Literally all of the anime - Let's play Astro Boy: Omega Factor!

Game: Astro Boy: Omega Factor
System: GBA
Genres: Brawler, Horizontal shooter, Adventure
Developed by: Treasure, Hitmaker
Published by: Sega
Release date: August 18, 2004 (NA)

Let’s Play Parts
The main gameplay+commentary videos. Main pictures link to videos, “Forum Post” text links to the relevant post.


Wall of Stars
A gallery of the game’s faces, each linking to further info on that character. Click away!


10 minute extended samples of the in-game VGM. Uploaded in the order heard in-game.

#1: Title screen
#2: Save select
#3: Tragedy
#4: Science ministry
#5: Upgrade menu
#6: Prechapter jingle
#7: Metro city
#8: Conversation
#9: Boss theme 1 – Midboss/Comparison Smash
#10: Boss theme 2 – Magnamite
#11: Stage complete fanfare
#12: Briefing
#13: Strange happenings
#14: Pacific Ocean
#15: Boss theme 3 – Artificial Sun
#16: Cruciform Island
#17: Amazing Three/Comparison anime opening
#18: Cruciform ruins
#19: Big X/Comparison anime opening
#20: Mystery
#21: Boss theme 4 – Pook
#22: Tokugawa plant
#23: Boss theme 5 – Atlas

About the game

Astro boy: Omega Factor is a game based on the iconic character of Mighty Atom, AKA Astro boy. Developed as both a tie-in to the 2003 TV series reboot, and as a celebration of the date of Astro’s traditional year of birth, it’s one of those games that most pass off as another sucky low-budget tie-in licensed game.
This could not be further from the truth.

Astro Boy: Omega factor is a game spanning multiple genres, though the primary focus is on side-scrolling beat-em-up type gameplay. Handed to Treasure Co, well-known and lauded for their excellent action games, as well as Sega’s own Hitmaker studios, the game is a labor of love that not only delivers in spades on the gameplay front, but brings forth an epic tale far beyond the normal aspirations of the genre. Control is tight and fluid, bosses are large and menacing, visuals are bright and vibrant, and abilities are intuitive and satisfying, the only real shortcomings being in certain stage designs and occasional performance slowdowns.
Moreover, the game is not only a celebration of the character of Astro Boy himself, but rather a medium through which the entirety of his legendary creator’s works are given a chance to shine. Clearly crafted by people familiar with Osamu Tezuka’s extensive portfolio, the game is chock full with a smorgasbord of his characters and settings - these characters act as power-ups for Astro, growing his soul (the titular “Omega Factor) as he meets and comes to understand more and more people in his world.
It’s gained some notoriety in past years, being included in many “best game” lists and featured in 2010’s “1001 Video Games You Must Play Before You Die”, but it’s still relatively obscure, a fact I aim to help change.

Wait, what? What’s this about Anime?

See, there’s a couple things you should know before we delve into this game. To get you acquainted with what’s going on here, I’m gonna give you a couple bios relating to the big man himself.

Osamu Tezuka

“Comics are an international language. They can cross boundaries and generations. Comics are a bridge between all cultures.”

Osamu Tezuka has gone by many nicknames over the years - he’s the Father, Godfather, King, Emperor, and/or god of manga and anime. Chances are, if you’ve spent any amount of time on the internet, you’ve been touched by this man�s influence, for good or ill.

It’s basically impossible to overstate his Pervasiveness. Oftentimes referred to as Japan’s version of Walt Disney (and even occasionally emulating him), he drew hundreds of thousands of manga pages, single-handedly popularized manga in post-WWII Japan, started the Mangaka+assistant setup, set the benchmark standard for the medium’s art style, INVENTED anime, and worked ceaselessly his entire life. His last words on his death in 1989 were “I’m begging you, let me work!” – A profound testament to just how devoted he was.
Influenced by the works of Walt himself (such as his signature large-eyed animation style), Tezuka was always interesting in drawing, but initially chose to pursue a Doctorate in medicine. However, when he found himself torn between his love for comics as a medium and his doctoral education, especially during a time when comic-making was even less viable a path than it is today, it was his mother that pushed him over the edge with her advice to “work on the thing you love most of all”.
Henceforth, he devoted himself towards his lifelong love, though he also remained in school. Initially publishing small, 4-panel strips in regional newspapers, his first big success was his work “The new treasure island”; an instant hit, it propelled him into the limelight, and served as the starting point for his career.

Incidentally, he also ended up eventually earning his doctorate. He was a bit of a genius, and had expertise in fields ranging from theater, to medicine, to film production.

“Astro Boy”, or “Tetsuwon Atomu” as it’s known in Japan, is one of his earliest and most well-known works. Published between 1951 and 1968, it’s a tale of the far-flung future: Set in 2003, plots are generally self-contained episodes, revolving upon Atom’s fights against aliens, evil robots, and corrupt humans, with major underlying themes of racism, prejudice, and corruption indicative of its time period. It was made into the world’s first example of “Anime” in 1963, and eventually ended up being broadcasted worldwide, which helped elevate Atom’s status to the classic pop culture figure he is today. The series has since been remade multiple times: one television series in 1980, and another in 2003, with various other movies and cameos emerging throughout the years.

Tezuka had a style all his own; characters were distinctive, his plots (while child-friendly) weren’t afraid to stray into the dark and depressing, and the author himself often played a major part. He was one of those authors who inserted himself into his work, often giving insight to his projects, characters, and personal views and values, all with an adorable manga counterpart.

He’s instantly likeable, and due to the time period he grew up in, his work’s conflict is very often heavily peppered with corrupt dictators, wars, and racism, all of which he clearly has strong opinions on.

Honestly I could ramble on and on about this man, but in the interest of space I’m gonna cut if off there, though I will drop THESE LINKS on you with an ENOURMOUS recommendation to read up more on him, because he’s one of the coolest dudes ever.

Star System

Thing about Tezuka’s work: They often draw from the same pool of characters. See, Tezuka had a little something he liked to call his “Star System”. He viewed his characters less as single-work personalities, and more like Actors being called to stage for different performances. You might see Astro’s teacher kickboxing a dastardly, arms-smuggling Politician in one work, whilst Kimba the white lion becomes the patient of the day in an episode of “Black Jack”. Rather than being limiting, this serves to endear viewers to the characters; over time, you’ll begin to recognize familiar faces, see personality traits carry over from one work to another, or smile at a background cameo appearance. Best part: though someone may die in one work, you can always rest assured you’ll be able to see them back in another. It’s something like a professional version of the kind of original character sharing you see by small-time writers and artists online today, with the same character designs and certain personal traits being carried from one work to the next, even if they’re not explicitly set in the same world or have the same background.

It’s because of this that Astro Boy: Omega factor is able to function the way it does. It pulls characters from a plethora of Tezuka works, some strongly related to Astro, others not, and plops them together in a way that’s both the ultimate fan service AND faithful to the original material.

How this is gonna work

I honestly cannot stress enough exactly how amazing this game’s stable of characters and references are. It’s the crux of the game, and the main reason I love it so. It’s a great game just playing it, an AMAZING one when you’re familiar with the source material.
AS SUCH. I’m going to be running the game on hard mode (because duh), meeting every character, and finishing the game 100%. ADDITIONALLY, each stage, character, and other relevant thing will be met with an extensive bio, selected pics relating to their original appearance, links to anime they’ve appeared in, movies, and more. I’ll also be upping the game’s music, because it, too, is quite often astounding. I’ll be putting links to main LP parts, music, and a special wall of stars that’ll link you straight to the character it pertains to in this here OP. FUN!
Incidentally, if you want to read the original manga, here’s a link to a library archive with the English-translated compilations, courtesy of Dark Horse: ASTRO BOY ARCHIVE

Is this schmuck up to the task?

The first things that got me, personally, interested in Tezuka’s works were as follows: This game, 2001’s animated movie “Metropolis”, Naoki Urasawa’s “Pluto" (an adaption of one of Astro Boy’s most popular arcs), and a couple volumes of “Black Jack” I found at my local library. These are all PHENOMENAL works I highly recommend checking out (and I’ll be getting more into them later), and they together served to light a spark of interest in me, driving me to go back to the origin of comics and nerd out a bit.

AS FOR THIS LP. I’ve read the entirety of the Astro Boy Manga, watched selected episodes from the 1963 series, all of the episodes from the 80’s and 2003 series, taken notes, taken screencaps, watched movies, et cetera. I’ll be getting links to each of the series mentioned in the game’s “Ultimate Character List” whenever possible so that you, too, can join in the Tezuka fun, and sampling each individual character’s main series when they come up if I haven’t already done so. Because of the sheer volume of characters, my screencap-taking method is “lightshot the already poor-quality Youtube/hosted video”, which means that they might sometimes come out looking like turds, but you’ll also be getting links to the videos themselves so you can watch in all their antiquated-animation glory - assuming the copyright takedowns don’t get to them first.
In the end, my ultimate goal here is to make an LP that serves as a springboard to the rest of Tezuka’s universe, just as much as the game is an introduction to the same. It might take a bit of time for new video updates to come out due to ongoing research, but I should be able to throw a new character bio up every couple days.

