You can ring my beeeeeeell. Ring my bell.
In 1985, Konami released the first TwinBee game to arcades. As far back as the first entry in the genre, 1962’s Space War, shooter video games almost invariably featured science fiction or military themes and tended to be presented in as realistic a fashion as the hardware would allow. TwinBee broke with convention by opting for a cartoon aesthetic, embracing bright pastel colors, adorable little spaceships with white-gloved Mickey Mouse arms, and a whimsical power-up system that involved juggling and collecting colored bells. The game was a huge hit, mainly in Japan, and would inspire numerous direct sequels as well as its own sub-genre of lighthearted shooters (“cute-’em-ups”) that includes Sega’s Fantasy Zone and Success’ Cotton.
By 1994, though, the arcade style shooter’s mainstream popularity was on the decline. What was hot? Mascot platformers! Mario and Sonic were raking in cash at an astonishing rate and it seems like everyone wanted in on that action. Since the robot bee ships from TwinBee already had tons of personality, a colorful world to inhabit, and even the requisite limbs needed for platforming, it must have seemed like a natural fit to someone at Konami because they released Pop’n TwinBee: Rainbow Bell Adventures that same year in Japan and Europe.
I played the Japanese version, since I don’t have the necessary equipment to run European PAL video format games properly. I understand that the publisher opted to remove all the game’s dialog rather than translating it from Japanese for the international release, however, so at least I’m not missing out on anything in that department.
The story of Rainbow Bell Adventures may leave you with a bit of deja vu. The maniacal Dr. Warumon is attacking with his army of EvilBee robots. His good guy counterpart Dr. Cinnamon must fight off the invasion with his own TwinBee ships, piloted by his youthful assistants Light, Pastel, and Mint. So yeah, it’s pretty much Mega Man. Dr. Warumon even looks just like Dr. Wily in a Halloween vampire cape. But it’s just an excuse to zip around collecting bells, so I’ll give it a pass.
The first thing you’ll notice when starting up the game is that it represents the colorful TwinBee style well. The graphics are crisp and bright, the music is bouncy, and everything is just as cute as can be. There are even high-pitched anime style voice clips for your ship. Everything has that impeccable polish you would expect from 1990s Konami. Rainbow Bell Adventures is not a perfect game overall by any means, but I can find no real flaws at all in the art and music.
You start out by picking between three characters. You have TwinBee (the blue one), WinBee (the pink one), and GwinBee (the green one). They’re differentiated by two factors: Rocket charge time and punch charge time. Your rocket will launch you forward when fully charged, a mechanic which seems to have been lifted directly from Konami’s own Rocket Knight Adventures, and your charged punch takes the form of a projectile attack that will deal huge damage to enemies and is mostly useful against bosses, since common enemies just don’t require that much damage to take out. WinBee has a fast rocket charge and a slow punch charge, GwinBee has the inverse, and WinBee is the default character with equal charge times for both. In practice, I found that WinBee’s quick rocket boosts made her the best character for traversing standard stages and GwinBee’s fast punches made him a natural boss wrecker. I didn’t end up using poor TwinBee much, since he fell into the common “jack of all trades, master of none” category. You’re able to change characters each time you die and lives are unlimited, so there’s no need to worry about being stuck with a setup that doesn’t suit you.
The platforming itself is fairly standard, aside from the rocket dynamic. You can kill most enemies by jumping on them or by punching them. Being a TwinBee game, you still power up by collecting colored bells from defeated foes. These will grant abilities like melee weapons to extend your punch range, a gun for attacking distant targets, temporary invincibility, and more. Your collected bells fly up into the air and scatter whenever you take a hit but you’re able to re-collect a few of them if you’re quick about it, similar to how you can recover some of your dropped rings in Sonic the Hedgehog. Bosses are large and impressive looking but not too tough to deal with. Just dodging their simple attack patterns and landing four or five charge punches will send even the final boss packing in short order. They’re a bit tougher than your standard Mario or Sonic opponents, but not by much at all.
One interesting option is two-player simultaneous play. The bad news here is that it’s kind of a mess. The game’s camera will only track player one, so player two has to stick close by or do their best to fumble around until they finally find their way back onto the screen or die trying. More fun is the battle mode, which is certainly no replacement for Street Fighter II or Mario Kart in terms of competitive play on the Super Nintendo but is amusing enough in short bursts.
The goal in each of the main game’s 35 stages is either to reach the exit or to defeat a boss. Taking a cue from Super Mario World, many of the levels have multiple exits, each leading to a different stage. Unlike in Mario World, all exits are shown on the map screen that you can access by pausing the game, so these branching paths don’t constitute secrets in the traditional sense.
Unfortunately, the design of these levels is really Rainbow Bell Adventures’ fatal flaw. They’re sprawling, frequently labyrinthine, and wrap around themselves in Pac-Man fashion, so reaching any side of the level boundary will bring you back around to the opposite side. Rather than conveying any true sense of place, they come off as bland abstract mazes composed of the same few background tiles repeated over and over in arbitrary fashion. They’re also lacking the big “set piece” moments that levels in other Konami platformers of the period were known for, like the swinging chandeliers and rotating rooms of Super Castlevania IV or Contra III’s insane missile riding sequence. There are a few different stage themes (ice, cave, water, and so on) but only a few and each repeats often. To make matters worse, enemy variety is pretty lacking and most enemy types appear in most levels. The end result of all this is that the stages in Rainbow Bell Adventures just sort of blur together into a single inchoate mass with all the flavor of a bowl of cold oatmeal. It looks great and controls acceptably, but it’s really tough to recommend a platformer with such weak level design. That’s the linchpin of the whole genre, after all!
Rainbow Bell Adventures isn’t a truly awful title. Rather, it’s a lot like another Super Famicom platformer I played recently that never came out here in North America: Super Back to the Future Part II. Plenty of surface charm masking a thoroughly average game. Konami made a good call by not bringing this one over, since Rainbow Bell Adventures simply isn’t up to the nearly superhuman standards of their other 16-bit releases on the Super Nintendo around this time. Or the Sega Genesis, for that matter. If you can get it cheap or you’re an obsessive TwinBee superfan, you might as well give Rainbow Bell Adventures a try. General audiences can do much better.