Reviews from

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Echo de menos el casino de Sonic 2

Pulseman é um jogo peculiar, disponível originalmente apenas pelo Sega Channel, o aparelho de streaming de jogos da Sega no Mega Drive, e criado pela Game Freak, aquela mesma que criou hoje a treinadora Pokémon escocesa.

O enredo do jogo é estranho, e bastante errado, mas vamos lá: um cientista cria uma Inteligência Artificial, se apaixona por ela, se transforma em dados para entrar no computador e ter um filho com esta Inteligência, porque sim.
Aí depois esse cientista fica louco e biruta das ideias, e sai do PC pra destruir o mundo. E você, como filho dele, deve parar seu pai. Essa é a parte mais normal do roteiro.

O jogo todo envolve a manipulação de energia que Pulseman tem. Sem carregar, ele consegue criar uma pequena lâmina de energia com a mão e se transformar em uma esfera de energia, a voltekker ou sei lá como se chama, por um milésimo de segundo, para entrar em correntes que estiverem por perto, e também ficar invencível durante isso! Se você ficar apertando o botão, seu hitbox não volta até parar, bem loko.
Depois de correr um pouco (ou apertar pra frente duas vezes), você criar fricção suficiente pra ficar carregado de energia e pode atacar um projétil ao socar, ou, ao virar a esfera de energia, você sai em disparada na diagonal, podendo rebater em paredes e chegar em lugares mais altos, além de várias outras mecânicas. Tem uma fase de água em que nada disso é possível porque a água te cancela no twitter, então tem que se virar como pode.

É um jogo bastante difícil, por causa da gameplay e plataformas que são difíceis de alcançar pelo seu pulo falho. Embora isso, devido a apresentação de lindos gráficos que emulam até 3D em algumas partes, é possível relevar alguns de seus problemas e se dar conta que é um bom jogo, só muito difícil de zerar.

one of the best platformers on genesis. visually stunning, great ost, really satisfying movement and core mechanics. held back by some levels that kinda suck and combat that's way overcentralized on the uncharged spark move which is one of the most broken moves in all platformers

They say that imitation is the sincerest form of flattery. If this is true, then Capcom’s Mega Man should be humbled by Pulseman. While Konami’s flagship franchises paved their way into gaming royalty on Nintendo’s consoles, their third-party status meant they weren’t contractually obligated to commit 100% of their properties to the SNES. Konami dabbled in playing for both sides in the 16-bit console wars, releasing exemplary exclusive titles of their franchises on the Genesis such as Castlevania: Bloodlines and Contra: Hard Corps. Capcom, on the other hand, did not do the same for Mega Man, for the extensive number of titles on the NES and the neo-spinoff Mega Man X on the SNES signified that Nintendo had Mega Man wrapped around their finger. Sega felt deprived of a Mega Man exclusive, so they enlisted future Pokemon developer Game Freak to craft something supplementary enough so Genesis owners wouldn’t be tempted by the allure of Mega Man on the SNES and switch systems. Unfortunately, Pulseman never made it overseas, or at least not in physical form. During the Genesis era, Sega showcased something called the “Sega Channel” which featured Pulseman for a limited time on a streaming service like a primitive Netflix. After its western availability over a decade after its release, Pulseman hasn’t been graced with a second wind of praise, and it’s not hard to see why not.

Let us first examine the Kirkland-brand Mega Man that Sega have created for their console. Pulseman already sounds like a scrapped Mega Man robot boss, so Sega clearly did their homework in the naming department. Pulseman is however not a robot built by a jolly old scientist to protect their futuristic society from evil. Pulseman is a half-breed cyborg; the love child of a man and his procedurally-generated AI, which is as Japanese as an origin story comes by. However, Pulseman’s human half is irrelevant to his gameplay. Pulseman cannot acquire the attributes of his enemies, for he specializes in the power of electricity. Pulseman’s base attack is an electric smack that must be performed in close range, but he can also compensate for his lack of range by creating static by moving. Once Pulseman gains enough momentum, a volt of static will encompass his entire body with a charged sound accompanying it. If the player presses the attack button, Pulseman will turn the static into a short-ranged projectile attack. By pressing another button on the controller, Pulseman will use this additional energy to create a volt ball. With this move, Pulseman will precariously rocket across the map, ricocheting off of every surface in his path. He can also use this move to be carried along with the current of various wires used to traverse through various levels. For not having a diverse arsenal that grows with progress like Mega Man, Pulseman’s moveset still manages to be dynamic and inventive while being practical for both traversal and dealing with enemies.