And finally, as for thread participation: Knock yourselves out! Avoid spoilers for the main game, but basically anything else is a go. The thing about these series is that they’re DECADES old, and many of them are obscure and incredibly difficult/impossible to find information on, much less actual English translations. You familiar with a character? Know something I don’t? Speak up, I wanna know too! Just try to limit yourself to the characters that I’ve already gone over, please; I’ll be leaving some for later even after their initial appearance, and when I do, it’s for a decent reason. Treasure’s also put some self-referential stuff in here, and while I recognize a few I’m 100% sure I won’t get em all, seeing as I’ve only played the two Gunstar games and Ikaruga myself. So point them out!
And, without further ado, let’s blast off!


Reserving post for testing formatting. Additionally, a word as to the LP as it stands at the moment; I’ve been working on this on SA for quite some time, and it’s about half complete. I’m porting over material as I fix it, because a lot of references used have been subjected to copyright takedowns. Much of the links have been repaired, but a couple aren’t salvageable, and at present will direct to non-functional youtube links so as to direct me where things could be fixed in the future if the opportunity represents itself.

All current videos were retooled to update the resolution and framerate quite recently, and I’m looking to relaunch and finish this beast. Any questions, comments, or concerns will happily be addressed here if you have any, I just want to share this amazing game and material with the masses.

Stage notes!

Japan’s Ministry of Science is where the story of Astro begins. A world leader in robotics engineering, and producer of most of Japan’s high-end machinery, the ministry holds a powerful position within the futuristic world of 2003. Contained within its walls are countless rooms and departments, conducting a myriad of research projects and experiments, most of which are kept under tight security so as to prevent foreign spies from stealing Japan’s cutting-edge technology.
The Ministry is responsible for creating all sorts of things, from experimental rockets to mind-reading devices to subway systems, but by far their most prominent role is the creation of newer and more advanced autonomous androids.

Robots are a mainstay of life in 2003, conducting jobs ranging from the lowliest of janitors to the most powerful of CEOs. As robotics has advanced, so, too, has AI technology, allowing Robots to function on a level comparable to the most able of human.
Still, though, their induction into society is relatively recent, which means a good amount of negative opinions and resentment exists within the human populace. Though a recent act was passed giving robots rights nearly equal to humans, they are generally viewed by the masses as second-class citizens and actively persecuted, an outlook exasperated by Article 13 of the Robot Law: Robots may not injure (or kill) humans. This, coupled with a biased police force, means Robots are regularly illicitly framed, detained, and/or destroyed.
It’s in this atmosphere that the Ministry of Science attempts to maintain order, helping to clean up and control robot-related disturbances, recycling scrapped robots into new ones and handling various issues regarding their activities.

Because of its responsibilities, it has a very sizable budget, which is partly what allows Astro to be born in the first place. Astro’s father goes a little off the deep end upon Tobio’s death, and squanders much of the budget and resources on Astro’s creation, with the intent that he be a work of art, a robot peerless in power and beauty. While many question the wisdom of creating a super-powered robot armed with lasers, machine guns, and rockets, it all ends up working out in the end – Astro’s father abandons him, O’shay picks him up, and Astro becomes a sort of monkey wrench for the Ministry, getting deployed whenever there’s a problem that needs fixing.

As far as the game goes, the Ministry is…not really all that exciting. Admittedly, it’s just a tutorial area, but still, the Ministry has enough of a history that they could’ve gone a little further in designing it than just using a generic computer sim backround. And, if you were wondering, the only real differences in difficulty are the EX skills being limited to 99 in easy, 5 in normal, and 3 in hard, as well as steadily more ridiculous damage enemies are capable of giving and receiving.

Intro movie!

(that pic’s a link btw)
While the devs may have neglected to show their stuff in the Ministry proper, they DID demonstrate their knowledge of the source material elsewhere. If you linger on the title screen, you’ll shortly be deposited into a little movie sequence as an extended version of the title screen music plays, with added singalong subtitles.

What makes this special is that each of the images shown here is actually taken from an extra chapter Osamu Tezuka wrote for the compilation books of Astro Boy, titled “The Birth of Astro Boy”. It serves as an intro to readers as to who exactly Astro is and how he came to be, seeing as Tezuka structured the compilations in a manner of his choosing, not in the order of initial publishing. Moreover, the song playing is VERY similar to the original 1960s show opening theme, with that opening bit on the title screen with Astro’s head and the radiating splash being pulled straight from said opening.

It’s a stupid amount of attention to detail, and it’s a level that really does get maintained throughout the game.
As for those images, here’s links to four pages containing most of the ones included in the movie. They’re all basically outlining how technology got to the point that Astro was viable, showing various scientists and their inventions.


Astro’s moves!

Being a beat-um-up, Astro’s offensive powers are a key part of the gameplay, and he has a sizeable amount of them. I’ll be going into them a bit here.


Punching is Astro’s most basic of powers, possessing low reach but moderate damage. When punching an enemy, time will slow down for both Astro and the enemy, allowing you to hang in the air and continue your combo while also delaying the enemy’s retaliation, but leaving every other on-screen enemy to continue moving at a normal pace. Additionally, enemies without resistance to stun (which, for now, is pretty much all of them) will go cross-eyed and limp for as long as you’re beating them up, allowing you to stack enemies on top of each other and really lay on the damage. All attacks but the weaker laser finger and machine gun also make a bunch of colorful stars fly out of your enemies in a very satisfying manner, and this one probably produces the most, which makes it super fun.

Astro’s fists are real instruments of destruction on other media, too, being capable of taking down steel doors without breaking a sweat.


Kicking is your main alternative to punching, usable with the command down+b, or else being executed automatically after a 3-punch combo. Kicking is a fairly strong move all by itself, but its true strength lies in enemies that aren’t resistant to stun – kicking them will cause them to careen across the stage, knocking into every enemy they touch, and bringing said enemies along for the ride if they’re not immune either. Generally speaking, this remains a great method of damage-dealing even late into the game, as you’ll usually get at least a few non-immune enemies in each wave, and can use them to inflict multiple safe hits on the ones that ARE resistant.
In addition to being really useful combat-wise, it’s also super satisfying – there’s a musical effect to this move, where a chime will play for each enemy knocked into, gradually rising in pitch and splendor until everything is left decimated in your wake. Both punching and kicking can be amplified in power with a “Punch” upgrade.

Astro’s not really known for kicking, to be honest, probably due to his short, stubby legs and preference for flying, but it’s still a cool move.

Finger laser

Astro’s finger laser is your go-to long range attack, extending in a straight line the length of the screen and piercing through enemies, making it most effective when used at the extreme end of the screen. The finger laser isn’t overly powerful, but does multiple hits, so if you manage to hit a sweet spot where the beam stays over an enemy for its duration you’ll get some very respectable damage. Furthermore, upgrades in the “Laser” category increase both the power and, eventually, the width of the beam, allowing you to keep it on top of enemies more easily.

As stated in the video, Astro’s finger laser was added in the 1980s animated adaption , and was often used as a kill move versus minor enemies and robotics, leaving them with smoldering holes where their important bits used to be. It’s a highly accurate, useful tool.

Arm cannon

In terms of EX attacks, the Arm cannon’s your go-to damage dealer, and what you’ll be using against the game’s plethora of bosses and mini-bosses. Mechanic-wise, it’s the finger laser x10, and like the finger laser it enjoys both infinite horizontal range and piercing damage. It’s super-powerful, but for both laser types, you’ll get locked in spot upon usage (including when in mid-air), and it’s that fact that acts as the arm cannon’s greatest weakness: when using, any enemy left behind you basically gets a free shot at your back, so smart positioning prior to usage is a necessity.
Like the finger laser, the “Laser” upgrades are this thing’s friend, making it even bigger, more powerful, more colorful, and even increasing the size of the little energy balls that come out when you activate the move. It even obliterates energy projectiles it comes in contact with!

Astro’s Arm cannon was introduced in the 2003 animated show, shocking both Astro himself and veteran fans upon its discovery, and is generally about as powerful as you’d expect. Anything within its range enjoys a quick and merciless disintegration.

Dash/EX dash

I’m grouping the normal dash together with the EX version because they’re functionally identical, save for damage-dealing capabilities.
For Astro, his power of flight is hands-down the most iconic and memorable power in his repertoire. While laser beams and bad-guy punching are all well and good, there’s something about his ability to collapse his hands and feet into his body and blast off with rocket limbs that really captures the imagination of kiddies. It’s a super cool feature, and often gets used extensively in works to allow him to buzz like a super-powered hornet around his much larger enemies.
In terms of the game, you don’t get quite as much freedom of movement, but you DO get to boost at high-speeds in any of the cardinal directions or their diagonals. Moreover, whenever Astro’s in a boost, he’s COMPLETELY INVINCIBLE, and can harmlessly fly through enemy proectiles. Your dash doesn’t recharge and can’t be used until you touch ground again, but for each upgrade in the “Jets” category, you can use it one more time without touching ground, meaning you can just boost back and forth willy-nilly.

The EX dash, as said in-LP, isn’t really all that useful, primarily due to the fact that the other two EX skills are a button away whereas this requires you to press a couple simultaneously, but it IS potentially useful in that you can use it to get another mid-air dash when you run out. It, too, makes you invincible, and gives you the added benefit of damaging anything you come in contact with while dashing. It doesn’t do nearly as much damage as a Laser cannon, but it’s still respectable.
The EX dash is also something of Astro’s “Power-pose”, given that he, like superman, likes to extend an arm in front of himself while flying. This is actually often used as final blow in flights, with him blasting through an enemy’s core or vehicle to take them out for good, which makes its relative weakness here kind of odd.

