Stinger, aka Moero Twinbee

Kimimi the Game-Eating She-Monster recently covered Moero Twinbee, known in the US as Stinger in one of Konami’s few attempts to establish their cute-em-up series in foreign territories. I think Twinbee is a terrific name for a game of this type, so it puzzles me why they insist on renaming it. In addition to “Stinger,” in Europe they retitled the arcade game Detana! Twinbee to Bells & Whistles, where the bells may fit but the whistles sure don’t.

(A warning if you play this one and are sensitive to flashing images, there is a violently flashing effect right before the bosses that won’t treat you very well, I’m afraid.)

Here it is. The first NES game I ever beat.

Her article is ostensibly the subject of this post, and I’ll try not to repeat points that she makes. Stinger holds a place in my heart, if not a prominent one then still one at all, after all it has blood to pump. It was the first NES game I ever beat! If memory holds correctly the second one was The Legend of Zelda, which is kind of fitting: Stinger is easier than it looks, so it builds confidence, while Zelda is harder. (It took me months, mostly from being stuck finding the entrance to Level 7 in the Second Quest.)

Pay no mind to the glitch at the top of the screen, being in the NES’ “overscan area” it’s usually not visible when played on a real TV.

In Japan, Moero Twinbee was not only a Famicom Disk System game but one that supported up to three players (P3 used a controller plugged into the expansion port). The US ROM version only allows two players, which realistically probably makes for a better game anyway. Even with a single player, once you get the five-way shot powerup it’s easy to fill the screen with so many bullets that you don’t actually see many enemies.

Stinger has really fun bosses! The manual says this character is “Willie the Watermelon-Head,” but she’s obviously presenting as a girl, and the watermelon’s not her head, it’s her whole body!

Kimimi recounts much of what makes Moero Twinbee/Stinger different both from other shoot-em-ups and from other Twinbee games: the bell powerup system that’s Twinbee’s trademark, and the side-scrolling stages that are unique in its series. The side-view levels are particularly interesting, not only because the game both begins and ends with one, but because it completely changes the gameplay in a couple of significant ways.

You see Twinbee is a variation upon the theme of Namco’s Xevious, complete with its bomb button to attack ground-based installations, and that depends on its overhead perspective. But Moero’s side-scrolling levels ditch it completely: in those, and only those, the Bees fire arcing bombs along with their main shots, with the same button, and it’s those that can hit ground targets at the bottom of the screen. The bomb button is repurposed to fire hearts, a different special weapon that only works on bells.

One of the vertical-scroll, overhead-view stages, using the classic Xevious-style bombs. BTW, don’t pick up the L or R powerups, they give you a side-shot but, like the Double in many Gradius games, it comes at the expense of half of your forward shots. They’ll just get you killed, and other than by dying there’s no way to get rid of one if you pick it up!

Oh those bells, them and all their tintinnabulations. If you’ve never played Twinbee, but have played one of the Cotton games, you already know how they work. Some targets (usually clouds in the Twinbee games) release colored powerup objects. They rapidly fall down towards the bottom of the screen, but they can be kept in play by shooting them, bouncing them up. As you shoot them, every few hits it changes color, and different colored bells award different powerups. I like powerup systems like this and the Gradius system, and consider them superior to the standard icon-based setup from Salamander and practically every other shmup. You get to decide which powerups you want, possibly to activate them just when you need them, but you still have to use skill and judgement to get the ones you need when you need them, whereas games with set powerup locations force you to choose between what you have and what you’re given.

This is the boss of Stage 3. Believe it or don’t, this murderous spigot is called Fang.

Hearts get fired from your ship upward in the side-view stages. It’s a lot harder to hit bells when they’re falling vertically past your horizontally-moving shots, instead of when both bells and bullets move vertically, and the hearts are meant to make up for that, but they’re so useless that it’s a much better strategy, in practice, to just get up close and pepper them with shots up close. The best powerup is the force field, which grants you several free hits (and doesn’t summon the wave of shield-weakening egg enemies from the first game), but it’s also the one that takes the most bell hits to earn. Another thing to aim for is just collecting the default yellow bells, which award no powerups, but every one you collect without letting a bell fall off-screen rapidly earns you more points, up to 10,000 points each after collecting just four yellow bell in a row. It only requires 100,000 points for an extra life, then additionals every 200,000, up to about 900,000 or so. 10,000 points per bell is such a huge bonus that, once you’re good with your powerup state, gigantic scores aren’t too hard to reach, and there’s three extra lives right in the first stage anyway.

This is Stage 6, the next-to-last. The final level is entirely in space so it’s not that interesting to look at. Get that Star! It’s the only five-way shot in the game!

