Reviews from

in the past


A long time ago, there was a little game company known as Game Freak, who around this time hadn’t really done anything too noteworthy in the industry. Sure, later down the road, they would make some absolute, guaranteed everybody-knows-them-by-heart hits, like HarmoKnight, Drill Dozer, and Tembo the Badass Elephant, but around this time, they made much smaller and more simple games, such as original titles like Mendel Palace, or even games based on already established franchises like Yoshi for the NES and Mario & Wario. All of these games were good in their own way (I assume anyway, because who the fuck actually played Mendel Palace), but none of them would be anything that most would consider to be spectacular, able to stand on their own and be beloved by many to this day. That would all change though when they would go onto making one game, one game that would launch them into a string of successes that are still going on to this very day, and this game would simply be known as…………. Pulseman.

For a good while now, I have been very curious about checking out some of Game Freak’s lesser-known titles, because I hadn’t really played that many of them. I have obviously played Yoshi, as you can see here, and I also played this other thing of theirs called Pokemon, but you probably don’t care too much about that, which wouldn’t be surprising, since clearly nobody knows what that game is, but aside from those two, I haven’t checked out anything else they have made. Pulseman is one that I have had my eye on for quite some time, not only because I love the design of Pulseman himself, but also because it looked like a lot of fun from the brief bits and pieces that I have seen of it. Not to mention, it was only released for us Americans through the Sega Channel, and as we all know, all of the best games were locked behind that service. So, I finally decided to try it out, and yeah, I did end up having a pretty great time with it, with the game managing to keep things fun and engaging pretty much all the way through, even if there were several issues that did pop up from time to time, although none of that stopped me from enjoying myself.

The story is……… quite something, to say the least, where the world is thrown into chaos by the evil Doc Waruyama and his Galaxy Gang, so it is up to Pulseman to set out to stop this mad man from getting away with his evil deeds, which isn’t really all that creative or interesting, but the weird and stupid stuff comes in when you learn about how Pulseman was created, which definitely caught me off guard. So, apparently, there was this scientist named Doc Yoshiyama, who created an artificial intelligence named C-Life, who was able to feel, think, and express complex emotions much like a human. After some time passes, he ends up falling in love with what he has created, and since he probably is a big fan of the movie Her, he uploads himself into his computer, where he and C-Life then proceed to have passionate sex, and from this sex, Pulseman is born…………………….. yes, that is actually part of the plot of this game, and I don’t know whether or not I should be impressed by the fact that they put that in this game, or concerned about someone at Game Freak wanting to fuck their computer.

But anyway, the graphics are, to me at least, fantastic, not only having wonderful designs for Pulseman and several of the other characters, but also having plenty of bright and colorful environments pleasant throughout the game that you travel through, even if they can be a little too much on the eyes at times, especially for those with epilepsy, the music is pretty decent, having plenty of great tunes to listen to while running through plenty of these stages, even if it doesn’t reach the same quality as other soundtracks from the Genesis, and the gameplay/control is pretty solid all around, being very simple on the surface level, but having plenty of gimmicks and challenges that keep you on your toes and have you experiment with what you can do, which kept things fun and engaging for me all throughout.

The game is a 2D action platformer, where you take control of Pulseman, go through seven different stages through plenty of stand-out locations all across the globe, take out plenty of enemies along the way and conquer a handful of platforming challenges using your electrical powers for combat and transportation, gather plenty of different health items, extra lives, and temporary power-ups to help you along the way with whatever you are dealing with, take on several bonus stages to get extra lives by turning yourself into a game of Breakout, and take on plenty of bosses that will challenge you in plenty of ways, while still being pretty manageable to defeat. In many ways, it is just a standard platformer through and through, so anyone burnt out on the genre wouldn’t be able to get into it just from hearing a description like that, but like with several other games on this same system, the style and charm it has does most of the heavy lifting, while also still managing to keep the main gameplay fun, addicting, and, dare I say, electrifying.

