazing; if you have a friend who's always   action/platformer games on Sega's 16-bit
       tance does the trick  – and you'll have more   complaining about the "crappy colors" of the   machine, and considering the high quality of
       options at your disposal. You can punch as   Genesis, this is the game to show him. The   the competition, that's no small feat.
       you normally would with the added bonus of   aural component of the game is just as im-
       a charge shot of energy (great for taking out
       enemies from a distance); however, a more
       useful technique, the Voltteccer, can  be   Omake: Most Japanese Mega Drive games only need some sort of pass-through
       used with the A button. Think of the Volttec-  converter, such as a Game Genie, to play properly on a US Genesis. Pulseman is
       cer as Sonic's patented Spin Dash, except  one of a small amount of Mega Drive games with a special regional lockout chip.
       Pulseman can go flying in any direction,   You can easily bypass this though. Just enter this code into your Game Genie be-
       bouncing off walls and taking out any en-  fore starting the game: LAXT-AA5L.


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