Saturday 22 January 2022

Sassou Shounen Eiyuuden Coca-Cola Kid (Sega Game Gear review)

Developer: Aspect, Sega CS
Publisher: Sega
Released: 1994

Sassou Shounen Eiyuuden Coca-Cola Kid is a platformer that was only released in Japan.

You play as Cokey who is on a mission to rescue his teacher Ms. Sakurako from the evil Mr. Iwayma. Abilities include kicks / jump kicks, wall jumping and ground slides, and some levels allow you to grab a skateboard to plough through enemies. The stage progression (e.g. three acts per world) is very reminiscent of Sonic the Hedgehog (1991, Sega Game Gear) and this carries through to the action which features multiple vertical paths to follow and a blistering speed. However, what's interesting here is that there's different ways to tackle the game, as while you can rush through the levels as quickly as possible there's actually plenty to explore and items to be collected; this adds lots of replayability and gives you a better chance to obtain coins that can be used in the shop to buy more hit points or continues. You can also purchase a disk for projectile shots and the ability to obtain this is a nice way to reward players who take time to hunt around. A great deal of fun also comes from using your special abilities and seeing how many enemies you can plough through in one motion as if they were bowling pins! The level design starts off great with plenty of wide open spaces and enjoyable platforming. Unfortunately, by World 3 the level design takes a turn for the worst, as the colourful settings of the opening areas are replaced with drab ruins and lava themes, and despite the small screen, bottomless pits start to rear their ugly head to a ridiculous degree and you'll often fall blindly to your death due to not being able to see around you. The bosses are also underwhelming due to their basic attack patterns.

Sassou Shounen Eiyuuden Coca-Cola Kid equips you with a ton of awesome attack methods and gives you freedom to tackle its well constructed gameplay in any manner you wish. It's unfortunate then that the level design is so hit-and-miss and later stages focus too heavily on trial-and-error through imperceptible death traps.

Random trivia: The game was packaged with a special edition red variant of the console.

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