The Twinbee games have always had interesting bosses, which helps to distract from the fact that, up to Detana! (the fourth Twinbee game, and the second in the arcade) most of the other targets are just popcorn enemies. When you just get started playing Moero Twinbee, it’s not uncommon to rule through the game with 3- or 5-way shot, the best powerups you can get from the ground targets, then get demolished by a boss you don’t yet know how to beat and then, reduced to single shots, either have your game end right there, or barely get in the last few shots against the boss and then get inundated by the popcorn enemies in the next level.

The first bell powerup in the sequence, blue, is Speed-Up, and unlike Gradius where too much speed will kill you extra dead, it’s mostly beneficial in Stinger, because you can’t crash into the terrain and you’ll probably have a force field anyway. With at least 3-Way shot, a couple of Speedups and the force field, the only real danger is the harder bosses and your force field running out. The blue-white flashing force field bells don’t appear if you already have one, and you’ll probably run out in the middle of Stage 6, where the game finally rolls up its sleeves and gets to punching. If you can then somehow build up another blue-white bell (it takes exactly 25 hits on a bell to make one), you have a chance at finishing the game. Like many Konami games at the time, Stinger continues indefinitely, loop after loop, and it gets slightly harder each time.

I forget what this boss is called, but it’s especially notable for being a lite version of classic Salamander boss Tetran, a.k.a. Intruder

Konami made three Twinbee games for the NES; the first was a remake of the arcade original; this was the second; and the third, Poko Poko Daimaou, I think is inferior. They form a trilogy; then for the fourth game, Detana! Twinbee, it was rebooted, keeping the Bees’ creator Professor Cinnamon but bequeathing them to his grandnephew, grandson and granddaughter Light, Mint and Pastel, whose popularity would soon outstrip the originals, especially Pastel who became quite a phenomenon. Detana was followed up by Pop’n Twinbee and Rainbow Bell Adventures on Super Famicom, Twinbee Yahho in arcades, and a handful of anime OAVs.

Pastel: early crush of many a Japanese kid, and her ship Winbee. I emphasize, Pastel is not in this game, although Winbee is Player 2.

Kimimi on Moero TwinbeeHardcore Gaming 101 on Moero Twinbee and Stinger

Kimimi the Game-Eating She Monster: Brandish

I still have to figure out some consistent way to differentiate things we’re linking to, in titles, from our own content. It’s making me uncomfortable how things we link to on other sites are generally not distinguishable from things we make ourselves. The site: title construction is the best I’ve come up with for that, although I also use it for our own subseries, like Sundry Sunday. Please, except this rambly prologue as an introduction!

Kimimi the Game-Eating She Monster writes lots of interesting stuff, and we’ve linked to her several times before. In fact I have a whole Firefox window devoted to pieces she’s made. This one is about the Super Famicom (and others) game Brandish, one of Nihon Falcom’s many interesting RPG experiments.

Brandish is played in a dungeon where each level is a map, and monsters appear on it, and you attack them in real-time, without going to a separate screen. That is to say, combat isn’t “modal.” When switches change the state of the dungeon, you see their results happen immediately. Areas blocked to you are shown as just plain wall until you reveal them.

These things all make Brandish seem almost like (here’s that word again) a roguelike. But Brandish’s dungeon isn’t random, but set; the game isn’t a generalized system like roguelikes often are, but has set scenario. That makes it seem like a lot of other early RPGs. And one weird thing about it that’ll definitely require some adjustment is, Brandish is programmed so that your character always faces up; if you rotate to face a direction, the dungeon rotates around you. But the game doesn’t use the Super Nintendo’s “Mode 7” rotation feature: the dungeon turns immediately, which is disorientating until you get used to it, and even, it’s still a little disorientating. Brandish probably works that way because it was originally a Japanese PC game, and to implement Mode 7 rotation would mean having to rework some graphics to reflect the different perspectives.

Here’s a Youtube video of a playthrough. Skip past the intro, and what I’m talking about should become clear:

And now you’re ready for Kimimi’s own piece on Brandish. She likes it! And I agree, it’s a very interesting system. Brandish was popular enough to get multiple sequels. If you want to learn more about the series generally, Kurt Kalata’s Hardcore Gaming 101 has a good introduction to them.

Kimimi the Game-Eating She Monster Covers Brandish

Kimimi on Korokoro Puzzle: Happy Panechu!

Kikimi the Game Eating She-Monster’s blog is on the short list of blogs we watch for interesting stuff, and she’s found a winner this time! Korokoro Puzzle: Happy Panechu! is a Japan-only GBA puzzle game that uses a similar kind of tilt sensor as found in Kirby Tilt N Tumble.

