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»Pocky & Rocky with Becky
  "A poorly-made sequel? You bet!"

Graphics: 6

Gameplay: 6

Sound: 5

Replay
Value: 5
Pocky & Rocky. It’s one of those weird ass games I played back when I was 7 or 8. See, back in those days, the closest thing to a video game console I had was my Game Gear, so, for the most part, I had to rely on my cousins’ NES, Genesis, and Super Nintendo for any console gaming. So while most of the folks on this site were probably tackling Super Mario Bros. 3, Gunstar Heroes and Super Metroid, my gaming background was founded on such oddities as Ninja Gaiden II, Rocket Knight Adventures, and the aforementioned Pocky & Rocky, as well as its sequel. Don’t take that as a sign of spite, though: they were good games and I look back on them fondly even to this day. So imagine my shock, surprise and anticipation when I heard that Pocky & Rocky, one of my all-time favorite obscure video games, was getting a sequel – and on the GBA, no less.

Now try to imagine the anguish, pain and disappointment I felt when I started playing it. This game doesn’t live up to its SNES predecessors in any way, shape or form. In fact, it’s completely off-target. In what appears to be a massive downgrade that harkens all the way back to the original arcade version of the games’ Japanese counterpart (the Kiki Kaikai [“Mysterious Ghost World”] series), P&RwB is oversimplified, lacking most of the charm and fun seen in the games that the title would imply had served as this game’s basis.

The game’s storyline is fairly simple, but I can’t really fault the game for that. I mean, the plots in the earlier games weren’t exactly stimulating or integral to the game in any pressing sense, either. Long ago, there was an evil ghost, a Hydra, who did nasty things, until a Goddess sealed him away. 100 years later, the seal breaks and the evil ghost escapes, so it’s up to the Shinto priestesses Pocky [known across the pond as Sayo-chan] and Becky [Miki-chan] and their raccoon demon friend Rocky [Manuke] to save the day.

Yeah, as I said, the backstory’s nothing special, so I’ll just bore you with some random trivia at this point. The “new” character, Becky, actually made her debut in the Famicom entry in the Kiki Kaikai series, and basically, she was then what she is now: a palette-swap of Pocky. As for Rocky, he made his first appearance in that game…but only as the final boss. In the first Pocky & Rocky is where he makes his debut as a playable character. Not really that integral to understanding the storyline, but I figured I’d toss that out, as a bit of an explanation on Becky’s origins.

As for the gameplay, it’s kind of like Raiden or some other shooter like that, only players are able to move throughout the stage freely, as opposed to being stuck on a forced path. Instead of firing bullets, the characters toss “magic cards” [ofuda cards] – or leaves, in Rocky’s case – at their foes. They are also issued a melee weapon: a “magic wand’ [oharai wand] – or, in Rocky’s case, his tail – as well as a powerful “Crescendo” attack (assigned to the shoulder triggers) which clears out all on-screen enemies in a single shot, but has absolutely no effect on bosses. The point of each stage – as was always the case – is to blast your way through enemy ghosts, demons and various strange monsters from Japanese folklore and defeat the boss at the end of each stage. There are also a few power-ups, scrolls of different colors – red grants you fireballs in place of your cards; blue extends your range; yellow speeds up your attack; and purple, which allows you to use your character’s special trait, which I’ll delve into later, a yellow orb (which grants the player an extra Crescendo attack), and keys that apparently don’t really do anything.

All-in-all, I can trace the game’s decreased fun factor in three simple traits. I’ll start with the least annoying: character interchangeability. Yep, simply put, there really aren’t that much of a difference between the characters in terms of control, although Rocky was slightly weaker than the other two characters. The only visible difference between the three would be their special abilities (which are only active when you collect the purple talisman): Pocky throws exploding cards (which deal extra damage); Becky throws multiple cards in differing directions, and Rocky comes out on top, as the power-up gives his leaves the ability to home in on enemies. Next up, we have the whole prospect of death, which is different from – and undoubtedly far more annoying than – that in the SNES games. Basically, in those two games, when Pocky/Rocky would die, they’d just fall down and be revived in the same spot, ready to kick some more demon ass. In P&RwB, after their two units of life have been exhausted, they fall to the ground in an unnecessarily long animation, and after a fade-to-black, they end up in the same location or at least in close proximity to it. It’s annoying and only makes the game slightly more difficult – you have to start boss fights from the beginning with this system, whereas in the other games, you could just continue them. Finally, we come to what I consider to be the game’s greatest failing: the stages are TOO FRIGGIN’ SHORT. I mean, I’m not expecting the sprawling levels of the second P&R here, especially considering that this is a game for a portable, but stages should definitely last more than 3 or 4 screens!

The graphics aren’t exactly anything to write home about either, which isn’t saying that they’re bad, really. They’re just bland, very, very bland. The scenery’s okay, but I’m not really a fan of the sprites for the major characters – the bosses and the protagonist characters, that is. The older SNES P&R games had a super-deformed style for its protagonists that you’d expect to see in an old-school RPG. P&RwB, on the other hand, has that weird pseudo-SD style, where the characters have more normal proportions, but they’re still odd. While they’re colored in a CG style, they also seem smaller – ratio-wise, that is. Overall, it’s not very different from the type of graphics you’d expect to see on a Japanese cell phone game, which is quite a disappointment.

Eh, there’s not really much to say about the game’s sound, mainly because there really isn’t that much sound period. At least, that’s the case for sound effects. As for the music, there are only a few tunes that really stick out, and unfortunately, those are the title screen and character select themes. Everything else just blends in, and there’s nothing that really draws any attention.

P&RwB doesn’t really offer much in terms of replay. I mean, there are three characters, but they all play about the same, and offer similar storylines and endings. There is Expert Mode, which is given to you via a code after beating the game the first time, which offers harder stages and more techniques and a power upgrade for the bosses, not to mention different dialogue for them – apparently, they escaped again after Pocky/Becky/Rocky caught them the first time. Needless to say, I would’ve preferred a straight port of one of the two earlier games to this. There’s no real need to pick it up. I’m just hoping either or - hell, let’s shoot the moon – both of the SNES games somehow make it onto the Wii’s Virtual Console, so I can play them again – well, play them again legally at least.

Article by:
Wolfdogg
Posted on: Oct. 20th, 2007

     Review Recap
 Gameplay
Eh, it plays okay, but the aforementioned problems make this game less than enjoyable.

 Graphics
The scenery is decent, but the character sprites are too small and are oddly scaled, shifting away from the super-deformity seen in the old SNES games.

 Sound
The music’s kind of generic, and there aren’t many sound effects.

 Replay Value
The only incentive here is the Expert Mode, and well, that’s just more of the same, really.

     Comments



Platform: Gameboy Advance
Genre: Action
Developer: Altron
Publisher: Natsume
Release Date: 10/18/2002
Save Type: 1 Slot
Players: 1