Saturday, 19 September 2026

Spriggan Mark 2 Re:Terraform Project (PC Engine)


When this game recently got a translation patch, and having playe the SNES Spriggan game, which is a high-quality, but conceptually pretty standards shooting game, I assumed this was one of those cases where a team practices by translating and patching a puzzle or shooting game with little text of little importance. However, it turns out that I was Booboo the Fool in this assumption, because Spriggan Mark 2 is actually an insanely ambitious game to have been released on an eight bit console in 1992.

 


When it comes to console shooting games in 1992, I always think of the PC Engine's Soldier Blade. It's an excellent game, and very impressive for the hardware, but when you compare it to the likes of Advanced Busterhawk Gleylancer and Thunder Force IV being released on the Mega Drive in the same year, it makes NEC's console look like it was being left behind. Spriggan Mark 2 flies in the face of that, being years ahead of its time in design terms, if not technological. It does appear to be an attempt at making an interactive anime in the form of a shooting game.

 


There's a ton of cutscenes, many with that "big pixel art" style that was so popular at the time, especially on PC Engine CD, and even more impressively, there's also a lot of voice acting to go with them! They tell a very Gundam-like story of stolen prototype weapons, colonists on Mars breaking away from Earth's control, and all that kind of thing. It doesn't skimp on the action, though, as while there's a minute or two of dialogue happening between each stage, and sometimes boss fights will also have a little chat-break preceding them, there's still full shooting stages, sometimes with dialogue and Sonic 3 & Knuckles-style visual storytelling happening while they play out, in a pretty seamless manner.

 


The actual shooting is pretty standard for the era: you have a standard machine gun with infinite ammo, and you can also press select to cycle through a bunch of more exciting weapons with limited uses, like homing missiles and a beam saber (you'd think that would be of infinite use, but it does a ton of damage, and I guess the developers sided with balance over logic here). Flying around firing off homing missles while dodging enemy fire and experiencing your comrades playing out their dramas feels great! There's some really amazing moments of ludonarrative cohesion to be found in this game.

 


Another aspect that feels very much ahead of its time is your health bar: it's a lot longer than you would expect from a shooting game of this vintage, and not only that, it slowly regenerates over time! My original theory was that this was because the developers had gone to a lot of effort to tell a story, and they wanted to ensure that the player will easily live to see it through, but to be honest: the game is still pretty difficult. In a few days' play, I've been able to get as far as the third stage. I don't know how many stages there are, but just judging by what's happening, it feels like the story's still in the early parts of playing out. Technologically, there's also what appears to be little moments of sprite scaling and rotation. It could also be a really good job of faking those effects, but either way, it's impressive.

 


Obviously, this is a game worthy of anyone's notice, especially now that it's been translated into English, so the story can be enjoyed by the JP-illiterate. People (rightly) talk a lot about Ginga Fukei Densetsu Sapphire when it comes to impressive PC Engine games, but Spriggan Mark 2 should definitely be in that conversation, too. And it does all the stuff it does without use of the Arcade Card, too! 

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