It’s a game that involves moving colored blog creatures around to connect them in groups of four or more to clear them out, which sounds pretty typical at first. But doing this also creates bombs that you can also connect, to make them into bigger bombs, and clear out larger fields of clutter as you do so, as voices proclaim things like “So happy!” and “Mega happy!”

The tilt sensor comes into play in that it allows you to determine from which side of the screen new objects enter from.

Korokoro Puzzle only got the one entry, but we have it from Kimimi’s that it hides a whole lot of gameplay within its little rectangular case.

Kimimi the Game-Eating She-Monster: Happy! So happy! Mega happy!

Kimimi tGESM: For FAQs Sake

The above abbreviation stands for “the Game Eating She Monster,” but that’s a lot to put in a post title! Kimimi has a great blog, with a great post from 2021, about the construction and requirements of a game FAQ, of the type that were (and sometimes still are) posted on GameFAQs, unless/until recent buyer Fandom.com kills it. It covers the basics you need to know if you wish to help keep this ancient and revered art alive, including this:

First things first: ASCII art. Everyone knows no amount of text, helpful or otherwise, is a proper guide unless the top of the page is decorated with ASCII art. This is an unbreakable universal law, on a par with gravity and cats being whatever furry shape suits them best at the time.

Kimimi
Title art looking good! Made by Kimimi herself, as should be obvious.

Kimimi: TwinBee RPG

I’m a big fan of the work of Kimimi The Game-Eating She-Monster, who regularly finds the most interesting things to write about. Where she finds the time or energy I really don’t know. Maybe she eats batteries.

Recently she wrote about the obscure Japanese-only PlayStation game TwinBee RPG, coming on the tail end of that series’ anime-infused resurgence. A bit of a synopsis may be in order. Ahem:

TwinBee began as kind of the sibling game of Gradius, and had a similar, if somewhat less prominent, development in the years following its birth. It started as a kind of clone of Namco’s Xevious, which, as Jeremy Parish reminds us, was a lot more popular, and influential, in Japan than it was here.

TwinBee brought a number of advancements over Xevious: fun cartoony graphics, catchy music, two-player simultaneous co-op play, and, a thing that was very new to video games at the time, a powerup system. Not just picking up icons to increase capability either, but a skill-based system that involved juggling Bells with your shots until they changed color. It was a kind of counterpart to Gradius‘ more strategic system, but both games let players pick which abilities they wanted without just letting them jump right to full power.

TwinBee got three sequels on Famicom, including the game’s only official release in the US (other than a couple of Wii Virtual Console releases much later), renamed to Stinger. And all was well, for a little while.

Then, Konami decided that what TwinBee needed was a reboot, long, long before such things became ubiquitous. They restaged the setting to some time after the original games, and introduced teenage cousins Light and Pastel, and the infant Mint, to be the new pilots of the TwinBee ships. They kicked off this period with the arcade game Detana! TwinBee, which ramped all of the things that were special about the original arcade game way, way up.

TwinBee is one of those hidden bits of classic Konami lore that you have to know about to understand why people are fond of that period of the company’s history. It’s a far cry from the modern-day pachinko purveyor. Particularly WinBee pilot Pastel was a very popular character at the time, spawning a mini industry of products devoted to her.

Konami experimented with a number of alternate genres for TwinBee around this time. The best-known of these in the west is probably Rainbow Bell Adventure, a Sonic-style platformer for the Super Famicom/SNES that did see release in Europe, although in a degraded form. RBA is its own kettle of worms that we’ll probably talk about some other time. What matters to us is another of these experiments, and the subject of Kimimi’s article, TwinBee RPG, a self-insert kind of game thing, along the lines of the Game Boy Grandia game, or, on television, Captain N: The Game Master in the US, or Bug tte Honey in Japan.

These are all properties where one or more audience surrogate characters are warped through their television into Video Game World, and have Adventures. Indeed, the isekai style has long been with us. (Can flat-screens can serve as portals to gameworld, or does it have to be CRTs? You should probably check your TV’s settings for portal compatibility.)

Kimimi the Game-Eating She-Monster: TwinBee RPG

For more info, HG101 also did a piece on this game.

Here’s an extra, the first stage music to Detana! TwinBee, in all its amazing catchiness, composed by Michiru Yamane, who also wrote the music for Castlevania: Symphony of the Night:

Kimimi: Bounty Sword and Wild Card

Kimimi the Game-Eating She Monster (great handle!) has a knack for finding awesome Japanese games that Western shores missed 0ut on, and one such game is Bounty Sword, a Super Famicom JRPG with real-time combat, muted colors, and let’s not forget a fairy playing the role of player cursor. It’s worth your time to read, and maybe to contribute to her Ko-Fi!

Since I wrote that, she’s posted a review of another extremely interesting Squaresoft game, for the WonderSwan, Wild Card!