Since this is a platformer that was made on the Genesis that was made after Sonic the Hedgehog, one of the key aspects of the gameplay is speed and momentum, which I think plays a huge part in why I was having such a good time with the game. Not only are there a lot of instances where there are plenty of narrow pathways for you to run down, gain plenty of speed, and blast your way through enemies and platforming challenges using proper jumps and attacks, but some of your more powerful attacks are charged up through running, where you can then launch a ball of lightning out of your hands to just obliterate your foes. This also manages to be a great way to aid you in proceeding through levels as well, as you can charge yourself up into being a ball of electricity that bounces around the screen for a good bit, which can not only allow you to reach higher places much easier, but also ride on electric currents that are pretty fun to grind along and jump to and from flawlessly.

Of course though, this game isn’t a Sonic the Hedgehog, so it doesn’t focus primarily on speed, and there are still plenty of different platforming challenges to take on, and for the most part, they were great to take on. Some of them can get pretty repetitive, such as having to constantly break these walls of bricks to proceed forward at plenty of moments, but thankfully, this is interrupted with plenty of other sequences throughout the game. They manage to keep the gameplay consistently exciting and engaging, while also being properly mixed with the more speedy sections of the game. Also, one other part I also really enjoyed is whenever you are fighting the Dark Pulseman boss, and you have to defeat him by stunning him by clashing with him in mid-air before hitting him, complete with slowdown and sparks flying to emphasize the impact. It isn’t much, but that shit makes my brain go brr in the best way possible, and made that entire boss fight much more enjoyable, even if it did get somewhat tedious after a bit.

I won’t lie though, this game is far from perfect, as despite how much fun I was having with the game, I can see plenty of its imperfections clear as day. The level design for some of the stages could definitely be improved on, such as with plenty of instances where you need to get through these very narrow gaps in order to proceed through the level, and it can take a little bit to get through them. Sure, you can always just turn into a ball of electricity to bypass these sections, but doing that can be pretty clunky at points, so it does slow things down to a halt, which I wasn’t a fan of whenever that kind of stuff popped up. Not to mention, there were several glitches that I ran into while I was playing the game, such as instances where I would walk through walls, get stuck in some parts of the ground, and even one or two instances where I was thrown to the other side of the screen for seemingly no reason. I’m not sure if that is just because of the fact that I was playing this on the NSO, but even then, it is clear that this game needed a little more polishing up before it was shipped out to the market.

Overall, despite some clunky level design here and there, as well as those few glitches that I did encounter, I ended up having a great time with Pulseman, being one of the most fun, fast, and engaging platformers on the system that doesn’t involve any blue rodents, and it is definitely one of the best late-release games for the system. I would definitely recommend it for those of you who are a big fan of old-school platformers, as well as those who only know Game Freak for Poke- I MEAN, uh, frantically looks through list… Little Town Hero (sure, why not), because if you think they are merely a one-trick pony and nothing more, this game can truly show just what kind of other games they are truly capable of. Just, you know, ignore that part about the story where the man fucked the computer, and it gave birth to a creature. Definitely wasn’t expecting to learn that myself today.

Game #554

Last year I played a game called Magical * Taruruuto-kun for the Mega Drive and it was a fun license game even if it wasn’t perfect. I’m surprised in my old terrible review for it that I never mentioned the engine used for it would be used for this game, Pulseman! One of the most popular games Game Freak did before making the Pokemon series. You might be wondering how have I not played this considering I’ve played some of their older games like Quinty, Yoshi’s Egg, and Jelly Boy 2? I honestly don’t know, I guess I’ve just never thought to try it. Last week they added the game to NSO along with Street Fighter II’ Plus: Champion Edition, Flicky, and Chameleon Kid. Finally I gave it a go.

