Kishin Douji Zenki: Rettou Raiden (“Demon God Child Zenki: Battle Thunder”) is the very model of a subgenre that was endemic to the Japanese Super Famicom: The quickie contract action-platformer capitalizing on a then popular manga license. Developed by CAProduction and published by Hudson Soft in 1995, Rettou Raiden was the first of five games based on the series. Kishin Douji Zenki was but one of the seemingly countless adolescent action sagas birthed in the pages of Weekly Shōnen Jump that burned white hot for a handful of years only to sink into pop culture oblivion forever after.
The narrative follows Chiaki Enno, plucky schoolgirl and descendant of an ancient Buddhist master who was able to command mighty demon gods in order to defend Japan from the Demon Goddess Karuma. When it falls on her to do the same centuries later, she revives the demon god Zenki. Initially, Zenki takes the form of a bratty child, though Chiaki can temporarily power him up into his ultimate adult form with the aid of a magic bracelet. Fairly standard good versus evil stuff, as far as I can tell, somewhat akin to Inuyasha in its character designs and dynamics.
As a game, Rettou Raiden is about as straightforward as they come. You get a total of ten side-scrolling stages with a boss fight at the end of each. You’re stuck playing as kid Zenki for three of them, which unfortunately just isn’t much fun. All you have to work with in pipsqueak mode is a stubby punch and a rather awkward jump kick. Meanwhile, the full-size Zenki gains a number of flashy special moves, including a charge punch, a Hadouken style fireball, a vertical whirlwind attack, and more. It can’t be an accident that you spend 70% of the run time as this more capable version of the character. I doubt the designers would have included a weaker one at all if Zenki’s transformations weren’t featured so prominently in the source material.
Levels look great, thanks to some exceptional background art. CAProduction had already proven their ability to deliver lush 16-bit visuals with Hagane: The Final Conflict the year before, and they’re in equally fine form here. That said, the stage design proper is serviceable at best. The closest we get to complexity is the need to backtrack on occasion to locate all of the stone monoliths that need to be destroyed to dispel the force field barring the way to the boss’ lair. Platforming sections are basic as a rule, though that’s likely a blessing in light of Zenki’s slow movement and slightly stiff handling. If only the lightning fast speed of Hagane’s titular hero could have influenced Rettou Raiden as well.
Although nothing about Rettou Raiden’s gameplay is exceptional, I at least can’t point to anything that outright offends me about it. It’s clearly the product of a skilled development team with sufficient pride in their work to maintain a degree of baseline competence throughout, even if they weren’t motivated to go out of their way to exceed the limits of their commission. It represents the Zenki brand faithfully and looks, sounds, and plays okay. It also doesn’t make any excessive demands of its audience. A sizable health bar, frequent extra life pickups, and unlimited continues result in a relatively painless playthrough for gamers of most skill levels. Is it the sort of game I’d add to my regular rotation and actively evangelize about? Nah. It does what it says on the tin, however, serving up a passable interactive rendition of a Japanese fantasy cartoon that’s been dead and buried for a quarter century now. Check it out if that’s your jam.