I met an opossum wearing goggles once. No rocket, though.
1993’s Rocket Knight Adventures from Konami is a celebrated game that won’t be much of a revelation to anyone who grew up playing the Genesis/Mega Drive. For someone like me, though, who stuck with Nintendo hardware all through the 80s and 90s due to a combination of established love for the NES and what I saw as Sega’s obnoxious “extreme” marketing, discovering that I missed out on titles like this is both slightly disappointing and highly exhilarating.
RKA is the story of Sparkster, a brave young Rocket Knight who must defend the opossum kingdom of Zebulos from attack by the pig Emperor Devligus of the Devotindos Empire. Aided by the rogue rocket knight Axel Gear, the Empire has kidnapped Princess Sherry because only she knows the way to open the seal to the Pig Star (pretty much the Death Star from Star Wars with a pig snout on it), which was captured centuries ago following a destructive war and sealed away by the first king of Zebulos. Axel also gravely wounded Sparkster’s mentor and father figure Mifune during his treacherous turn, so our hero has a personal stake in the fight as well. All of this information comes from the manual, as there’s no backstory presented in the game. There are some rather adorable cut scenes between levels that advance the plot to its conclusion, though.
As I aside, I do find myself wondering why pigs almost always have to be the bad guys in these cartoon animal worlds. I think they’re pretty cool. Maybe it’s an Animal Farm thing? At least Konami also gave us a pig hero in their 1982 arcade shooter Pooyan, so hooray for equal time. Hmm. I wonder if anyone’s come up with a fan theory that Rocket Knight Adventures and Pooyan take place in the same fictional universe? If not, I’m totally calling dibs on that one right now.
Ahem. Anyway, like a lot of Konami’s flagship titles at the time, Rocket Knight Adventures is a side-scrolling action-platform game. Mostly. As a nice change of place, Sparkster will occasionally take to the skies with his rocket pack to engage in some shooting action reminiscent of Gradius. Controls are simple but still nuanced, which is always a key to success in any game of this kind. One button makes Sparkster jump and the other will attack with his sword. The sword attack has more range to it than you might expect, as each swing will also fire off an energy blast that can travel about 2/3 the length of the screen.
Sparkster’s rocket pack is what really takes the action to a whole other level, though, since it enhances both your attacks and movement in a variety of ways. Holding the attack button down for a couple seconds will charge it up and releasing the button will unleash it. If Sparkster is standing still, he’ll spin rapidly in place and deal heavy damage to anything nearby. If you’re holding down a directional button, he’ll blast off at high speed in that same direction with his sword held out in front of him. You can use this to attack foes, reach high platforms and items, and even ricochet off walls like a bullet to attack from unexpected angles. Sparkster is mostly invincible while executing a charged rocket attack but that doesn’t mean that you can get away with abusing them. Each level has its share of pits, spikes, traps, and other environmental hazards, so if you’re just rocketing around recklessly, you will regret it. Learning exactly how and when to unleash Sparkster’s charge attacks is the key to doing well and the process is so, so fun.
There are seven levels total for Sparkster to traverse. This may not seem like a lot but each one is fairly long and is broken up into several unique locations and action set pieces. There are also around sixteen bosses battles spread throughout the game. These are all unique, too, and have multiple phases and attack patterns to deal with. In fact, RKA doesn’t rely on padding or asset recycling of any kind, which is really unusual for an older game. Instead, every stage utilizes 100% original enemies, obstacles, backgrounds, and music. To cap it all off, the stage designs are masterful thrill rides brimming with invention and represent one-time superdeveloper Konami at its very best.
This game looks gorgeous and a big part of that is the art direction. The choice to depict a whimsical world populated by cute animals reminiscent of Golden Age Disney cartoons means that the designers were able to focus on big, bold primary colors and didn’t need to stretch the system’s limited palette too thin by struggling to depict more realistic characters and settings. The characters are drawn full of personality and their animations are smooth. To pick just one example, Sparkster looks so, so adorable fighting off enemies while hanging upside down from his tail in true possum style. The music follows suit by perfectly complimenting the blend of cute visuals and intense action. You know you’re in for some unforgettable tunes when both Michiru Yamane, famed for her work in the Castlevania games, and Mr. Silent Hill himself, Akira Yamaoka, both contributed to Rocket Knight’s score.
Rocket Knight Adventures is not terribly difficult, though it does require some practice and knowledge of the level layouts to complete. The game has four difficulty levels to choose from. The first three are all very managable and seem to vary mainly in the amount of damage that Sparkster takes from enemies and hazards. The fourth (Very Hard) starts you out with only one life and kills you after one hit from anything. Definitely not my cup of tea but it’s nice that they included a mode for those players who enjoy playing a game over and over and over (and over!) until they’ve completely mastered it.
This is the part of the review where I try to find something negative to say about the game in the interest of fairness and objectivity. I’m normally pretty good at this but here I’m kind of stumped! Rocket Knight Adventures is one of the very finest action games I’ve ever played and it has no noteworthy flaws to speak of. In fact, I’d go so far as to say that this is the best of Konami’s 16-bit action-platformers. Yes, even better than stuff like Super Castlevania IV and Contra III: The Alien Wars. With those games, great as they are, I can still find a few non-trivial faults if I look, such as the overpowered nature of Simon Belmont relative to his enemies in Castlevania IV or Contra III’s mediocre overhead view levels. Rocket Knight Adventures has no such weak points. It’s about as close to perfection as a game realistically gets and it’s a bit of a bummer that I haven’t been playing it ever since it came out.
I guess sometimes it is worth doing what Nintendon’t.