Pulseman is a 2D platformer where you’ll go through 7 stages and fight a boss at the end of each stage. One interesting choice is allowing you to select from stages 1-3 and then stage 4-6 once you finish those three giving some small replayability though there’s no benefit to do them in a specific order. Pulseman’s controls are kind of weird, he has two speeds where he goes faster if you go a specific amount of distance. He also has a problem of stopping and you can get hit because of this problem. Thankfully he does have a few combat options. Your normal attack is a small ranged punch that puts out a little bit of electricity that can hit enemies. You can also do a kick on the ground by holding down and attack and you can do this jump attack with up and attack. Here’s a tip, that jump attack has i-frames throughout the whole move, you even have a second of it after the move ends so keep that in mind. You can also do a dash maneuver by double tapping left or right, I’m telling you this now because I didn’t realize it was in the game till the room before the final boss, I’m an idiot.

When you reach your second speed your body will get electrified letting you do additional moves. The most notable is the Voltteccer where you’ll become this ball of electricity and can dash diagonally to reach areas you couldn’t before, make sure you bounce off walls for additional time. You can actually use this when it’s not charged but it’s only for a couple of frames and goes nowhere but you can use it to attack if you like a challenge. You can also change your default attack into a slash arrow that makes your punch attack a projectile. Both of these moves however will get rid of your charge so keep that in mind. Pulseman also can’t use any of his electric moves underwater for some reason, they say it’s his weakness so I guess that’s a fair enough reason.

Level design is pretty interesting in Pulseman. While I’d argue some of it is simple, I think Pulseman’s movement options make it better. Though there are times where it can be uninteresting. I think it’s at the worst when they try to limit your moveset with the water. This game tries to have very unique looking locations that lead to some “blocky” level design but personally it never felt too dull to me. I do like when they have stuff like wires or orbs that you use your voltteccer on for navigating through the level leading to creative ideas. I do have another complaint which is just the speed of some levels being slow. While it never had anything frustrating, I do think some levels could use refinement. They also are pretty long so don’t get a game over which by the way you have a limited amount of continues.

You do at least have some helpful items to get you through the game. First is the spark ball which if you collect 10 will refill your health to full and give you a 1-up. Second is life up which will fill one piece of light up. Should mention that you can only take three hits, you’ll know how much health you have depending on the color of light on the top left which goes blue, yellow, red, and then death. There’s also your usual 1-up that just gives what it says. Lastly there is voltecc energy which lets you use as much of your electric moves for that entire section. Wait why is there only one t for that item name but the move name uses two t’s? You can also do bonus stages to get more points. It’s basically an odd take on breakout where you use voltteccer to break blocks. It’s a neat idea and even has a weird electricity paddle but they get too hard for me personally.

Bosses in this game are a mixed bag. You got some cool ones like the wireframe boss in stage 1 and the boss in stage 3 where you fight at the beginning and at the end. What really kills them though is just how easy a lot of them are and not in the good way. Remember that jump attack I told you about? Well they break some of these fights like the 2nd to last boss where I think they wanted you to use slash arrow but I ended up using the jump move for i-frames to get a free punch on him and then continue to do more of the jump move. The fight with the black Pulseman annoyed me because I wasn’t sure why he wasn’t dying until I realized you have to hit him with a punch as you make contact with your voltteccer. Here’s a tip if you want to make contact with him easily. Just use voltteccer right in front of him and he’ll activate his a little after and you’ll usually make contact every time making the fight one of the easiest. The final boss is also a joke because again they forgot how good the jump attack is. Like seriously look how easy this is! It really makes me wonder if they even knew how broken this move is.

This game uses a lot of colors and I mean A LOT! Seriously if you have epilepsy problems please do not play this game. While this game does push the limits for the console with the colors, I’d argue it’s still done poorly in a few areas. While it can look really nice, some of these stages just hurt my eyes. This game will also certainly make you feel like you’re in the 90s with the way this game portrays the more techy stuff. At least the character designs done by Ken Sugimori are really good looking. Seriously it pains me these designs are just used for one game! The music by Junichi Masuda is good but I swear when I hear the OST a lot of it blends in to me. It’s still good but not my favorite for the console. The voice samples however are terrible, seriously what happened here? It’s not all bad but stuff like the newscaster does not sound good. Is this just a console limitation?