The Mega Man comparisons are even more warranted regarding the levels. Capcom’s franchise pioneered the concept of a seamless level select, and people are bound to draw comparisons between any game that also features this. In a game like Pulseman where the Mega Man influences are tremendously apparent, it’s almost an obligation to feature this sort of level selection. Naturally, Pulseman does incorporate this, but there are a few key differences. For one, the levels are not themed around the end bosses, but a diverse range of real world locations. Japan is depicted as a sterile metropolis, India as a jungle, and the USA is specifically located in Nevada around Las Vegas. Sega sure does love casino levels, don’t they? Three more levels are unlocked after completing those three in whichever order, an unconventional form of progression compared to Mega Man whose levels are all available from the start. Perhaps the developers thought unlocking the other half of the game at a certain point was a more satisfying progression point, but the unlocked levels aren’t any more difficult than the former three. Regardless, Thailand, Alaska, and Australia each have their level theme like the previous levels. Unique level theming is something I’m a sucker for, but the standout aspect of each level is art direction. I’ve stated that each level is a 16-bit depiction of a real-world location, but I neglected to specify that the levels are a liberal rendition of these locations. Game Freak’s artistic efforts have formulated a consistent meld of what can only be described as Tron on an ayahuasca trip, contrasting the primal and the futuristic. The dazzling visuals are undoubtedly striking, but the harsh, seizure-inducing lights indicate a wilder era of gaming that didn’t give a rat’s ass about the sensitivities of others.

As I played Pulseman, the Mega Man comparisons slightly dwindled, and the game started to remind me more of Sonic the Hedgehog. Sega might see this sentence and beam with pride at the notion that their Mega Man clone is up to par with their spiky, blue pride and joy, but I mean it as anything but a compliment. Sonic’s core complication is that his speed is impractical for a 2D platformer, even if the roundabout level design in his games somewhat suits his swift nature to some extent. Pulseman reveals itself not to be a carbon-copy of Mega Man but a hybrid of Mega Man and Sonic. It’s a hybrid as unholy as Pulseman himself because it doesn’t work. Because of Sonic’s speed, enemies are placed sparingly, and at least the plentiful amount of rings acts as a fair system for receiving damage. On the other hand, Mega Man is a more action-intensive 2D platformer that provides a steady health bar for dealing with multiple enemies. Pulseman attempts to integrate those elements, but it fails in execution. Pulseman has acceleration issues like Sonic, in which moving too quickly will cause his premature demise. Pulseman can afford to be more patient than Sonic, but this will often happen due to Pulseman’s need to generate static through movement. Enemies are sparse in Pulseman to avoid constant collisions, but the levels are designed more with Mega Man in mind. This design philosophy makes each level feel rather uninvolved as both action and platforming are relatively minimal. I can be thankful for some degree because the developers decided it would be imperative to grant Pulseman with only three measly health points. Pulseman also adopts Sonic’s vexing “trial and error” difficulty, so the player is expected to memorize the level layout and die countless times in the process. It’s incredibly unfair in Sonic, and the parameters presented in Pulseman make it even more egregious.

Once the player manages to endure the repetitive trials in Pulseman, each level comes with a boss to conquer. No, they are not fellow cyborgs represented by a gimmick with the title “man” in their names. However, technology and its corrupting influence are consistent with Pulseman’s formidable foes. Pulseman’s main antagonist is the boy’s father, a man who has been corrupted by the virtual world that has turned him into a futuristic evil scientist hellbent on world domination. His motives and appearance scream Dr. Wily, but his boss encounters highlight plenty of influence from Sega’s own Dr. Robotnik. Besides the big, maniacal cheese running the operation, Pulseman’s other bosses were the clear standout among the game’s other aspects. Whether fighting against the titanium sphere or the giant, unrendered arm, Pulseman’s bosses are as uniquely designed as their respective levels and require clever tactics to defeat. A personal highlight is the boss of the Alaska stage, another cyborg with darker armor that mirrors Pulseman in every way. The barrage of the ball move during his fight is like a sporadic, high-voltage (no pun intended) duel similar to Dark Link in the Zelda games.