Machine gun

Astro’s silliest-looking move, his machine guns are nestled firmly in his metallic buttocks, presumably because his hands were already decked out with the lasers. The machine gun isn’t as powerful as the arm cannon, but it covers the entire screen, and enemies that it doesn’t outright kill become stunned and immobile for a good bit after the move ends, making it as useful in normal encounters as the arm cannon is in boss fights. Upgrading it boosts damage, shot size, and general coolness, but I’d personally recommend you leave this thing for last and instead focus on laser, life, and punch, using the Machine gun for crowd control and finishing up with some well-placed smacks.

Astro’s butt has been armed and dangerous from the very beginning, and I have to imagine this particular attack was added mainly for its humor value. Still, Astro’s shown some remarkable accuracy with it in the past, in stark contrast to his random firing here, and he can be quite a crack shot when need be.


A decent amount of music gets dropped on you at the beginning of the game, and they’re all fairly good. This game has an excellent soundtrack, but most of the really stand-out ones come later, so these one’s aren’t as good as it gets. Still, though, a couple are pretty cool, like the title screen theme being a reference to the 1960 anime intro.
Incidentally, I wasn’t able to find an official OST, so all of these names are made-up by yours truly.

#1: Title screen
#2: Save select
#3: Tragedy
#4: Science ministry
#5: Upgrade menu

Star #1: =Astro Boy=

Through the ages: Manga, 1963, 1980, 2003, 2009 movie, Pluto Manga
See him in action: 1963 EPISODE 1; 1980 EPISODE 1, 2003 EPISODE 1

Tezuka character list bio: Number 00

– A super robot powered by a 100,000 horsepower engine. Uses his seven forces to fight for justice. It’s said that Astro’s hair was modeled after Tezuka’s hair when in the morning. In the original comic, Astro’s engine was upgraded to 1,000,000 horsepower. Astro first appeared in “Shonen” Magazine in 1951 in the manga “Captain Atom.” Dr. Tenma was a character who tries to banish all aliens from earth, but fails. In 1959, a live-action film was made, with special effects by Eiji Tsuburaya.

Seeing as this is the first one, I’ll tell you right now: I’m gonna link the 1963 series English dub, the 1980s version in its subbed form, and 2003’s as dubbed. You can probably find the other versions yourself if you have a preference, but that’s how the thread’s gonna work. 1980’s often considered the best, and I kinda agree seeing as it has a nice balance of cute 80s anime charm and action, so if you’re gonna watch only one might wanna make it that, especially seeing as it’s the last one Tezuka had involvement in. Though I do have a love for 2003’s from vague memories of seeing the few episodes that were broadcast on Kid’s WB back in the day, it’s a lot more action-oriented and has some great animation. 1963 is good, but slapsticky and suffers from changes in the dubbing process.

As for the Manga, HERE’S A LINK to an page with all the English-translated volumes.

…Or that’s what I’d have liked to have happen, but all the legally-uploaded 1980s Jap episodes (as well as misc. others) got nuked in 2015, so I’m winging it like a plumber in the leaky pipe factory. I’ll fix em as they go down, but future people’ll probably have to fend for themselves. At the moment, all 1980 episodes are uploaded, but they’re cut a bit differently from the originals, and miss a bit of content because of it.

Astro Boy is, for many, the face of classic anime. Modeled to appeal to younger boys, he’s gone through some visual re-works, but his general structure always remains the same: Big emotional eyes, red boots, twin head spikes, and a penchant for running around in his green-black underwear. He’s usually between 9-12 years old, and was born on April 7th, 2003. In Japan, he’s named “Atom” – a reference to atomic power, which he runs on.

Designed by Dr. Tenma, the former head of the ministry of science, his origin story is a tale of tragedy. Modeled after Tenma’s late son Tobio, a young boy who always meets his end in a car crash, Astro’s initial role is to be taken in as his surrogate son. However, after living in peace for some time, Tenma always becomes dissatisfied with his son’s inhuman qualities and rejects him, selling him to a robot circus, or shutting him down, or otherwise cutting Astro out of his life. Astro eventually finds himself saved by one Dr. Ochanomizu, at which point his adventures begin.
In the original comic and series, he was given a set of robotic parents (of which his mother was based on Tobio’s late human mother) by Dr. Tenma, who continued to watch over him, whilst Dr. Ochanomizu provided him with a sister named “Uran”, and later a slightly inferior replication of Astro himself named “Cobalt” for a brother. Only one of them shows up in this game.

If you want to know more about the creation of Astro the comic, Tezuka made a series of pages giving a bit of detail on that particular subject. Here’s links to em:

Astro is unique from other robots in a variety of ways. For one, he’s established to possess a superior AI - this takes various forms depending on the series, ranging from possession of human emotions, to having a soul, to containing “Kokoro” (meaning “heart”). In the end, though, they all boil down to “he’s practically human”. In this game, the distinguishing thing is his “Omega Factor”, allowing him to grow as he comes to understand more and more people. This is rather interesting, seeing as the Omega Factor debuted as the unique trait of Astro’s main RIVAL in the manga and 1980s series, but we’ll get to that later.

Another main part of Astro’s persona is his plethora of super powers, referred to in the character list as his “seven forces”. These powers have changed a bit over the years; a complete list is as follows:

The “Seven forces” name is also used as the name for the omega factor and the 6 upgradable stats.
They’ve cycled in and out depending on the time period, with the destruction generally escalating with the general violence of media (finger laser was added in 1980, cannon in 2003), but the general gist is that he’s strong as heck.
Personality-wise, Astro tends to be as gentle and naïve as a regular child, but springs into action at the first sign of danger or injustice. He enjoys adventure, but usually tries to resolve fights without having to resort to violence. A mediator of sorts between robots and humans, his position is often used as a source of conflict, leading to him being pressured to side with either one side or another, a decision he always staunchly rejects. He’s known for saving the world from ASSURED DESTRUCTION, be it from alien invasions, evil scientists, or explosive devices capable of destroying the world, but often finds himself stymied by those that don’t trust, or outright hate, robots.

As far as weaknesses go, it’s varied throughout the series. In older media, he tended to be capable of tearing through metal like butter and deflecting most sources of harm, but could be stopped by high-powered electro-mag guns or a lack of nuclear energy, which, bizarrely enough, he takes in through a valve…in his anus.

This is not a thing they generally keep in later adaptions.

Strange butt-related quirks aside, he also has an openable chest plate in which resides his mechanical parts, electronic brain, and various gauges he can use to check his power level, which often gets targeted as a way of dealing direct damage. Later on, he becomes more vulnerable to physical damage and disrepair, which is where we see him in this game.
Lastly, he’s occasionally stymied by THE MAN, being unable to apprehend evilpersons due to having no legal grounds for arresting them, which usually results in poor outcomes…until it reaches the point where Astro’s able to interfere.

Oh, and as for that live-adaption thing: Here’s the first part of an episode of it. It came before the original animated series, but does have an animated section recreating the events leading up to Astro’s birth, the same scenes shown in the little bonus title-screen sequence involving the development of electronic brains, artificial skin, and the like.

He’s probably the most recognizable and popular of Tezuka’s characters, and pops up in other works on occasion, though not as frequently as other faces. A superhero with stark differences to the American model of tall, dark, handsome, strong-jawed males, he’s a fun and appealing character that’s survived multiple generations and continues to be featured in works to this day, though he’s never made much of a splash on American shores. Recent works involving him include 2009’s animated “Astro Boy” movie (a decent, though not great, film that was met with complete and utter box office failure and contributed to its producer’s studio closing down), and the aforementioned “Pluto” manga which ran from 2003-2009 (an absolutely excellent work I highly recommend reading).

Other facts:

-Rewards and accolades include placing high on various high-profile top anime and cartoon heroes lists, and his induction into the Robot hall of fame in 2004.
-Red boots were received from a female friend in the circus in the 1980s series
-Weighs 62.7 pounds
-His head is attached with a spring, and frequently comes off as a visual gag in the manga.
-Receives the name “Astro” from Ochanomizu; Prior to it, he’s known as “Tobio” by Tenma. Named either spur of the moment, “Atom” due to the fact he runs on atomic energy, or due to a nearby plate reading “Astro tech omni” upon successfully reviving Astro.
-Often freed from his contract under a corrupt circus manager named HamEgg through the passing of the Robot rights act, giving robots rights equal to humans. This allows him to attend a human school, among other activities, though much conflict comes from this notion of equality.
-He does wear clothes on occasion, but more often than not they find themselves coincidentally blown to bits, leaving him in his classic bare-chested form.