Pulseman is a good but flawed game. I have fun playing it but I wouldn’t call it a must play either. I’d argue it’s the best Game Freak game I’ve played from them before Pokemon but I wish it got a sequel to iron out the flaws. The game sadly never got a US release till the Wii virtual console which is a shame and I can’t really see why this stayed in Japan. Maybe it was the seizure potential. I think it’s a game any platformer fan should try and it’s a good reminder that not everything Game Freak made was bad since people like to have that narrative sometimes. Still though, come on Game Freak make another game! You know what, considering the rush they do nowadays to get things done, maybe it’s for the best it was a one-off. Does anyone find it weird this wasn’t on either Mega Drive mini console? Feel like that was a missed opportunity. OH WAIT GUYS AND GALS! Before we end, I gotta tell you the most obscure fact about this game. Did you know the voltteccer move was what inspired Pikachu’s volt tackle move!? Wow such a cool fact I love hearing every time this game is brought up! Anyway umm bye! (That was such an awkward way to end this review...)

Go Pulseman! Go out and zap to the extreme!

I'm going to disappoint some people but I really didn't care for Pulseman. I mean, the graphics, art direction and music are all top notch but the actual level design just can't keep up, even feeling like an afterthought. Sometimes the levels are way too barren, sometimes they are way too cramped, everything just feels very basic and block-like in design with very little actual challenge. As something to look at, its stellar, but the reality is gameplay wise, it's a pretty basic platform game. It does feel like, at least to me, that Pulseman is 100% carried on its aesthetics, developer legacy, and lack of real release outside Japan. Unfortunately average.

Stunning game from a visual, sound, and gameplay standpoint.

A total joy if you like your games flashy and fun. Absolutely overflowing with charm AND easy as shit, essentially anyone could (and should) be able to pick it up and play through. Can't recommend this one enough.


It's OK. Nothing special. Did get a bit better once I realised you can instantly charge by double tapping a direction instead of having to run far enough.

The stages go through a lot of aesthetic variation, many of which are pretty cool, if a bit seizure-inducing. The actual layouts feel somewhat randomly generated at times.

The stages, despite having absolutely nothing to do with them, are all set in countries, such as Japan, USA, Thailand, Japan again and everyone's favourite country, Alaska.

I doubt the devs would find much success after this game unfortunately.

The third Game Freak game I've played in the last 365 days that I didn't really like

How is this not a masterpiece? Released in the end-of-life of the Sega Genesis by GameFreak, 2 years prior to the release of their famous "Pokémon" series, Pulseman has all the elements of what could have been a successful brand, with amazing concept art and flawless execution, a graphical style, and style far ahead of its time, reminding us of a "Gameboy Advance" title rather than something out of a late-80s console. Perhaps GameFreak has always had a flair for innovative games. Unfortunately, this one massively flew under the radar, perhaps due to being an exclusive for the "Sega Channel" in 1995. In this title, a young hero, "Pulseman", must defeat his father - the tragic Doc Yoshiyama - gone mad from his loved creation, the artificial intelligence known as the C-Life. The game features amazing cutscenes and seven bosses battles spread across a good, no-baloney one-hour of frantic gameplay. The game clearly draws inspiration from the Astro Boy and Mega Man media and has an overall Osamu Tezuka feel to it that you just can't ignore.

Excels almost entirely on the merit of its art direction. The trippy, abstract cyberspace worlds compliment its often bizarre, off-putting level design well

One of the most interesting platformers ever. Too bad the developers went from this to dumb and repetitive babies RPGs. At least some became rich I hope.

