Considering how SNK are almost entirely known for their arcade games, it's surprising that there's quite a few RPGs on the Neo Geo Pocket Color, and almost all of them got English releases. (As an aside, a thought I had recently is that it would have been cool if there'd been a Suikoden-like RPG where you recruit King of Fighters characters on the NGPC.) Dive Alert is one such RPG, and it even has the post-Pokemon handheld RPG gimmick of having been released in two versions. As far as I can tell, though, the only difference is that one version has a female player character with a male AI sidekick, while the other is the other way round.
First impressions of Dive Alert will be very good: the game opens with an admirable attempt at approximating something like a anime TV opening within the limits of the modest hardware of the NGPC. In fact, it feels like the game in general has had a lot of focus put on this aspect, with a lot of the game being spent in lengthy dialogue and/or exposition scenes accompanied by some really great-looking pixel art filling the upper two-thirds of the screen. Unfortunately, the other side of this coin means that the game itself was severely neglected, in more than one way.
The thing is that you get a little scene at the home base when you get your mission, then you have to travel to where the mission takes place. Travelling is the most time-consuming and least enjoyable part of the game. You control a blue triangle that very very slowly crawls forwards, after you point it in the direction you compass says the objective is in. While you're doing this, indescript purple blobs with numbers on them will randomly appear and shoot red dots at you. you can shoot yellow dots back at them, but unless they're directly ahead of you, you won't have enough fuel to get to the objective if you try to engage them.
Once you get to the objective, there'll be another story scene, with some more great-looking and unique pixel art, before something else happens, often a boss fight. The boss will also be a tiny blob with a number on it, and you just spam yellow dots at it until the next cut scene starts. This "just playing to get to the next cutscene" structure is bad enough as it is, but when the actual game parts feel like they've deliberately been made to be as slow and boring as possible to pad out the length of the game, it's intolerable.
I really wanted to like Dive Alert, it's clearly a game that was made with a lot of ambition regarding what could be done in terms of narrative on a handheld console in 1999. But it's also clear that all the ROM space and all of the effort in development was put into the cutscenes and story, with almost nothing left of either for the actual game. Maybe a remake on a system with the storage capacity for both would be a better game, but who's gonna remake an unloved, unremembered RPG a quarter of a century later?