Star #2: =Dr. O’Shay=

Through the ages: Manga, 1963, 1980, 2003, 2009 movie, Pluto Manga
See him in action: 1963 EPISODE 1, 1980 EPISODE 3, 2003 EPISODE 1, MARINE EXPRESS

(I’m putting the Marine Express thing there to check him out seeing as the bio mentions it, but I’d prefer it if you held off watchin’ the whole thing just yet; there’s a better time later)

Tezuka character list bio: Number 01


  • He is a director at the Science Ministry. He adopts Astro as his son. He is a constant source of support for Astro. Because of his enormous nose, he is also known as “Dr. Elephant” overseas. He appears as “Dr. Narzenkop” in “Marine Express”. This is also the name he uses in the manga “X point on the south pacific”.[/b]

Professor O’shay has gone through many different names throughout adaptions. Originally “Professor Ochanomizu”, he was changed to Dr. Packadermus J. Elefun for the English dub, then to Professor Peabody, and finally to O’shay for the 2003 adaption. He’s also occasionally known in non-Astro Boy works as “Dr. Narzenkop”.
One thing that DOESN’T change, though, is his stupendous schnoz. No matter the adaption, his face is always dwarfed by the profound proboscis adorning his face, a splendid specimen of a snout if there ever was one. It’s the most distinctive aspect of his character (though it’s been rumored to have resulted from a slip of Tezuka’s pen), and often the primary target of dastardly villains aiming to harm him; those that grab it often find they’ve completely incapacitated the good doctor, and whenever someone holds him hostage against Astro they threaten to blow a hole in his nose rather than his head.

Dr. O’shay, being the person who saves Astro after his abandonment, tends to be his most loyal ally and friend, and appears quite frequently within the works. He’s a genius scientist, oftentimes being depicted as having single-handedly advanced and popularized robotics through his life’s work, and is known worldwide. Upon Tenma’s resignation as Director of the Ministry of Science, he’s the first in line to replace him, a position he humbly accepts. As far as their skills compare, in this continuity Tenma’s the superior roboticist, whilst O’shay is far more morally grounded and has superior networking skills, which causes them to bounce off each other on more than one occasion. His role in the story is generally to brief Astro on the newest threat, send him on his way, then later retrieve him.

Personality-wise, he’s a kind, caring, hard-working person, but can occasionally be prone to bouts of stupidity and wishy-washyness, like when he doesn’t buy Astro’s claims that obviously evil person is evil and such. Generally pacifistic, you’ll often see him popping up at UN conferences and bemoaning scientists who create weapons far too powerful for anyone to use, which means he’s generally against Astro going out and destroying things unless necessary. Of course, due the target audience, it usually ends up happening anyway. Quite tolerant, and one of the few consistently pro-robot spokesmen in the story.

A typical conversation between O’shay and Astro in the 2003 version generally goes as follows:

– Dr, I want to do thing! Please let me do thing!
– No! I forbid it! It’s TOO DANGEROUS!
– But I WANT to do thing!
– Oh, alright, fine. But BE CAREFUL!

So he’s not always the most dependable. He’s really the only non-Tenma person capable of repairing Astro, though, so he’s still an important part of the cast. His position at the science ministry also helps quite a bit, allowing him to procure high-tech toys for Astro to use in his battles, to track Astro wherever he goes (using a “syncrometer” he planted in Astro’s chest), to arrange meetings with other influential people, and more.
He’s also got a decent amount of bravery on-hand, stating multiple times that he’s not afraid of dying and then doing foolhardy things. He’s not strong, but is persistent.

In non-Astro works, his personality tends to be a bit darker, but his strong convictions and morals are always present. As for “X point on the south pacific”, it sadly seems to be one of Tezuka’s works that have succumbed to the mists of time, and I couldn’t find hide nor hair of it, much less an actual translation. HERE’S a page giving an outline of its plot; if anyone has any experience with it, feel free to speak up.

All in all, O’shay’s a fun and likeable character. You’ll be hearing me say this a lot.

Other facts:

-Is lactose intolerant, and gets diarrhea if he drinks milk.
-Is married, though his wife never appears

I fucking love Astro Boy so this is gonna be fun to see. I also REALLY like this game, but damn if it doesn’t get…obnoxiously hard at times?

Also, controversial opinion time: The Imagi Animation Studios Astro Boy movie released in 2009 is actually totally okay. Yeah it’s not perfect, but it’s actually fairly accurate to Astro Boy’s feel while also doing something kinda new with it, while still also feeling familiar. If that makes sense.

Or maybe I’m just biased since the love interest is a me cameo. Point is, I’m such a dirty shill for adorable robot boys that I’ll like anything.

The game does totally get hard and weird, particularly when it throws some of the upscaled enemies later on in the game and the framerate tanks. Hard mode especially is filled to the brim with 1-hit KOs and some altered unfair level design later in the game, it’s definitely a workout.

Also you’re totally right about the movie and everyone I’ve talked to that’s seen the source material also agrees with that sentiment, it’s a pretty damn decent movie and the only thing I had an issue with was the whole “sky place is for cool people, the ground is a shitheap” divided classist society that’s been done a few too many times for my liking. Characterization was all top-notch, I loved HamEgg especially since you can totally tell what’s coming if you’ve seen the guy before.

Stage notes!

Metro City is a major Japanese settlement, a bustling center of commerce that enjoys all the benefits the technology of the future has to offer. Situated on Japan’s coastline, Metro City is filled with all sorts of wondrous attractions, ranging from a giant, state-of-the art sports center (where citizens can go watch a pulse-pounding game of rocketball) to a commercial spaceflight facility (where students can go on field trips to get a close-up view of celestial bodies), all of it connected by a cutting-edge series of subways and monorails. It’s also a success story as far as integration with robot life is concerned – the place is kept spic and span by its hard-working robot citizens, and seeing the latest in artificial life walking down the street or selling balloons to kiddies is a common occurrence.

Still, though, accidents are prone to occur, and robots such as the one seen above have been known to go haywire and become hostile towards passerby. It’s a rare happening, and usually attributable to the latest human scoundrel looking to seize power, but for cases where it’s necessary Metro City’s finest are quick on the scene with their electro-mag guns purring, their sirens blaring, and the noses of their dog-shaped cop cars blinking a furious red.

The city’s got something for everyone, with restaurants, schools and public parks to be found wherever you look, and everyone enjoys a high standard of living. And, most importantly, on any given day you might be able to glance up at the sky and see a bare-chested youth zipping by.

In terms of the stage itself, it’s instantaneously recognizable as a Treasure endeavor. Getting dropped in from on high (and getting a glorious view of the skyline and scale of the city), you’re then left to traverse the colorful area while some of the most up-beat intro stage music I’ve ever heard blasts from your crappy GBA speakers. The skyline’s dotted with SEGAs and GUNSTARs, evoking past memories of self-referential billboards (buy your Gunstar Gum today? Dynamite Headdy on sale now!), and everything just comes together to make a really fun experience.
Of note, however, is that stage design is really not this game’s forte – save for a few simplistic mazes, much of the stage traversal is just walking straight, with most of the game’s entertainment value coming from the cast of characters and the super-satisfying combat. The intro stage helps give a taste of that, with introductions to different enemy types (flying, mortars, rockets, stun-resistant), a stoplight enemy to practice dodging, and our first look at the upscaling trick they use to give the enemies some variety. The latter is especially noteworthy in its entertainment value; the devs pull off some really impressive sprites in the game, but they also do this thing where they literally just upscale enemy sprites so that


and it is amazing. This isn’t even close to being the limits of the up and downscaling done in the game, and some of the more outlandish examples are so over-the-top it becomes absolutely hilarious.

Incidentally, each “chapter” is divided up into sections (generally separated by a black-screen transition), and though we can’t see the names just yet I figure I’ll provide them here.

1 – 1: Metro City; 1 – 2: World Federal Building; 1 – 3: Warehouse Battle; 1 – 4: Spider Robot; 1 – 5: Magnamite.

Boss bios!

Another Treasure staple, the inclusion of a boatload of bosses in every stage, is also coming along for the ride, and though it’s not quite on the level of, say, Alien Soldier, you’re still going to find yourself treated to a new fight against some oversized robotic foe every couple of minutes. These bosses are also most often Astro Boy references themselves, with their own backstory and history, so I’ll be grabbing their sprites, outlining their movesets, and providing any extra info here as well.

Spider-bot 6000


  • Spinneret shot: tenses its abdomen, then shoots out four large circular bombs, which proceed to fall to the ground. Two fall to its left, the other two on its right; stand between the shots or directly below the spider-bot to avoid.
  • Silk spit: extends its mandibles, then shoots out five small silver balls in a fan pattern below itself. Move away or jet through the shots to avoid.

As if to directly spite my previous statement, the Spider-bot 6000 is just a generic spider robot, so much so that the game specifically refers to it AS the “spider robot”. While it’s true that Astro’s dealt with various insect-like ‘bots through the ages, this particular one has not been featured previously save for a 10-second appearance in the 2003 series where the smaller spider versions go in to conduct maintenance on a power plant. Not exactly a rich history there.
Still, it’s a good introductory boss, not really posing any kind of sizable threat to Astro while at the same time showing him how bosses work.

Fights against the big bads in Astro Boy don’t involve any sort of contact damage, meaning you can nuzzle up nice and close to them to lay the smackdown. You’re not able to overlap sprites, but using Astro’s jets DOES let you travel through (SOME OF) your opponents and come out the other side, allowing a very welcome freedom of movement as you cave in enemy skulls. The amount of health remaining in a boss enemy is also helpfully represented as a series of balls at the bottom of the screen, so you can tell at a glance when to finish them off with a quick arm cannon.