This review contains spoilers

to the tune of All The Small Things by Blink-182
Pulseman
Pulseman
Pulseman
Pulseman

Pulseman
Pulseman
Pulseman
and Pulseman

Pulseman
Pulseman
Pulseman
and Pulseman

Pulseman
Pulseman
Pulseman
and Pulseman

Pulse pulse pulse man
Pulse pulse pulse man
Pulse pulse pulse man
Pulse pulse pulse man

sick guitar riff

As said by many, this is a game riddled with flaws but equally filled to the brim with heart. And (for me) if your game has a lot of charm and is mostly playable, I am willing to overlook the flaws.

Here were my 3 major issues:
1. The game is a bit on the buggy side. I came across many glitches and a lot of slow down. The hit detection is a bit wonk, with attacks either missing when it looked like it should hit and vice versa.

2. Because the game takes on a computery/digital aesthetic, there's a lot of flashing colors. I got a headache when I first played and there were many times when I had to take a step away just to rest my eyes.

3. Game concepts were half baked. Some level designs felt like randomness to the point where it was either boring or infuriating.

But in spite of these 3 issues, the soul and passion behind the game saves it.

1. The presentation... MY GOD! It's fun, exciting and so cool. Ken Sugimori's art and character designs are so awesome, unique and always a treat to see it outside of Pokemon. The sprite art and backgrounds were varied and the game has a lot of cool ways of portraying ideas, mostly in boss fights. For example, in one fight you play as Pulseman from an over the shoulder view of the main villain, looking like you are behind the villain watching him try to defeat Pulseman.

2. A lot of potential behind the game concepts. Volteccer in particular is a really great idea. Its a move that turns your into a ball of electricity and launches you diagonally. It has a short travel distance but if you hit a wall or surface, you bounce off of it and extend the distance of the move. This has a lot of versatility for movement, attacking and can serve as somewhat of a comeback move for if you miss a jump or fall down a death pit. I would really love to see this idea explored more.

Pulseman's existence represents something a bit tragic to me; that being GameFreak and it's notable figures like Tajiri, Sugimori and Masuda were a group full of ambitions and ideas, but we only ever knew them for Pokemon. So many times has the company tried to do other games but none of them ever became anything more than just attempts. I genuinely love Pokemon, but it's clear that it's shadow has grown too large for the company to escape. I hope they continue to try new things because Pulseman is a clear example that the brilliant minds at GameFreak have untapped potential.

Cleared on May 10th, 2024 (SEGA Genesis Challenge: 67/160)

The best way I can describe this game is an indie game before they were cool. Fitting as this game was developed by a famous indie studio you might know as Game Freak which as of 2024 has about 212 people involved.

In all seriousness, this game has a lot of positive attributes of a game made with passion such as combining retro ideas (Megaman X and Rocket Knight Adventures), colorful pixelated graphics that are really well detailed with a good variety of scenery, level-based mechanics that challenge your adaptability, and even voice acting? In a Sega Genesis game?! Well, kinda... these voices are all pixelated as hell which isn't too uncommon since Outrun, Space Harrier II, and Altered Beast have proven it do-able even during the Genesis' infancy days, but Pulseman takes it a step further by incorporating a surprising amount of voice lines.

The graphics and artstyle is remarkable. Pulseman himself is such a well designed superhero with the colors matching quite nicely with each other, and his sprite is well detailed with a determined run animation and flashy lightning attacks. And the scenery ranges from cities to snowy fields, and there's plenty of cyberspace locations with have a unique look across different levels complimented with a futuristic soundtrack that works with the Genesis soundfont. That said, these cyberspace areas may be too colorful and not friendly for anyone with epilepsy, but even if that isn't an issue, there is one problem... it may have played a part in this game's biggest flaw, the slowdown. It doesn't happen all the time, but it does happen quite often and does slow down the gameplay which otherwise feels quite energetic and fast paced.

