Friday, September 4, 2026

2026 Special - Kaizou Choujin Shubibinman Zero


The B.B. Corps have invaded the city! It's up to Raita and Azuki, Resident Cyborg Shockmen, to crush their evil schemes and restore order. This basic premise sets up eight stages of side-scrolling action. In the hopes of putting together an intro that wasn't just the two previous sentences, I came across an interesting bit of speculation. As you know, Kaizou Choujin Shubibinman Zero was a Satellaview exclusive from 1997 to 1998. During the eleven months this downloadable game was available, its publishers held a contest. Players would compete to reach the top of the in-game scoreboard. Apparently, prizes were involved, but that's not why I brought this up. What I'm curious about is the competitive scene. There has to have been a time when players were working with and against each other to achieve the highest possible score in this game.


Playing non-fighters competitively has been a part of video games since forever ago. Besides the incredible amounts of skill and practice involved, achieving the highest score or the fastest time required knowledge. That means every secret bonus or shortcut had to be discovered. I played through this game and had a good time, but curiosity didn't take hold until I saw my low ranking. A typical playthrough without a lot of mistakes wasn't good enough to crack the top 25. It's no wonder the difficulty felt a little light. I was actually expected to play using a perfectionist's mindset. Not only was I supposed to win; I had to do it without taking damage or missing an ounce of treasure. 

I don't believe that Kaizou Choujin Shubibinman Zero has hidden scoring mechanics. Instead, it places an emphasis on discovering the perfect route. Each encounter must be handled with care. If Azuki gets hurt, then the next healing item she obtains will replenish her health. Staying alive is nice and all, but the stings from missing an extra 500 to 2000 points add up. Defeating B.B. Corps goons is effortless thanks to the great mechanics and controls. However, the player has to be sure that they're always in position to recover the treasures that deceased goons leave behind. Knocking someone into a pit is the fastest way to get rid of them, but also the costliest. It's these elements that give the game staying power.


Since this is the 2026 Special, Raita will stay ignored and unloved for the remainder of the review. Sorry dude, but I'm here for the dudettes with weapons. At first, Azuki's sword is slightly off-putting. Its reach is a smidge smaller than the blade would indicate. Adjusting takes no time at all thanks to the fact that enemies aren't capable of contact damage. The lowliest goons will throw a bunch if they're close enough, so always be ready to cut them off. Along with a short combo that can eliminate most anything in a few hits, holding down the attack button primes the "Shubibi-beam". The game smartly allows players to prime this projectile the instant after an attack is performed. After a jump-kick, a crouching slash, whenever. Its ability to be performed at-will gives combat a nice energy. Definitely don't forget about her jumping slash either. Pressing the attack button twice in mid-air causes the cyborg to perform a speedy sword technique that does immense damage to anything that flies or is just really tall. With this burst of boss wrecking momentum, it's hardly any wonder why Azuki is the go-to gal for speedruns. 

The level-design is kept straightforward and semi-simple. Each stage usually has one or two unique elements like a different enemy or some different traps to avoid. Focusing on the basics was the right call, as none of the stages set themselves apart in ways that are detrimental to the score-centric adventure. There aren't any elevators or vehicle sections, and the moving platform segments are appropriately sparse. Enemy placement is also well done. Since pick-ups can't be collected from environmental objects like crates or barrels, goons and other foes are distributed more heavily. Fighting is always emphasized, and it suits the game well.


Since most of the bosses are a jumping slash or three away from dying laughably, I don't have a lot to say about them. The most difficult fights tend to be cyborg vs cyborg battles with Kagemaru. He's a mercenary who gets a few upgrades before finally accepting defeat. Use his arena's layout and AI against him, or risk dealing with the moves he learned from too much HnK & DBZ. Perhaps the most challenging aspect of some fights is that the heroine might not reach them with full health. Although, I figure players won't even notice. This could just as well be a non-event that I'm dressing up because there literally isn't anything else to say. 

Kaizou Choujin Shubibinman Zero keeps the frills and spectacle to a minimum, as they'd merely distract from the arcade-like experience Masaya was going for. Much of the game's appeal is in mastering each stage and smashing B.B. Corps with flawless precision. Players who aren't about that score-attack life should still give this a playthrough, as it is solid to the core. Enjoying it doesn't require a taste for often middling action-platformers with obtuse jumping controls and instant-death pits. Give it a go if you haven't already. 

SHEEH!

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