
Oftentimes, when Konami ports an arcade shmup to the Super Nintendo, there's significantly more slowdown. My hunch is that they do this on purpose so that casual gamers can enjoy their products. Take Gokujou Parodius for example. On the popular 16-bit platform, it's a generally breezy fun time. Undoubtedly, there's spiciness on the harder difficulties, but not to the point where players feel like they might as well fly into a brick wall dozens of times. That brick wall, by the way, is the original arcade version of Gokujou Parodius. That game becomes exponentially more painful for each stage the player manages to get through without dying. By the mid-way point, walls of bullets too thick to be measured with a yardstick will pound hapless gamers into oblivion. I might be exaggerating, but the point is, Konami makes games for everyday folks as well as masochists. A Castlevania that appears on the console everyone owns is usually going to be easier than the one that's exclusive to a niche personal computer available only in Japan.
The Twinbee series is peculiar in the sense that its aesthetics serve to attract the all-ages crowd, but when the time comes, it turns into a maniac-level epic that mercilessly humbles all who dare to underestimate it. I'll admit that I keep falling for this every time. Awhile back, I tried Rainbow Bell Adventures, the 2D platformer starring the Twinbee crew. At first, I was amused by its charming visuals and goofy details, such as the fact that it's possible to fly into the nether reaches of space on a whim. There's even a little counter to show the distance I've traveled from the planet. A few short stages later, I was struck with the realization that this silly platformer is beating all 127 flavors out of my ass. The constant supply of instant-death spikes and various other mean design elements resulted in a shockingly rough adventure. It's like the game is saying "I know you're trying to have fun, but I'm a Twinbee, dammit! I have a reputation to uphold!"

Pop'n Twinbee follows those same lines exactly. Yes, it's a SNES-exclusive entry that features, of all things, a health meter. A shmup with a health meter is like a free win, right? Well, it IS a free win, to an extent. As usual, I'm getting ahead of myself, so let's summarize the basics. In this entry, players vertically scroll their way through seven stages, all packed with a wide variety of air and land-based targets to take down. In a nod to Xevious, the Twinbee ship can fling bombs to take out anything on the ground, provided it's a short distance directly in front of them. Power-ups take the form of bells and are hidden in the clouds. Shooting the bells will cause them to cycle through a multitude of upgrades, such as speed-ups, cannons or spread shots, options, and even shields. Gold bells award points, increasing in value as long as the player can collect more without dropping any. The blend of enemy-blasting and bell-juggling is what gives this alongside other Twinbee STGs its sweet and sour flavor.
Each stage consists of a series of waves, where you'll fight 1 to 3 different enemies in a variety of arrangements. Again, most will prefer the air, while a few stick to the ground. There isn't a lot of overlap, so players will pick up on when one wave ends and the next begins. It's less natural than something out of, oh I don't know, a Toaplan shmup, but I can't complain. If anything, the constantly changing situations add to the cute yet surreal atmosphere. Later stages introduce a rival -bee to make the player's life just a little more hellish. Finally, the multiple phase bosses are all really good fights with some playful ideas.

Besides its health meter, this entry's exclusive feature is a screen clearing super attack. Collecting flashing bells will add to your stock, so the right idea is to spend the early stages hoarding, which will make the endgame a bit more manageable. The game gets increasingly chaotic the further you go, reducing the time you might have to get the exact bell power-up that you'd like. Still, the default setting is reasonable enough for aficionados, perhaps too much so. The shields acquired from red bells provide four hits worth of protection, and they're just as common as any other power-up. If you can keep yourself topped off with frequent shield pick-ups and the occasional restorative from land-based foes, then seeing the credits is almost a foregone conclusion. I mean, I don't want to make it sound that easy, but it's so rare to see a STG where the odds are stacked in the player's favor.
That changes if you set the difficulty to 7. I mentioned how most other Konami shmups have a lot of a slowdown. That is not the case here. Enemies will swarm the screen, pack it full of bullets, and you'd almost swear someone swapped your Super Famicom for a Neo Geo. This is one extremely crisp and fast-paced shooter, and the lack of slowdown punishes anyone who approaches every situation with a "Meh. I'll just dodge whatever's thrown my way." attitude. You're expected to be mindful of your position at all times, so you have the openings needed to lure enemy fire away. Also, even though you don't lose everything after taking damage, options will disappear, and they're actually quite handy at catching bullets. Basically, your life and death are ruled by momentum. It's fine when everything is going your way. However, the second you lose your rhythm, an almost Rube Goldberg series of mishaps will follow until you're staring at the Game Over screen.
 |
| If I shoot any of these fish, they're going to throw hot pink death at me. |
The fun part is that we're not done yet. Pop'n Twinbee has a second loop, after all. Now, this loop runs with the assumption that its participants are already very comfortable with revenge bullets. Especially since on difficulty 7, they're introduced as early as the second stage. On the second loop, Konami introduces Double Revenge Bullets! It's not enough that an enemy releases a revenge bullet when you destroy it. Now, the explosion resulting from the enemy's destruction can release a bullet too. How do you deal with double the revenge? Well, you certainly can't double your aggressiveness. Instead, you'll have to avoid blasting some enemies entirely, just to create openings that you can fly through. This concept will be drilled into your head during the second boss fight. Its first phase alternates between firing waves of bubbles and sets of rockets. Don't even make an attempt to attack while it's firing bubbles, or you'll be drowning in bullets within the second. At first, I thought this loop was being punishing for the sake of it, but I can see what the developer was going for now. It creates a challenge that isn't just "We're giving you more bullets, nerd!" A little restraint will take you a lot further than you might expect.
Now if you don't want to fuss with all of those vengeful bullets, the easier settings in this game still provide plenty of fun. The health + shields system makes this a simple pick-up and play. Detana!! Twinbee fans might be disappointed with the missing charge-shot, but I got used to it before long. The bombs are a good substitute, and generally better for survival during intense situations. Another feature known as the "couple" mode is exclusive to two players. When enabled, enemy bullets will mostly focus on player 1, giving the (potentially less experienced) second player a chance to enjoy the game. It sounds like a really thoughtful feature, especially for gamers with kids. Again, this is Konami showing just how knowledgeable they are in creating games that can appeal to a wide audience. There's something in Pop'n Twinbee for both maniacs and normal people, making it another easy recommendation for fans of Super Nintendo shmups.