Pulseman is a 2D action platformer similar to the Megaman X games except you only have a few abilities to work with and don't gain any new abilities. You have a jump, an attack, and a shock burst that gives a window of invincibility. However, if you move or dash, you charge up electricity which causes your next attack to fire a ranged projectile while your next shock burst becomes Voltteccer which propels you upward diagonally either left or right which can bounce up walls to extend the time which allows you to reach great heights in narrow corridors. You're also invincible during this time. There's also a flip kick which you can pull off by pressing the attack button and the up arrow which would come in handy in some cases, but it ends up being situational that I keep forgetting to use it when it would be optimal. You have a very good run speed, and it builds up instead of staying on one speed, so you can take it slow for more precise platforming.

One of the game's weaknesses are the boss battles as I thought they were kinda lame to the point where the best boss in the game is a ball... a ball. The rest of the bosses have only two or three attacks and while some of them can be hard at first, they are able to be figured out. You can also criticize the level design of Level 6 and 7 in particular as well as the water mechanic that straight up prevents you from using your electric skills, but I really don't mind. I think it makes for a good challenge although I can see why the Level 6 during the falling section of the water level would be scary. Even I was surprised I got that section through on my first try. The auto-scroller is also difficult, but given how you have a power-up that lets you use empowered electric skills until you get to the end of a section at one point, not to mention the lives that you can easily pick up in the following sections, you'll have plenty of chances to get it down.

I was warned how hard it was, but compared to other Sega Genesis games that I played, this game was far more manageable than I was expecting. I still had to use save states since I have other games to go through, but this is definitely a game that I'll be coming back to in the near future for a "no save state" run.

Neat little game. It's a perfectly acceptable 2D platformer with an interesting gimmick in the Volt Tackle. Can't go wrong here

Pulseman is a game that looks better than it actually is. Which is a shame.

Aesthetics wise, this game is a treat. Under the surface of those beautiful sprites though, the gameplay tends to become a bit of a drag. You have a fun physics based mechanic, but you don't really have much control of it. Combine a very basic move set, a lacking of enemy variety and level/enemy design that's made to slightly annoy you rather than test your skill, and you're left with a game that's unfulfilling. And that's a shame, because parts of this game can be trip! But I guess it's hard to find a pulse when your gameplay is only so skin deep.

... That word play breaks down under scrutiny, I know.

Constant slowdown, sluggish yet slippery movement, garish visuals, a grating soundtrack, and a frustrating bounce mechanic all add up to make Pulseman one of the worst Game Freak games I've ever played, and I played Pokemon Stadium with rentals!

I remember seeing Pulseman years ago in best of lists for the Genesis, and I've always maintained a level of curiosity about it simply for being a non-Pokemon Game Freak game, but I think it was probably better left in the pages of EGM and now defunct websites. It starts out fine, you run around and you shoot electricity at enemies, bounce around after launching into a charged jump once you've built enough speed (and static), but your movement is also super weighty and Pulseman always slides a little bit when you come to a stop, so early on you can tell he's not really suited to precision platforming.

And, sure enough, the game eventually takes you to levels that expect just a bit more than Pulseman is willing to give. The actual ice stage punctuates how rancid Pulseman feels to control, water levels disable his electrical attacks and require you to get right up on enemies, stage gimmicks like gears don't quite work right and have wonky collision that sometimes just sends you clipping through them, and hell, that occasionally just happens with the floor, too. Enemy hitboxs are sometimes more narrow than they ought to be, and many of the mid-to-late game levels are rotten with bottomless pits and blind jumps into hazards and enemies. None of this ever really compounds to such a degree that Pulseman becomes too difficult, but it does get increasingly annoying when tepid stage design clashes so consistently with the game's unpleasant controls.

My breaking point was when the game required me to charge a jump and bounce vertically through a single-block wide hole which took a good fifteen minutes of trial and error before I gave up and watched the previously linked longplay to find the exact angle it expected of me. I then encountered another section like this which sends you through several chambers, only I accidentally disengaged the bounce and got softlocked. I tried the level select cheat and played a bit more beyond that, but it was clear Pulseman was never going to get better. I could be doing something else with my time.