  • Overload laser: Used when Astro jumps in front of Magnamite’s face. Opens its “mouthparts”, charges briefly, then fires a laser of pure energy in front of itself. Fall below or ride on its back to avoid.
  • Leg swipe: Used when Astro is on top of Magnamite. Charges energy in its front leg, flexes it, then swipes in a circular direction above itself in an attempt to dislodge Astro. Direction of the swipe depends on the way the leg is flexed; jump off Magnamite or boost through the leg to avoid.
  • Enrage: Used each time ¼ of its health bar is depleted. Becomes temporarily invincible and crouches up and down rapidly whilst bellowing. Does no damage, but if Astro’s in the middle of an EX attack, the remainder of the damage will not go through.
  • Belly flop: Used when Magnamite’s health has been reduced to ¼. Performes enrage, slowly crouches down, then leaps clear off the top of the screen. After a few seconds, Magnamite falls down on Astro’s current location in an attempt to crush him, dealing massive damage (a one-hit KO at this point in the game on hard mode) if he connects. Will then quickly leap into the air again and perform the move ad infinitum until destroyed. The leaps/falls steadily increase in speed as Magnamite’s health decreases; carefully boost out of the way as it falls, then turn around and either Arm cannon or punch Magnamite to death.

2003 appearance picture! See it in action!
Magnamite was the monster of the day in Astro Boy episode 1, much as the rest of the enemies (save for the big-headed robot dudes) also appeared in episode 1. Don’t worry – Metro City’s the only section of the game taken wholesale from the Anime in that regard, with the rest of the game taking their influences from elsewhere.

Normally, Magnamite serves Metro City as the main component in the power plant that services the entirety of the populace, guiding and controlling current to private residences and major businesses alike. Unfortunately, due to a mysterious man’s sabotage, Magnamite is overloaded when all power is directed to the Ministry of Science in an attempt to awaken a comatose Astro, which ultimately results in it going haywire. It’s not evil, so to speak, and ultimately gets defeated when Astro lets it discharge its excess power into his own body, but it doesn’t go down without tearing up a good chunk of the city first.

As far as the fight against it goes, I’d normally describe this guy as a wake-up call boss…except for the fact that he appears in the first stage. Astro Boy: Omega factor doesn’t really pull its punches at any point, and Magnamite can and will wreck you thoroughly if you let it.
Bosses in this game often don’t really have that large a moveset, but their moves cover large swaths of area and do tons of damage when they DO connect, which means careful positioning is a must. Magnamite’s a good intro to that, as attempting to Arm Cannon it in the face will just cause it to respond with a blast of its own, and I can guarantee that you will end up on the losing side of that exchange. Moreover, his desperation attack is an absolute beast and basically necessitates rapid and skillful use of your boost in order to finally land the killing blow. Not a walk in the park by any means.

Still, Omega Factor’s fairly lenient in that death merely means your score gets reset before you get dropped right back into the fray, so with practice you’ll take this thing down without too much hassle.
Oh, and if you’re wondering – MagnEmite’s the Pokemon, MagnAmite’s this boss. No jokes allowed.


Another bunch of music here, this time with some real gems. The prechapter jingle’s got this weird distorted voice saying “ASTRO BOY” and it’s bizarre and I love it, Metro City’s oozing with personality, and the two boss themes are great. The midboss one, in particular, is notable for being partially reused in Treasure’s 2005 game “Gunstar Super Heroes”, in the intro of the “Smash” track. I’ll link to it below as well for comparison purposes.

#6: Prechapter jingle
#7: Metro city
#8: Conversation
#9: Boss theme 1 – Midboss/Comparison Smash
#10: Boss theme 2 – Magnamite
#11: Stage complete fanfare

Star #3: =Alejo=

Through the ages: Manga, 1963, 1980, 2003
See him in action: 1963 EPISODE 6, 1980 EPISODE 4, 2003 EPISODE 4

Tezuka character list bio: Number 26


  • He is a kid who is very knowledgeable about Metro City. He may hold a clue to solving the mysteries of this game. This character is thought to be a representation of Osamu Tezuka himself. In the manga, “Captain Atom,” Astro actually plays a side character, while Alejo plays one of the main characters. There is even a scene where a battle between Astro and Alejo takes place.[/b]

Alejo, along with a few other dudes, is a member of the “School life” grouping of characters. Astro’s always been subjected to the misery of public schooling in his life, both to learn more about the human world and to provide a point of relation for the Japanese elementary/middle schooler target audience - as such, he’s given a couple recurring friends for whenever a school-related story pops up.

Alejo’s original name is Tamao Oume, AKA Tamako, he’s the go-to nerd of the group, and his nickname’s presumably meant to be a play on “Tamago”, a Japanese omelet, in reference to his large egg-shaped glasses. He’s most often seen getting picked on and bullied by the school tough guy, but he and Astro immediately kick it off, which helps alleviate the heat on him a bit. Having a super-powered robot buddy tends to help when getting beaten up.

From what I hear, Osamu Tezuka had a bit of a rough school life, getting bullied for his shrimpy build and wavy hair, so I can buy the whole representation thing. As for Tamao’s appearance as Alejo here, however, he gets it significantly easier than he did in the past. He’s something of a gadget-maker in the 2003 show, with the anime link up there showing off a sick flying bike he made, and generally speaking his life is no longer abject misery. The fact that the bully gets made into a dumb member of the friend group and bastardized by the questionable dub helps a bit too.

Moving on, the bio’s assertion that he “holds a clue” is really really overblown and also not at all relevant at the current time, so just ignore it.
The reference to “Captain Atom”, however, is quite interesting. Captain Atom (originally known as “Ambassador Atom”) was basically prototype Astro Boy before he kicked off his own series.

It had a bit of a weird plot, involving a bunch of denizens of an alternative Earth escaping on a bunch of country-specific spaceships before their planet exploded, wandering space for a bit, and then ending up near our Earth after a while. The only difference between anti-earth people and regular-earth people was their overly large ears; otherwise, each and every person had an exact double from the other earth. Tamao was a dude on the Japan ship who ended up going off on his own and crash-landing on earth, before getting captured by an unscrupulous buisnessman and made to entertain a large audience by fighting a freshly-made Atom in a series of contests. It’s this fight the bio refers to, but it’s probably a good thing they didn’t include the pages themselves, because to make him look stupid, Tamao gets dressed up in a dumb hat…and blackface. Here’s links to two pages depicting the battle if you really want to see it, obviously :tw: if you didn’t catch that.


The story ultimately ends with the space people coming to live on our Earth, overpopulating the place, starting a war for resources, and then finally having half the old Earth and half the new Earth people move to Mars. It’s a little rough around the edges, but still, if you want to read it you can do so HERE.

Alejo’s always more of a supporting character, and as such doesn’t appear or do all that much, but it’s cool that the game hides smaller and one-off characters like Alejo around the environment for you to find.

The one issue with Tezuka’s work I’ll always have is…it just was made in a time where crappy stuff like black face, and just the “large pale lips black skin” representation of black people anime tended to have was just the norm. Partially because he kind of created the norm but…yeah.

Also man I just realized that Magnamite is…a dust mite lookin’ thing. Manga-Mite. Nice.

Star #4: =Wato Chiyoko=

Through the ages: Three-eyed one manga, Three-eyed one 1990 anime, Black Jack guest star, “Yuko” 2003
See her in action: THREE-EYED ONE 1990 EPISODE 1, 2003 EPISODE 1, BLACK JACK 2004 EPISODE 2

(All credit for scanlated Three-eyed one manga pages go to The Little Corner Scanlation, read the two translated chapters HERE.)

Tezuka character list bio: Number 02


  • She is a very cheerful girl who is full of energy. Dr. O’Shay put her in charge of educating Astro, but she was kidnapped by robots. She always carries bandages with her, just in case someone gets hurt. She plays the female lead character in the anime, “The Three-Eyed One.” Her unusual name is derived from “Dr. Watson” of “Sherlock Holmes”.[/b]

Wato’s our first foray into characters that really have no right being here but ARE ANYWAY. She’s from a series known as “The Three-Eyed One”, and whenever something like this pops up, I’ll be specifying the series from which they come in the reference pics. If it’s just an unlabeled date (1963, 1980, 2003), it’s Astro Boy.

As far as her role in the game goes, she’s a generic princess to rescue to get the plot movin’. While it’s kind of eyerolly in how she’s presented as someone who’s gonna further educate Astro only to IMMIDIATELY get kidnapped and not actually teach him anything, I can let it slide just because it would not exactly be fun to have to sit through some math classes just to further her characterization. What I CANNOT let slide is the fact that they chose this particular character for the role. See, Wato should have been less

and more

because she is not a girl you normally mess with.

In her story of origin, she plays a supporting role to the protagonist, one Sharaku Hosuke, a wimpy little second-year middle school student. He’s a dude that’s constantly getting bullied and beaten up, and she’s a girl that’s constantly kicking the ass of whoever is bullying Sharaku at the current moment. She always chews the guy out about his weakness, but sticks around anyway, because the whole gimmick of the story is that Sharaku becomes a superpowered evil psychic when the large X-shaped bandage on his head is removed, and she finds that side of him interesting for some reason.

Pictured: Wato planning the next bandage-removing instance after Sharaku straight-up murdered a couple of people. Again, she is not someone you would normally just lug off, possessing some very respectable combat skills and a whole lotta spunk, with maybe a dash of insanity. She’s also fairly intelligent, not to mention beautiful enough to grab the attention of many of the boys at school.