The sad thing about Pulseman is that it isn’t almost good: the game is almost great. One would expect a game that unabashedly apes the foundation of one of old-school gaming’s most popular franchises to be shallow and derivative. Still, there are plenty of distinctive elements to Pulseman that greatly discern it from its obvious inspiration. Pulseman’s electrifying moves make him a wholly different force of nature from Capcom’s blue, arm-cannoned wonder, and Mega Man’s stages have never been as visually staggering. Sega, however, couldn’t help but implement Sonic as an intrusive influence that dilutes and complicates the gameplay to a fundamentally broken degree. I’m starting to think that Sonic’s gameplay foibles aren’t unique to him but are simply Sega’s signature, flawed philosophy for every other 2D platformer they’ve created. The catch-22, however, is that all the conspicuous elements from the blue blur are what make Pulseman discernable from the blue bomber. Pulseman is a game that ends up being as unnatural a hybrid as the game’s protagonist. A sequel would’ve most likely refined the formula significantly, but it’s far too late for Sega to export any effort into a game they evidently never had much faith in at the start.

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Attribution: https://erockreviews.blogspot.com

looks cool and is kinda neat that game freak made it ... but it is extremely mid


I always had an idea where if I were to ever make a vide game it would be where you could play against electricity and bounce around reflecting on objects to maneuver. Pulseman feels like that game in a very very early state. It's a fun game with some neat idea that I like more so for the attempt rather than the game itself. It itself is fine, I may just be biased.

Game Freak should make a sequel to this that includes level design

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.

Bring this game BACK!!! A short but super fun and exciting game. On the easy side but the music and graphics are cool.

Level design gets super sloppy after level 3, the sound effects can be ear grating, and the graphics seriously need an epilepsy warning. However, this shit is charming as hell. While they go a little too far in some places I love the aesthetic here, the gameplay is really solid with some cool mechanics, and this shit has voice acting! In 1994! I kinda love this game but hoo boy does it have issues.

dejando de lado de que la camara y la aceleracion te puedan llegar a lastimar injustimente, ha sido un juego mas que agradable

Let me get this straight:
- when SEGA and Game Freak collaborate they deliver average but enjoyable platforms
- when TPC demands new mainline Pokémon games from Game Freak we get technical disasters

Seems fair.

I was pleasantly surprised by Pulseman. They really got it right with this one. Graphics look amazing for the time, gameplay is really fun with a lot of unique mechanics. I just love the soundtrack and the trippy visuals. It's just too short honestly and maybe slightly too easy which also makes it over too fast.

Game Freaks best game wasn't even Pokemon.

Desenvolvido pela mesma empresa que fez Pokémon. Eles deveriam continuar com plataforma, pois o jogo é muito bom.

É incrível como efeitos sonoros, visuais e gameplay divertida consegue ser completamente jogada no lixo por um level design porco, confuso, sem alguma diversão, que os bosses são a melhor parte, mas por ter tido que passar por um level chato pra caralho é só frustrante.

A GameFreak devia parar de fazer jogo pqp

fun game with some level design that...could be a lot better at times

also you can cheese bosses by mashing the charge button until they die and you'll get enough invincibility frames from it that nothing will be able to hurt you and i think thats really funny

Pretty unique mega drive platformer. Visually looks fantastic for the system, everything is colorful and the art style is great, the game could visually easily pass off as a sega CD game honestly. The gameplay itself is basic platformin fare, with a charge gimmick where running for a while builds static electricity and then you can either have a charged up regular attack or move around better with the volt tackle, which bounces off of certain objects. The level design is just kinda eh but really this games more about the vibes anyways. Deffo give a shot if you have the means to play it.