Shoutouts to the horrid art direction. Just a ton of strobing neon colors and effects that badly want to be like something out of The Adventures of Batman and Robin yet which look more rudimentary and come at a high cost to performance. I am not kidding when I say the slowdown is constant. It is prevalent to a ridiculous degree and is actively detrimental to playing the game. The casino level is just a bunch of noise. I would've been better off hitting the slots and wasting the money I spent on this game. Or, better yet, sticking a fork in an electrical outlet and turning myself into a pulseman (see: corpse.)

I hate how this game looks, I hate how it plays, I hate how it sounds, I hate Pulseman, I never should've trusted the same publications that said Aero the Acro-Bat was the best new character of 1993 with a god damn Genesis recommendation.

So according to the manual, Pulseman the character only exists because a scientist got so horny for a literal e-girl that he digitised himself so he could bang her.

90s Japan was wiiiiiiiiild-

Pulseman's game design is especially interesting to me - its visual style effectively harmonises both reality and cyberspace as you flip-flop your way past this dazzling palette of vibrant colours that aims to stimulate your brain at every given moment. The backgrounds are astonishingly filled to the brim with detail, with the external environments depicting bright, colourful casinos and skylines, as well as glittering coral caves; while the digital environments have a more abstract feel to them, sometimes depicting a trippy rotating group of trees, and sometimes just displays eerie, pitch black environments occasionally illuminated by abstract shapes that constantly shift in hues. Towards the end of the game, Pulseman really leans into its futuristic, cyberspace aesthetic by thrusting you into the setting of a video game (complete with a credit count!), and then the constantly flickering coloured scanlines of a CRT, and finally plunges you into an area consisting of nothing but pure static at the beginning of the final fight.

Even the level design does a great job distinguishing the blend of synthetic and natural environments, with real environments utilising real objects with uneven terrain and things such as cameras, tree branches and cacti that you can platform on. These areas encourage players to use Pulseman's natural speed and jump to reach the goal.

On the other hand, cyberspace areas take advantage of, well, artificial terrain, with the level design being incredibly blocky and rigid, standardised as a digitalised setting would realistically feel. In these areas, players are instead incentivised to interact with their environment using all of Pulseman's artificial Voltteccer attack to traverse the narrow mazes scattered throughout the digital landscape. This sort of synchronised game design is a sight for sore eyes in modern gaming, especially with Pokemon, so to see Game Freak pull it off in 1994 is particularly astounding.

Of course, this being a 90s platformer, players can always opt to forgo the thematic significance of Pulseman's moveset and instead learn to master the surprisingly intricate mechanics laid within. By double-tapping the left/right directional keys, Pulseman does a dash forwards. More important than the dash itself is the pulse charge that is generated from it, allowing players to immediately get off a Slash Arrow or Voltteccer as soon as their dash animation ends. This little quirk allows for a significant amount of movement optimisation, giving players the chance to think outside the box and find opportunities to use their dashes and Voltteccers optimally to beat the level in the most stylish, fastest way possible. Much like the classic Sonic games, Pulseman movement has a low skill floor and a high skill ceiling, making full mastery of the game's ins and outs satisfactory.

However, while the game's visuals push the boundaries of the Genesis' hardware, perhaps it was a bit too ambitious for its own good. I'm not sure if its just my emulator, but I noticed a concerning number of frame drops throughout my playthrough when a lot is happening on the screen, which alongside the fact that I can accidentally clip through certain assets (mainly the gears in the Thailand level) tells me that the game could've used a bit more polish.

Between this and Drill Dozer, I find it extremely disappointing how Game Freak now chooses to churn out shitty quality Pokemon games on a yearly basis rather than actual good games. We may never get a game like Pulseman ever again, but honestly? I'm perfectly content with that.

Final score: 9/10
(Partial) Focus: The synchronicity between reality and digital environments in Pulseman's visual design, level design and movement.

