Prepare for trouble! And make it double!
I could swear it was only last year that I made the acquaintance of Vic Tokai’s unjustly obscure Genesis action romp, Trouble Shooter (aka Battle Mania in Japan). Turns out it was all the way back in 2021! It’s sobering just how fungible memory can be. In any case, this fast-paced, quirky, and accessible gem of a shooter instantly became one of my favorite games of its kind for the system.
Imagine my delight when I discovered that it had a Japanese-exclusive Mega Drive sequel released in 1993 called Battle Mania: Daiginjō. The term daiginjō is used to denote the finest quality rice wine. In other words, the developers are promising a more refined, top-shelf take on the original’s formula. Sign me up for that!
Daiginjō resumes the comic exploits of two teenage girl mercenaries with big guns and jetpacks named Mania and Maria, or Madison and Crystal in the English localization. This legally-distinct Dirty Pair (Soiled Duo?) is once again tasked with saving the world from a random bunch of weirdo baddies while hopefully also bringing in enough cash for junk food and car repairs. The tone is consistently zany, complete with heroes and villains alike regularly breaking the fourth wall to acknowledge that they’re in a silly video game. It’s well worth checking out the English fan translation by Jon Najar for this reason alone.
Gameplay-wise, this is an all-around bigger, better Trouble Shooter. There are nine stages to blast through instead of six, representing a satisfying mix of horizontal and vertical scrolling segments. The control options now include eight-way shooting rather than limiting you to firing straight left and right. Oddly, you will need to go into the options menu and manually enable eight-way shooting, as the old method remains the default. Why you wouldn’t want to is frankly beyond me, though. The added offensive flexibility elevates Daiginjō tremendously and most enemy and boss patterns seem tailored to work in harmony with it.
The rest of the mechanics should be quite familiar to Trouble Shooter veterans. While you technically control both girls simultaneously, Mania/Madison is the only one who can take damage. This takes a little getting used to when it comes to dodging enemy attacks. Eventually, though, you’ll learn to keep your eyes focused on Mania. Your standard rapid-fire shot is complimented by your choice of several limited use sub-weapons that do things like sweep the screen with lightning or cause Mania to sprout giant chainsaw blades for a short time. Sub-weapon activation is dependent on a charge meter that empties with each use and slowly refills thereafter. A life bar system is in effect and running out of health results in a game over. Extra hit points and continues naturally accrue at a brisk pace, however, so there’s ample resources available to see you through to the end credits. Funnily enough, every hit taken is punctuated by a voice clip of Mania yelling “Shit!” I have to assume that would have been omitted in a hypothetical international release.
On the audiovisual side, Daiginjō has also received a serious shot in the arm. The graphics pack much greater detail and the soundtrack is downright intense. Certainly more intense than I expected for such a goofy premise. Kudos to composers Shigenori Masuko, Yoko Suzuki, and Fumito Tamayama because some of this stuff rocks almost as hard M.U.S.H.A. or Thunder Force IV! This is easily one of the best looking and sounding Mega Drive releases overall, something I couldn’t imagine anyone saying of Trouble Shooter.
In short, Battle Mania: Daiginjō delivers on its subtitle’s promise and then some. Trouble Shooter was a modest, if charming little game. Its sequel is big, bold, and polished to a mirror sheen, all without sacrificing an ounce of that offbeat charm. Something this superlative coming courtesy of an otherwise mid-tier studio like Vic Tokai has to rate as a minor miracle. Such a shame that it’s never been released outside its native territory and that Mania and Maria disappeared from the gaming landscape altogether following their brief cameo in another Japan-only title, 2001’s Segagaga for the Dreamcast. They’ll always be two of my favorite protagonists to come out of the 16-bit era. I’m glad they were at least treated to one hell of a swan song.