Welcome to Day 2 of Man Week here at Octurbo. Today we look at NCS's Shockman, another superhero parody action game that skews a little more towards Mega Man than Bravoman did. In fact, it's highly reminiscent of Mega Man X, only without the non-linear enemy select, which is quite a feat considering it pre-dates Capcom's Mega Man spin-off by a couple of years. Shockman is actually the second game in the Kaizou Choujin Shubibinman quadrilogy, but for some reason this was the only one that received a localization.
Shock-Fu
So Shockman's actually quite solid. Plays well, is reasonably challenging, has some bizarre bosses and lets you continue from the start of the current level as many times as you'd like. I don't know what I was expecting after the underwhelming Bravoman but this feels much closer to a 16-bit era game. I'd hesitate to go as far as to say this was the TG-16's Mega Man X, despite my many allusions to same, because that game had a hell of a lot more going on with all its wall-jumps, interchangeable weapons and non-linearity (the music's quite a bit better too). Instead, think of this as a lesser/earlier version of what would become one of Capcom's best SNES games, in the same way that Neutopia felt like a waypoint between the original Legend of Zelda and A Link to the Past.
It does make me curious about the other Schbibinman games. You can read more about them in one of HardcoreGaming101's characteristically verbose breakdowns here. I might have to check out that third game whenever I finally start covering the TurboGrafx-CD.