Fast and frantic, yet easy to get through and fun as hell. Looks and sounds great, one of the best on the GenMega Drive no doubt. High recommend.

Pulseman is a game that while it oozes style a pushes the Genesis pretty hard with its colors and music, at its core it's just a very serviceable platformer. It's not gonna blow you away, but it's very good for what it is.

Also historically I think the game itself is worth preserving, considering it's a Game Freak game pre-Pokemon. Those are hard to come by!

Pulseman is awesome, I love using the volt tackle to bounce off walls and objects. Some platforming segments can be annoying to get through, and the soundtrack isn't as memorable as i remembered (aside from Stage 1).

Very good 2D platformer with fun levels and a cool MC. Solid music and great controls. A game a would love to get in the future for my collection.

The game that gave us Pikachu's Volt Tackle and Barry's theme from Gen 4

An epileptic nightmare with some amazingly off-kilter Junichi Masuda bops, I would love it if Game Freak made a sequel to this.

It’s one of those games where you play it and say “wow, this would go hard if it wasn’t released in the 90s”


Pulseman is one of those cases where they came up with a neat and appealing character (as well as a gimmick) but stuck them in a painfully mediocre game. Being able to juice a platforming hero up with an electrical charge that can send him richocheting off walls and annihilating enemies is cool in theory, but the level design is often bland and uninteresting.

Stage 7, the finale, is a prime example of this. You would think chasing the bad guy down inside an arcade game would be awesome...but GameFreak decided to make the whole ordeal one long auto scroller where all you do is jump from platform to platform for five God damned minutes.

At least the game looks great and has all sorts of Treasure-like special effects (especially with the final boss- to my shock the game actually ends on a high note), but it is just not enough to carry a game. Especially not in 1994, when we had amazing platformers such as Sonic 3 and DKC coming out left and right. It's not a terrible game by any means, but you can do so much better when it comes to the Genesis.

Meh. Sometimes the level design is fun but the controls feel bad a lot of the time with the 0 buildup until you're at warp speeds and the way of attacking often feels super awkward.

I loved Clan of the Gray Wolf as a kid, thankful he introduced me properly to BS Zelda, but he told one of the greatest lies in all of Gaming Youtube when he said this game is extremely well-polished.

This is the game where your jump kick has I-Frames for the entire 1-2 second animation. You can use this to trivialize the first part of the final boss

This is the game where every time you press the Volteccer button uncharged you get like 2 whole seconds of invincibility for no reason. The cooldown time for pressing the Volteccer button again and refreshing the invincibility is shorter than the invincibility period. You bet your ass you can abuse this for boss quickkills, walking on spikes, and anything else you can think of

This is the game where jumping while rocking the D-Pad after skidding can make Pulseman zip all the way across the screen. It's fairly easy to do, you can abuse it in speedruns of course, but you'll prolly do it accidentally during the first Stage 3 boss as well

This is the game where you have to platform on small triangle surfaces during Stage 3

This is the game with some unbearable underwater mechanics and that horrific stupid-ass tube descent section in Stage 6 which gave me so much pain and frustration as a 12 year old

This is the game with that section of Stage 5 where the Penguins are extremely tough to react to and legitimately spawn out of thin air, like you can actually see it happen for yourself.

It's like a lot of Pokemon games really. Pulseman is a broken fucking mess if you really try play it deeply, but damnit this game's just fun and charming and super duper unique. But you already know the graphics are a beautiful headache-inducing fever dream, the soundtrack is some killer electronic tunes, and the game has some really iconic moments, like the rival fight whose theme sounds like the Gen 2 Rival theme, the casino, the arcade game that, once you beat it leads to the super minimalist depths of a computer, and the 2nd room of Stage 4 is scary as hell wtf. Oh, and lots of Pokemon references !_!

Lately people have been mad that we keep letting Game Freak get away with their releases. I havent bought a new Pokemon game since Sun/Moon (which I loved, and I still play Showdown mind you), but the truth is, Game Freak has ALWAYS been getting away with it.