System: Sega Megadrive / Genesis
Developer: Aisystem Tokyo / Taito
‘There’s no place like home’
Taito’s 1987 arcade sequel to Bubble Bobble, Rainbow Islands, is a charming vertical-scroller which sees the player cast as a dragon-turned-human (yes, really) on a quest to defeat an evil monster named Krabo and save the rainbow sea. A platform-hopping search for seven mystical gems ensues across numerous thematically grouped levels including Monster, Robot, Toy, and Dragon islands, each sporting appropriately styled backdrops, enemies, end-of-level guardians and collectables.
Admittedly this abundantly saccharine world of spectral light may not immediately appeal to all, especially those whose virtual lives are spent at the darker end of the retro rainbow, embattled, perhaps, in Doom’s murky corridors; those willing to emerge bleary-eyed into the light, and to trade firearms for an altogether more novel weapon, may find themselves refreshingly rewarded by this gaming gem.
Your protagonist, Bubby, is blessed with the ability to cast dual-purpose rainbows of solid light, utilised both for vertical movement and for fending off the cute-but-deadly enemy hordes. Collection of certain special items increases the number rainbow-weapon spans, whilst others confer the ability to project sideways arcs of destructive light. As the frenetic action builds, and the screen becomes wreathed in prismic arches, the effect is akin to psychedelic trip in a toy box.
System: Sega Megadrive / Genesis 32X
Developer: Sega AM2
Graphically very close to its arcade parent, After Burner Complete on the 32X successfully emulates the super-scalar technology of Sega’s arcade original, but in an arguably less effective manner than Space Harrier. Pop-up, the blight of the first generation of true 3D consoles, is evidenced even here on last generation 2D hardware, causing scenery to appear Mr. Ben Style (‘as if by magic…’)
Perhaps I’m just sorely lacking in ability, but to me this game redefines ‘unfair’, even when played on the surely ironically-named ‘very easy’ difficulty setting. Enemy fighters, helicopters, missiles and bullets fill the skies to such an extent that you feel as though you’re ploughing head long into a wall of metal. To add to your woes the aircraft doesn’t appear interested in reacting to the player’s input; the experience is less fly-by-wire, and more like a rodeo simulator.
Soon abandoning any attempt to fly rationally as too suicidal, two modes of progression emerge through Darwinian forces. The first option is to follow Peppy Hare’s admonitions in Star Fox 64 and barrel roll, constantly. This works as an evasive manoeuvre, but only in the same manner as the hyperspace button in Asteroids; inevitably in avoiding one collision you emerge helplessly straight into the face of another. Alternately, apply the aeronautical breast stroke – repeatedly alternate between lunging towards the floor and climbing as fast as possible, in a bid to pull off the old Blue Thunder 360 loop (which sadly can’t be done in this game).