In terms of the bio’s bandage line, it’s a subtle reference – she’s not really carrying the bandages in case someone gets hurt, she’s carrying them so she can seal Sharaku’s evil side again. And incidentally, Sharaku Hosuke is an allusion to “Sherlock Holmes”, much as Wato’s name is to Watson. I personally wasn’t able to read past the second chapter due to a lack of scans, but apparently this is because the characters spend much of their time traveling the world and solving the mysteries of ancient ruins to try to uncover the secrets of Sharaku’s ancestry.

That’s not ~quite~ all there is to her, though. She’s had cameo appearances in a variety of works (like the Black Jack episode up there), and there’s also a character in the 2003 Astro Boy series named “Yuko” who may or may not be based on Wato. While she’s significantly older than the 12-14 year old Wato of old, she strongly resembles the girl and acts as O’shay’s right-hand woman, much as Wato appears as O’shay’s assistant in-game - I won’t say she’s definitively supposed to be the same character, but the resemblance is certainly there and it would better justify her presence at the beginning of the game. In the show, Yuko’s very organized and forceful, is constantly followed by a flamingo robot named Momo, and spends most of her time forcefully telling off the Professor for not getting to his meetings on time. Again, she’d be more likely to be beating those robots over the head than she would be getting hauled away like a sack of potatoes.

Other facts:

-Is often described as a Tomboy, and has been known to crossdress on occasion.

Yikes, I…didn’t realize Wato literally was like “Hmm this small child becomes a horrifying psionic murderer when his bandage is removed. I want to do this again”.

Tezuka’s works are kinda…messed up at times, aren’t they?

Hell yeah! I remember following the SA tread of this, and it seemed to just disappear off my radar, so I’m looking forward to catching up and seeing this game through to the end!

It’s entirely possible it disappeared off the radar of the creator as well, but yeah goal’s def to knock this one out, glad to know you enjoyed it - hopefully a bit moreso now, I’ve tried to upgrade the whole thing as justification for relaunching it.

I like all the background info here! I’ve always wanted to get into Tezuka’s work, but his stuff seems to be either super long or unfinished. It’s nice to get a crash course on all this.

Every time I work on my own writing I remember the Phoenix saga and think “This is not going to be me”. So god damn tragic.

Stage notes!

(quick :tw: for old-timey depiction of natives included in the post)

The Pacific Ocean acts as the setting in a variety of different Astro boy stories, most often separating a strange, mysterious area or civilization from the Japanese mainland. From undersea cities built by self-replicating robot bombs, to strange messages in bottles leading to a moving sea serpent island, to radioactive ghost ships, the Pacific is chock full of mysteries aplenty for anyone daring enough to explore it.
In the context of this game, Astro’s sent to investigate a strange phenomenon that’s been melting airplanes mid-flight, one which has stymied law enforcement due to the lethally high temperatures surrounding the site. This particular chapter is interesting in that it’s actually a combination of two different iconic Astro boy stories – as such, I’m dividing it into two parts, and going into one of the stories in each.

The first of these two, “The Artificial Sun”, starts off much the same as in-game. A certain area in the North Pacific has suddenly begun experiencing accidents, with passing ships and planes sending out SOS signals, speaking of giant fireballs, and then ceasing transmission. In light of these events, the ICPO sends a bionic detective to investigate the incident, locate the source, and neutralize it if at all possible.
His investigation leads him to two scientists – its creators, Professors Hirata and O’shay. Given that the former has been dead for some time, O’shay becomes the subject of his investigation, and ends up divulging what he knows about the fireball. An artificial sun originally meant to be used as an energy source for the development of far-off planets like Pluto, the thing didn’t work as planned and ended up being stored and forgotten about until it recently disappeared.
Shortly thereafter, a group of thugs come looking to kidnap the doctor, which the detective exploits by disguising himself as O’shay and getting brought to their Island fortress. Astro himself follows them, with the intent of destroying the sun and reclaiming the detective.

The island itself is usually known as “Fire Vase Island” within the works, and while this particular mashup gives naming priority to the other story involved in this chapter, Fire Vase does make a cameo later in the game. There’s more to the story, including a link connecting the two separate locations, but I’ll get more into those in the upcoming boss and character bios. Still, if you want, you can read it HERE, starting on page 152.

In terms of the stage itself, this is the first of the genre-switches within the game. Astro’s flight capabilities make him a prime subject for some sidescrolling shooter action, and while Ikaruga this ain’t, it’s still a fairly fun switch-up. Gameplay depth is achieved through continuous waves of enemies and bullets (which will later require clever and rapid use of dashes to survive), new types of foes and attack patterns (like ones that explode into bullets upon being destroyed), and occasional midbosses, and overall it feels like a different game altogether. If it happens to be your thing, there’s even a multiplier mechanic in place so that you can score attack! Again, it’s not super-complex, especially by Treasure standards, but it’s still entertaining, and the multiple layers of Parallax scrolling coupled with the upbeat music make it a treat for the senses.
Still, Astro controls much the same as he does in grounded stages, able to boost in 8 directions and use most of his weaponry; notably, however, his primary attack is changed from punching to a continuous finger laser. It’s for this reason that I personally recommend focusing on the laser upgrades when powering up, as they’re the most universally useful.

As for the beginning part of Cruciform Island, BOY HOWDY IS THAT A LOT OF RANDOM CHARACTERS AND CAMEOS, POWERUPS FOR EVERYONE. This thing was a pain in the tuchas to prepare for, but at least it gave me something to talk about because lol at that stage design. That is not a maze by any standards, bad Treasure. It’s boring, it has random water pits that I’m pretty sure appear nowhere else, it has REALLY ANNOYING BAT ENEMIES THAT JUST WON’T DIE, and it has a random statue you have to destroy that had me searching all over to see if it had any relevance to the Artificial Sun or Cruciform Island or any other story but nope, looks like it’s just there ~BECAUSE~.

Oh, and if you were wondering, both Sapphire (no, you can’t enter that weird doorway-looking thing on her statue, I’ve tried) and Kimba will get things pertainin’ to them, just not right yet. Random lion kid too, he has no relation to Kimba normally but it works because he’s a bizarre hodgepodge of like 4 different references, it’s great. I won’t get into his dialogue, but do pay attention to the plot, it’s not all just circlejerking for comic nerds I swear. And finally, I just want to note that I’m pretty sure none of the statues or figures dotted around in the background and floor are references, but I could be wrong! This Kappa-looking thing strikes me as especially weird.

Chapter names:

2 – 1: X Point, Pacific Ocean; 2 – 2: Artificial Sun; 2 – 3: Cruciform Island

Boss bios!

Hornet 63-E


  • Wasp wave: Continually releases pink energy balls from its back, which then fly forwards. Each ball will come in slightly higher or lower than the last one, giving the attack the appearance of a long, segmented chain slowly waving up and down. Thread between the shots, or else just boost up/down.

  • Focused shot: Fires red energy balls directly at Astro’s current location. Always used simultaneously with Wasp wave, this attack fires at about ½ the rate of the previous one. Carefully move up and down while paying attention to where the pink balls are to avoid both.

  • Stinger shot: Used when heath is reduced to half. Flies to the top of the screen, firing a thin yellow laser forwards at set intervals until it reaches the top and stops. Fly in-between or below to avoid, and prepare for its follow-up…

  • Anthophila attack: Pauses briefly after reaching the top of the screen, then charges at Astro’s current location while firing out a spray of red bullets. Will exit off the side of the stage, then reenter for another charge, coming from the left side of the screen at whatever altitude Astro’s currently at. Drop below the initial charge, boost backwards through the return to avoid. Will repeat the Stinger shot – Anthophilia attack pattern continuously until defeated.

The Hornet 63-E is just another giant version of a normal enemy, undeserving of anything more than a name I pulled out of my ass. Astro’s faced off against a hive of robotic hornets before (who had actually enslaved a decent number of humans to do their dirty work), but this one really has no relation to that particular story.
It’s a fairly standard shooter boss, with some mildly difficult-to-dodge patterns but no real long-term danger. Kinda boring overall.

Artificial Sun


  • Ceaseless pursuit: Immediately upon engaging Astro, the Artificial Sun will begin to home in on his position in an effort to make contact. It’s incapable of making tight turns, and will thus overshoot you a bit if you move out of the way, but its sheer size make it quite dangerous in spite of this. Carefully either circle around the screen or dash back and forth through it while continuously attacking.

  • Supernova: Upon being brought down to 66% health, the sun will reduce in size, move to the center of the screen, and sprout 8 tentacles from the holes in its body. At this point, it will continuously rotate whilst bouncing off the four sides of the screen in a counter-clockwise, vaguely diamond-esque pattern. While the movement never changes, its SIZE does; as more damage is dealt to the sun, it will steadily expand more and more until it reaches its upper limit. Said limit is ridiculously huge and results in maybe 10% of the screen being safe, and using an arm cannon will make it grow at an extremely rapid rate, so the utmost caution is necessary to avoid being melted to sludge. Carefully thread the needle between the tentacles, and finish it off with an EX attack before you get overwhelmed.

Manga, 1960, 1980 appearances!
See it in action!
The Artificial Sun, on the other end of the spectrum, is super unique and interesting and kinda sorta terrifying. It’s big, it’s bad, it will utterly destroy you if you are not prepared.