More like Peakman hahaha

jesus that's a lot of colors

In a world
Where arcades and film studios only exist in Japan
And Alaska is not a U.S. state
Only one man can stop evil
By giving as many seizures as possible
Pulseman

This is such an interesting game. From concept, to gameplay, to history, to what the developers went to do afterwards, and especially aesthetically. I've been wanting to play Pulseman since I've learned about it, and the wait was more or less worth it! Levels have such an eclectic and electric atmosphere that I've not seen replicated anywhere else, and I love the idea of using static and TV errors as a part of the game's identity and not just a fourth wall break like other games would. Movement is a bit wonky in some areas, but it has an identity all its own, along with moves that were fun to just accidentally discover in the middle of gameplay. I also love how the game takes place in various nations across the world but there's no real identifying features to make you relate each level to their respective nation. The USA has a more western theme, but all the others I'd never be able to guess what they're supposed to be - which isn't a complaint, I actually just think that's really funny.

There's a lot good about this game and it's very inspired, but at times levels were kind of annoying to go through, and in some cases I could imagine them being nauseating for some people. There's a decent bit of exploration that you can do in each level, but Pulseman's moveset just doesn't really work with exploration, so I would give up half the time I tried.

I'm not sure if this game is safe for those prone to seizures, I would say to look into that if you're susceptible to them. But everyone else I think should definitely try this one out.

Nunca pensei que jogaria essa joia esquecida, e aqui estou eu, por culpa da SAGE 2022 que apresentou um fangame PROMISSOR DEMAIS sobre essa perola, decidi jogar.

Primeiramente, Pulseman tem uma gameplay muito única, acho que funcionaria BEM DEMAIS se lançasse um remake ou sequencia hoje em dia, principalmente com os controles atualizados. Da pra criar uns bagulhos muito louco no jeito que a gente controla.

A parte visual do jogo é a melhor coisa dele (junto com a gameplay). O jogo abraça o abstrato e o surrealismo de uma forma maravilhosa. É maluco, surreal, lindo e com certeza matou alguém de epilepsia porque puta que pariu esse jogo é louco. O jeito que ele mexe com a tela é mo daora também, principalmente no boss final.

Meu problema é com o level design e algumas escolhas questionaveis. O level design e o posicionamento dos inimigos é muito injusto, e o Pulseman é um cara muito rapido e que morre facilmente com 3 golpes, ou seja, tu vai morrer muito. Pra piorar, o level design é muito cansativo, tem várias fases que usam bem a mecanica do jogo, com algumas gimmicks interessantes, mas a maioria só fica chata da metade pra frente, principalmente algumas que mexem um pouco com labirinto.

O segundo problema, o tamanho das fases, elas são ENORMES e pra piorar tem checkpoints bem mal colocados (com o bonus do jogo ter continues, ou seja, boa sorte). Os bosses se destacam por serem bem legais, mesmo que os checkpoints também ferrem alguns deles.

Enfim, Pulseman é uma experiencia daora, não diria que é um bom jogo, mas é um jogo único.

DID YOU KNOW THAT PIKACHU'S ICONIC ATTACK, THE MATING PRESS IS A REFERWNCE TO PULSEMAN 1994???

You’re never gonna believe this, but what if I told you the water levels kinda aren’t fun

you played this after reading the bulbapedia page on volt tackle

this game would be so cool if it had better level design, better controls, better bosses, and backgrounds that didn't give me a migraine.

i'm not even trying to be contrarian i felt more alive playing this than any of the original 3 sonic games


Pikachu would be flippijng burgers if it werent for Pulseman

Pulseman himself is very fun to control and has an interesting moveset. However, the level design is terrible, the bosses are mediocre at best and it has one of the worst videogame OSTs I've ever heard. The only thing carrying this game is it's visuals that are very creative and colorful (a little TOO colorful at times, but still).

One of the most graphically bizarre games ever made and I wonder how many children Gamefreak gave seizures to with this

Going back to it on the switch backwards compat stuff has maybe made this game show it's age a little bit, but as a kid with Sega Channel, being able to talk to people about this crazy Japanese only game I had felt illicit and cool, and I value that experience more than the game.