1. Ys III: Wanderers from Ys (Famicom)
2. Dragon Scroll: Yomigaerishi Maryuu (Famicom)
3. Ninja-kun: Majou no Bouken (Famicom)
4. Hello Kitty World (Famicom)
5. Galaxian (Famicom)
6. Esper Dream 2: Aratanaru Tatakai (Famicom)
7. Ninja Jajamaru-kun (Famicom)
8. Jajamaru no Daibouken (Famicom)
9. Front Line (Famicom)
10. Field Combat (Famicom)
11. Portopia Renzoku Satsujin Jiken (Famicom)
12. Mississippi Satsujin Jiken: Murder on the Mississippi (Famicom)
13. Space Harrier (Famicom)
14. Geimos (Famicom)
15. Attack Animal Gakuen (Famicom)
16. Sky Destroyer (Famicom)
17. Ripple Island (Famicom)
18. Oishinbo: Kyukyoku no Menu 3bon Syoubu (Famicom)
19. Bird Week (Famicom)
20. Baltron (Famicom)
21. Yie Ar Kung-Fu (Famicom)
22. Challenger (Famicom)
23. Ikki (Famicom)
24. Dough Boy (Famicom)
25. Atlantis no Nazo (Famicom)
26. Bio Senshi Dan: Increaser tono Tatakai (Famicom)Bio Senshi Dan is a 1987 Jaleco-published Famicom release, their 14th installment on Nintendo's hardware. No mere TOSE-developed arcade port, Bio Senshi Dan is a wholly exclusive original title, crafted by the then-obscure Atlus. Containing a copious amount of text, the game was fan-translated in 2003. Shortly thereafter, a North American NES prototype from the early days was unearthed, bearing the utterly horrific title Bashi Bazook: Morphoid Masher. For those seeking an English language playthrough, I'd suggest the fan translation over the prototype, as the latter contains the type of unflattering "Westernization" that was so common in the NES era.
Bio Senshi Dan is a meaty action-adventure, emerging during an explosion of such games. It takes clear inspiration from Metroid, in terms of both storyline and gameplay style. This is a tale of a lone space warrior battling an alien enemy menace. The futuristic galactic hero's name... Dan. Yes, Dan. Presumably friends with Jim of Hydlide and Kieth of Ys. As his own era has been irrevocably ravaged by the fiends (known as the Increasers, or Inkrizers), Dan is sent to the distant past year of 1999 to halt the approaching onslaught.
The environments Dan is tasked with exploring are incredibly memorable. Fleshy and organic, they're comprised of bubbles, tendrils, and haunting alien detritus. Comparisons to Metroid are yet again inevitable, though the deep red, purple, and black hues also evoke the same kind oppressive demonic atmosphere seen in Atlus' other notable 1987 affair: Megami Tensei. Eventually Dan finds himself outside, amid some Romanesque ruins, before delving into the "heart of the alien" (what up Contra). What a gorgeous game. Accompanying the visuals is an expertly-composed soundtrack. Courtesy of Tsukasa Masuko (of Megami Tensei fame), the tunes here contain all his trademarks: creepy synth lines accompanied by some undeniably catchy bass and drum work.
Rather than showcase a gigantic sprawling world, Dan's quest takes place within five very large non-linear self-contained stages. Freakish extraterrestrials await at every turn. The sprite work is excellent, and the enemy attacks are about what one would anticipate. Some scuttle about, while others are airborne and/or projectile-launching. The boss of each stage is a "queen" -- a bigger, badder, and uglier iteration of the main foes. Slain creatures deposit "energy." This is actually used as a currency within the various shops. There are friendly hint-droppers, men who sell (of just give away) weapons and upgrades, a sexy lady innkeeper, and a comical alien who challenges Dan to an A-button-mashing wrestling match. The character portraits are all visually striking, though one noteworthy shopkeeper is a deeply unsettling Chinese caricature.
When the game opens, Dan finds himself wielding a simple short-range sword. Eventually he gathers an additional cache of weapons: arching bombs, a sort of laser boomerang, circling fireballs, and more. There are also supplementary items for enhanced speed, defense, and navigation. The Metroid conventions are flipped here. Dan builds up an arsenal of weapons, and can switch between them on the fly. In contrast, any supplemental item gathered will overwrite whatever is held previously. So, for example, it may be wise to skip the speed-boots, as the armor Dan likely has equipped at that point in his journey is vastly superior.
One unique aspect of the game is a "MV" ("Mother Vitality") meter. It superficially resembles a traditional video game timer, but it slowly ticks upwards. What it represents is the gathering HP of the queen alien that inhabits each stage. The longer is takes Dan to reach the queen, the stronger she becomes. Thus, the player is presented with options: make a beeline towards a weak boss or explore thoroughly to collect all helpful items and upgrades. It's a bit of a false choice, however: skipping the gear will not only render the boss (even with lower HP) nigh impossible, but Dan also won't be fully prepared for the following stage.
Though aesthetically competent and boasting some creative design choices, Bio Senshi Dan is weighed down by a series of gameplay flaws. Dan himself moves in a slow unwieldy manner, not unlike that of Simon Belmont. He leaps in a fixed arc, and midair attacks are wholly inaccurate and clumsy. There's no ducking; Dan instead performs an awkward crawl like the protagonist of Sega's Zillion. In contrast, enemy motions are straight out of Ninja Gaiden. Aliens are savagely quick, twitchy, and infinitely respawning. Dan is greatly outmatched while wielding his sword. As for those special weapons: each use of one drains precious "energy" (currency), the same stuff that needs to be hoarded for additional weapons, upgrades, and recovery. Moreover, health refills are incredibly scarce. The aforementioned inns can only be used once per stage, and they don't "reset" if Dan loses a life. Enemies do not drop health refills (syringes), ever; instead they are to be found hidden within breakable bits of scenery. They're incredibly rare finds, and only replenish a small segment of lost HP.
But the worst sin committed by Bio Senshi Dan is that it doesn't respect the player's time. This is a long game, likely to take a first-time (or even semi-experienced) player an entire afternoon. There's no save system, and no passwords. There's no in-game map. Much like Tecmo's NES Rygar, anyone planning to finish this one on original hardware should be prepared to give up a Sunday. To add insult to injury, lives and continues are limited. Having a true Game Over in a massive complex Metroidvania is downright infuriating.
This is a fair game, overall. Though it can't hold a candle to many of the other Metroidvanias and ARPGs that dropped around '87, Dan is compelling enough to please diehard fans of the genre. If anything, no one should skip over an old Atlus cartridge, as their brand of supernatural 8-bit horror is unparalleled. Ultimately, it seems like Bio Senshi Dan suffers not by being too derivative, but by not being quite derivative enough. Samus would have no problem rolling through this hostile alien landscape, and had Atlus attempted to recreate those sleek Metroid physics we'd have a real winner on our hands.