I've been wanting to play the Trouble Shooter series for years (or Battle Mania as the series is called in Japan.) due to it's overall premise. It's a bit of a parody of the shoot 'em up genre in some ways though it does try some mechanically interesting ideas with it.

You control two combat operatives called Madison and Crystal who have been hired to save a kidnapped prince. Both characters have jet packs and blasters as basic gear and in between each level can select between 4 special weapons for their packs. This power up is their super attack essentially, (like a bomb in other shoot 'em ups) that after use recharges to fire again like it's an 80's powerpack. There are a variety of choices from lightning waves, missile barrages and lasers. If you don't like one then you can change it on the next mission to find one you like most though I found some more useful than others but that did also vary by level.

The main weapons they carry don't change, Madison fires little blue balls whilst Crystal carries a blaster that rapid fires some kind of orange arc beams that seem really powerful. You can get a few basic power ups that strengthen their attack, (In Maddison's case expand her cone of fire) and some speed ups, health ups and slow downs as well as one option turret that flies along firing with you. Overall the upgrades are limited and will mostly come down to your choice of special weapon. So load outs and power ups are pretty limited but where Trouble Shooter is interesting is that Crystal is more like an invincible option that follows you rather than a playable character. Only Madison actually takes damage and with a push of a button you can have Crystal flip 180 to start firing backwards to cover the rear if needed or have them both face forward for a full frontal barrage.

It's a really neat little idea to have it as a flexible use mechanic and what got me so interested in the series in the first place but it's just so bizarrely underused as a mechanic. Some enemies come from behind occasionally and a couple of bosses move around making it useful but it just doesn't feel like the game is designed around it enough and the limited weapons and lack of equipable load outs for each character compound that further. The level designs occasionally use it like in the second level with buzz saws coming from both directions as you travel down an underground base shaft which I liked and one boss in particular utilised it more than the others. Speaking of levels the game has 6 short stages even for a shoot 'em up and there seems to be little variety between playthroughs and it's on the easy side.

Though I enjoyed playing this quite a bit I was hoping to like this game more than I did overall. On the presentation front it has some decent music Stage 5 theme especially stood out as action packed and upbeat when I played. I like the visuals with chunky colourful sprites, paralax scrolling, level settings and anime character portraits during scenes. The mechanics and story writing though leave it as a good overall experience but it could have been an amazing one. So a good game but with missing potential as a final verdict.

I hear the sequel takes the idea and amps it up to 11 so I look forward to trying that.

+ Nice visuals and music.
+ I like the cover art of two sci-fi aerobics instructors, haters be damned.
+ Two characters with left or right shooting options is neat...

-...but severely underutilised.

Reviewed on Mar 24, 2024


2 Comments


1 month ago

I am seduced by this cover art that has, like, an ever-so-slight mega man 1 box art vibe.

1 month ago

@_YALP - I love it. It's got this 70's / 80's sci-fi book cover you see in a charity shop you've never heard of feel.