Developed to serve as a power source for the colonization of Pluto, and created in part by Dr. O’shay, it’s a powerful piece of technology capable of creating immense heat, and is equipped with dexterous tentacles because…um…well.
In any event, it’s stolen by a man going by the name of Kim Sankaku, leader of a gang of the same name and all-around bad guy. Using it to threaten and extort the countries of the world for money, he controls the thing from a remote island base via a large, organ-like control center; from there, he’s able to send it to any point he wishes, safe under the knowledge that no living thing can approach it.

For that matter, few non-living things are capable of approaching it, and Astro really isn’t an exception. When he tries to fight it head-on, he gets a thorough sunburn for his troubles, ultimately ending up in a rather sorry state with every part of his body having fused into an unrecognizable metallic lump. Though he does eventually get better (thanks in part to absconding with another robot’s limbs), it’s one of his most dire defeats, and he ultimately has to fling the Artificial Sun into the real one via the organ in order to destroy it.
As such, it makes sense that this particular boss fight is one tough cookie. What it lacks in attacks, it makes up for in sheer screen presence, pushing you to the limit as you try to weave in between its continuously expanding appendages. It might not at first seem that dangerous, but as time goes on, well…

Let’s just say you’re unlikely to ever encounter another boss with this much sheer screen presence.
It’s an interesting style of fight, and while it starts to feel a tad bit unfair towards the end there, you’ll always be capable of getting to a safe spot to finish it off, provided you have the necessary skill and reaction time. My only real gripe is that, on higher difficulties, the thing’s huge health (coupled with the lag its growth causes) can make it drag on for a bit longer than it should. The lag also kinda gives it a cinematic feel though, so it’s at least somewhat tolerable.

Overall it’s a super slick encounter, made all the more cool by its entrance from the background, its highly intense boss music, and the giant unblinking eye Treasure apparently felt the need to slap onto its front. That last one is…a little unnerving.
Oh, also, for the sake of thoroughness, HERE’S that picture Inspector Tawashi shows you at the beginning of the stage, HERE’S one of the pages it’s based off of.

Big Rollie


  • Big bouncy: The trio bounce around the screen at 45 degree angles, dealing contact damage to Astro if they hit. It’s not aimed in any way, nor does the Big Rollie have any other attacks at its disposal, but it will steadily speed up as it accumulates more and more damage, thus making it harder and harder to dodge while continuing to attack.

Amazing three manga, anime appearance!
See it in action!
The Amazing Three will be getting their own bio, so I’m not gonna get into them here, but rest assured this bizarre contraption makes at least a ~little~ sense in-context.
The Big Rollie is the three’s primary means of transportation within their original work, having been created by that horse in there and modeled after vehicles from their home planet. It’s capable of moving at 5000 km/h, can travel underwater, and with some modifications, is even capable of traveling through the air – notably, however, it doesn’t have much in the way of offensive capability.

As such, this “boss” fight consists entirely of them bouncing around at steadily greater speeds, capable of doing no more than contact damage. While said contact damage is admittedly fairly high, they’re incapable of deviating from their standard path, and their health is utter rubbish, so if you just hang to one side and laser them continuously, you can finish off the last 33% or so with a well-placed arm cannon. It’s charming, but not particularly dangerous – notably, however, its boss theme is unique to this fight, and is in fact a simplified version of the Amazing Three’s opening song.

Big X


  • Boost #3: Utilizes the power of “Big X” to increase in size significantly, becoming more powerful in the process. Used immediately at the start of the fight.

  • Telepunch: Disappears, then reappears in a location near Astro. Unleashes a devastating punch in front of him, then either performs another (if Astro is in front of him) or teleports away again to repeat the attack. If attacked during this, he will be stunned for the duration of the attack, then teleport away upon its conclusion.

  • Boost #5: Utilizes the power of “Big X” again to increase in size exponentially, becoming explosively powerful and greatly extending his hitbox. Used immediately upon reaching 60% health.

Manga appearance!
See him in action!
Like the Amazing Three, Big X here’s getting a bio all for himself, so hold your horses. All you need to know is that Big X is both his superhero name AND the name of his power source.
Also like the Amazing Three, the boss fight against Big X is a bit simplistic; he’ll teleport around, but he always gives ample reaction time before punching, allowing you to boost towards him and lay a punch combo down before he teleports away. He does have a bit more health than they do, and his “Boost #5” increases his strength exponentially (in hard mode, getting hit by it spells instant death) which makes him ever so slightly more difficult, but that’s about it.

As seen in the manga page up there, though, Big X has actually fought Astro once previously, in much the same manner as we’re seeing here. This particular stage is filled to the gills with characters from other works, so it’s nice to have a fight against someone with precedent. And, once again like the Amazing Three, he gets a simplified version of his anime theme for music. Check the video embedded HERE and skip to 2:30 to hear it - or go here for however long this upload lasts!


Another batch of great music, with the Pacific Ocean and Artificial Sun ones being personal favorites. The former is just incredibly happy and upbeat, and then suddenly the Sun’s theme kicks in with these super dark and ominous low tones. It’s pretty damn good. And, of course, there’s the cool homages to the W3 and Big X animes – Big X’s even gets an odd little tone in it corresponding to where some kids yell “Yeah!” in his opening.
One other notable thing – the conversation with Rainbow Parakeet has a unique, mysterious musical theme that isn’t otherwise used ‘til later. Keep it in mind~.

#12: Briefing
#13: Strange happenings
#14: Pacific Ocean
#15: Boss theme 3 – Artificial Sun
#16: Cruciform Island
#17: Amazing Three/Comparison anime opening
#18: Cruciform ruins
#19: Big X/Comparison anime opening
#20: Mystery

Star #5: =Amazing Three=

Through the ages: Amazing three manga, Amazing three anime, Pre-transformation, Pukko 1980 cameo
See them in action: 1965 W3 ANIME EPISODE 1, 1980 EPISODE 27 PUKKO CAMEO.

(All credit for scanlated Wonder Three manga pages goes to Two Pioneers, check their stuff out HERE and read the chapters without having to download HERE.)

Tezuka character list bio: Number 05


  • Team made of Bokko, Pukko, and Nokko. They are a part of the Galactic Patrol. Their orders are to research Earth, and destroy it with a proton bomb if necessary. They appeared in “Weekly Shonen Sunday” from May 1965 to May 1966. The human who befriends the Amazing Three, Shinichi Hoshi, is named after a sci-fiction writer. And Shinichi’s Teacher, Mr. Baba, is named after the comic artist Noboru Baba. During its run, this comic changed magazines as well as its contents. Yasuo Ohtsuka, of “Lupin the 3rd” fame, helped create the anime’s opening. The Amazing Three is known in the East as “W3(Wonder Three)”. “Lupin the 3rd” is a registered trademark of “TMS Entertainment.”[/b]

“The Amazing Three”, known in the east as Wonder Three and often abbreviated as W3, has an interesting history behind it. The bio alludes to this a bit, what with the different names and the line about changing magazines, but it’s a fairly cool story involving industrial espionage, reboots, Kodansha bans, and reconciliations. I’m not going to get super into it here in favor of focusing on the characters, but THIS PAGE has a good synopsis of the whole shebang, would recommend. It’s a pretty decent read!

Also pretty decent: the work itself. I’m not gonna lie, this one’s one of my personal favorites among the many works represented in this game. W3 is cool in that the namesake group isn’t the only trio involved – there’s actually two other main protagonists, a pair of brothers named Shinichi and Kouichi Hoshi, one of which is a hot-blooded, misguided but justice-seeking youth, and the other of which is a secret agent codenamed “F7”, who foils dastardly plots while living under the guise of a humble manga artist. The focus of the plot tends to switch between them, with the W3 watching from afar and assisting when need be, and it makes the story as a whole kind of feel like a bunch of separate-but-related arcs. Sometimes, it’s about Shinichi’s struggles in life as he gets into brawls with corrupt students and adults, while other times it’s about the exploits of his literally James Bond older brother, who’s working to destroy diabolical facilities alongside his fellow Phoenix agents. It’s an interesting story, and it’s all taking place while the W3 themselves look on…and decide whether or not humanity’s so disgusting they have to nuke the entire planet.

The W3 is composed of three members: Bokko, the captain of the crew who takes the form of a rabbit, Pukko, the Lieutenant who takes the form of a Duck, and Nokko, the Engineer of the crew who takes the form of a horse. The lot of them make up unit three of the galactic patrol, a veteran unit well-known for their previous successes, who get sent to Earth after a summit of planets tie a vote pertaining to whether or not the savages on Earth should be destroyed – their role is to observe the Earthlings for a year, determine their worth as a species, and, if they should be found wanting, to blow the entire place up with an anti-proton bomb.

From left to right, that’s Bokko, Pukko, and Nokko; thing is, in order to blend in with the inhabitants of earth, they need to disguise themselves as earth creatures. As such, they employ a device known as a trans-disguiser, sucking up various fauna from their surroundings after landing in rural Japan, splitting up their genes, and combining them with their own to achieve their current forms…which, incidentally, VAPORIZES the initial subjects, at least in the original manga. Yikes.

It’s here that we see them for the majority of the work. They’re supacute, but they’re also more than a little dangerous, packing alien weaponry and tech in their pursuit of justice, as well as their own human sidekick. They end up hooking up with Shinichi after he saves them from a fire, and as such he often tags along with them and gets exposed to various extraterrestrial toys himself.

