

Outside the bosses and yellow versions of your character that drop power-ups, the game really only has three types of enemy characters: running soldiers (brown), jump kicking soldiers (red) and gunmen (yellow).

It's not a complicated game, but it took a while to clear due to its use of checkpoint respawns and lack of continues (even though you start with five lives instead of the usual three). I like how the arcade sequel, M.I.A., implemented ideas from the NES version, not just the co-op play, but also the addition of underground passages (which was exclusive to the Japanese Disk System version). I always viewed it and the arcade version as a some sort of proto- Contra, moreso the NES version with its addition of 2P co-op mode that did not exists in the arcade original (which was 2P alternating). MSX version has the best title, "Psycho World".Ĭleared the NES version of Rush'n Attack and got to Stage 2 on the second loop with a total of 449,000 points. Not sure if MSX version controls better, but I remember the GG version also having clumsy controls. How do the GG and MSX (Psycho World) versions compare? Telling from videos, they seem to have that odd invincibility thing too. Doesn't seem too resource-intensive, though it might be more demanding on something newer than the Sega Master System. I especially like that you can use the fast forward feature and not have it show up in the recording. This isn't directly related to platforming games, but I've also been messing around with retroarch's recording function and it seems pretty nice. You get it fairly late in a stage too, which is a real dick move - of course you're going to try out your new ability you just picked up. At one point you learn an ability that teleports you back to the beginning of the stage, the effect is essentially the same as killing yourself. The controls feel very clumsy, the reason, it turns out, is because Psychic World only checks your inputs once every four frames. ESP refills are frequent enough that you can stay invincible for the vast majority of the game. The healing power restores a little bit of your health meter in exchange for a little bit of your ESP meter, but it also gives you a lengthy period of total invincibility every time you cast it. Your character learns a variety of psychic powers over the course of her adventure, and it takes about 10 seconds to find one that breaks the game. Psychic World is a bad game but I find its amateurishness kind of endearing. This isn't saying much but I think it's the best game on the Master System. The game doesn't hold your hand through any of this, which is refreshing but there's also a good chance a first-time player will hit a wall, especially in Lion-Man's dungeon.

There are a bunch of different weapons, shields, and armors you can collect and many of them have unique abilities or are better-suited to specific forms. My current route through the game involves buying the samurai armor for the sole purpose of raising my charm so that I can buy the prince armor, which I mainly want for the sake of raising my charm enough to buy the muramasa blade. NPCs will refuse to sell items to insufficiently charming characters, and generally better items require more charm. Your character has a charm stat that is affected by your form, your armor, and how many charmstones you've collected. There are a lot of unusual mechanics at play. It's a semi-open metroidvania where the main gimmick is that you switch between five different animal forms, all with unique abilities. Played through two Sega Master System platformers yesterday, Wonder Boy III: The Dragon's Trap and Psychic World.