As far as the individual members go, each of them has their own personality, powers, and role in the story, which I figure I’ll cover here even though they’re more of a single unit as far as the game goes.

Bokko, the rabbit leader, is the most compassionate and human-siding of the three, taking an instant liking to Shinichi upon landing and generally putting the nix on any premature Earth-destroying. Being a rabbit, most of her powers employ her large ears, ranging from the sensible (good hearing) to the less sensible (shooting laser beams with varying effects from them, speaking telepathicaly), but being a CAPTAIN she’s also usually the order-giver, and as such has the powers of the other two at her disposal as well.

Pukko, the duck lieutenant, is the most cynical, hot-headed and human-hating of the three, constantly complaining about their assignment and trying to prematurely detonate the Earth. He’s really stubborn, trying to avoid getting transformed into a duck and hiding things from his captain on multiple occasions, but he’ll grudgingly admit his wrongness when faced with the facts. His appearance is rather funny in that his hairstyle and penchant to show up with guitars is a pretty obvious homage to the Beatles (who were a pretty big thing in the 60s), though said hair is actually a wig that pops off whenever he’s surprised. For whatever reason, this guy’s the one you’ll usually see popping up as cameos in other works, like the linked 1980 Astro episode or this random appearance in the opening of 2004 black jack.
Power-wise, he’s usually packing heat, but being a duck he’s also capable of flight and can create powerful shockwaves by flapping his wings. He can play the guitar a bit too, though whether or not he’s good at it is up for debate. He’s probably my personal favorite, just because of how much of a jerkass he is.

Nokko, the horse engineer, is the most laid-back of the three, following orders but generally just keeping to the sidelines. He can be a bit goofy and comes off as thick at times, but that’s just the way he is. He often acts as the straight man to Pukko’s antics, keeping him in line despite his technically being a lower rank, and is usually the guy who steers the group back on-track and gets things done.
Despite the obvious setback of being hooved, his power is the ability to create basically anything extremely quickly from whatever’s lying around, ranging from an alien surgery table capable of completely reforming someone’s body to the Big Rollie, their iconic mode of transport.

I went a bit into this in the boss bio for the three, but it’s basically an advanced alien all-terrain vehicle capable of going at superfast speeds, all while looking like a grungy old tire. Glorious.

The three are super endearing, it’s a fun story with interesting plots involving poverty, ecology and other social justice topics, and it even has a definitive ending. The anime’s had some trouble over the years, with floods damaging the Japanese negatives and much of the original English dub having been lost to the MISTS OF TIME, but there’s still enough floating around youtube to get a good taste of it. The theme song of the show is especially catchy, I’ve been having trouble getting the voice actors belting out WANNNNNDAAAAA SURRIIIIII out of my head for the last few months, and it’s made even worse given that the battle theme for these guys is based off of it. It’s a fun show and I’d recommend.

And, for the sake of completion, here’s the dudes they reference in the bio: Shinichi Hoshi the sci-fi dude, Noboru Baba the comic artist, and Yasuo Ohtsuka, whose name only googleresults in a Toei/Gibli animator by the name of “Otsuka”. The pages reference his works on Lupin too, though, so I figure the game just misspells it.

Star #6: =Big X=

Through the ages: Manga, Big X manga, Big X anime, 1980 cameo
See him in action: 1980 EPISODE 28, BIG X ANIME SAMPLE, BIG X EPISODE 1 (will probably die soon)

Tezuka character list bio: Number 05


  • Real name: Akira Asagumo. Uses the “Big X” to transform into a giant. Appeared in “Shonen Book” from 1963 to 1966, as one of the first giant heroes. “Big X” is actually the name of a chemical that gives him super powers. He yells “Boost 3” when he injects himself with Big X using a pencil-shaped needle. Boost 1, he uses the needle; 2, he turns to steel; boosts 3, 4, and 5 make him grow. In the anime, his source of power was changed to be a shortwave magnetic pencil. The enemy robot “V-3” that appears in the manga is named after V2 rockets. In the comic, he is called a “cyborg,” though his powers are not cybernetic. This was probably due to Tezuka’s background as a professor of medicine.[/b]

To be honest, Big X has given me a lot of trouble. I’ve found no translation of his namesake manga, very little uploaded footage, and limited resources pertaining to it; that said, he’s shown up in a couple Astro Boy works, and I’ll be using THIS PAGE’S series preview and episode descriptions to get as much into him as I can, so it’s not all doom and gloom. Any anime pictures I use are from either this tiny clip or said series preview, scroll down a bit and you’ll see it, I recommend watching just because it’s fairly short and you get to hear the original opening, complete with spirited yelling and “BIGU ECKSUUUUU”. Skip to 2:30 to avoid the Japanese exposition banter.

Unlike many of Tezuka’s other heroes and stories, Big X conforms more to conventional superhero tales, being a good, strong, cleft-chinned male hero. His stories are more black-and-white, good-vs-evil then some of Tezuka’s other works, with his nickname literally being “BIG X, THE MESSENGER OF JUSTICE.” He’s big, he’s strong, he’s infallible, and he punches Nazis, so he basically has everything a hero in the 60’s needed.

Within his story, Big X normally takes the form of mild-mannered Akira Asagumo, a young boy with great potential. 20 years ago, his grandfather, Dr. Asagumo, was a Japanese scientist hired by Hitler himself to assist Germany’s own Dr. Engel in the creation of a new superweapon, codenamed “Big X”. The two conspire together to delay the production of the weapon, and upon Germany’s defeat, Dr. Asagumo entrusts the weapon’s blueprint to his son, Sigeru.
Unfortunately for him, in the current age a group of Nazi sympathizers come to lay claim to the blueprints, absconding with the secret and planning to revitalize the Nazi party with its completion. Sigeru’s own son, Akira, pursues them and manages to reclaim the final product, a drug capable of expanding the human body without limit – thus does he claim the name of the drug as his own, becoming the super hero Big X and fighting the Nazis (and Dr. Engel’s own grandson, Hans) in an effort to prevent whatever diabolical scheme they come up with next.

As the bio states, the initial form the Big X chemical took was that of an injectable drug, but for rather obvious reasons this got changed when it took to the airwaves. Instead, it appears as a sort of ovoid amulet Akira touches to his body when he wishes to transform, allowing him to expand exponentially in size and also apparently materializing his superhero costume out of thin air.

Given that the source of his power is external, and not actually inherent to the boy himself, a lot of the conflict within his work comes from the misplacing/stealing of the drug – once he’s transformed, though, he’s a real force to be reckoned with, possessing punches capable of leveling buildings and strength capable of dealing with whatever form the Nazi monster of the day happens to take, like the V3 robots he mentions.

From what I hear, Tezuka didn’t recycle the character all that much due to the fact that he “came to represent an overly righteous hero trumpeting justice”; still, though, the series gained a decent amount of popularity (due in large part to the fairly violent depictions of war, concentration camps and other atrocities) which meant Big X would pop up on occasion for cameo appearances. In Astro Boy’s case, he appears in the background of a few episodes, and takes a leading role alongside some other cameos in the bonus short chapter “Slippery Catfish in Imminent Danger,” an odd piece that serves more as a means to combine various characters from the series Tezuka had running at the time. You can read it HERE starting on page 93; it even features a short fight scene between Astro and Big X wherein the latter throws out some massive punches, much like in the game. Quite cool.

Star #7: =Rainbow Parakeet=

Through the ages: Manga, 1963, 1980, 2003, Rainbow Parakeet manga
See him in action: 1963 EPISODE 12, 1980 EPISODE 39, 2003 EPISODE 8

Tezuka character list bio: Number 06


  • Real name: Sherlock Homespun. He is a detective from England. Everything but his head was replaced by robotic parts, causing him to hate robots. He originally appeared as a theif, a unique kind of character for the time, in “Weekly Shonen Champion” from March 1981 to May 1983. His role in this game is based on his role in the anime, “The Stolen Sun”. He also appears as “Kato the Explosive Devil” in the 2003 anime version of Astro Boy. Tezuka thought of having different characters play different roles, like movie stars. He called this idea the “Star System”. Even Astro once appeared as a human character in “Black Jack.”[/b]

Rainbow Parakeet is an interesting one in that his character has kind of melded with and absorbed another in order to become part of Astro Boy history. In the original “The Artificial Sun” story, a detective named Sherlock Homespun/Holmspun is tasked by the ICPO to investigate the case of the strange fireball terrorizing the world’s oceans. The dude had no resemblance to rainbow parakeet as we see him here, instead looking like his detective namesake with his British attire and pipe smoking, and indeed, as the story goes on, he ends up begrudgingly teaming up with Astro as they do some detective work to track down where the Sun came from and who is controlling it. He’s a master of disguise, which allows him to infiltrate the bad guy’s lair and ends up being a crucial part of the final showdown; still, though, he never shows up beyond this particular story.

Fast-forward to 1980. Osamu Tezuka’s series “Rainbow Parakeet” is starting serialization, and the 1980 Astro Boy series is going strong. In his own series, RP is a master thief, traveling around and filling in for actors in reimaginings of famous real-world plays, stealing both the hearts and the wallets of his audience and evading capture by the officers hounding him. He’s a talented thespian, but he’s also capable of disguising himself as anyone and mimicking their every mannerism, hence his name – he can become any color of the rainbow, and he’s a master of mimicry. I haven’t been able to read it myself due to a lack of translations, there’s a decent bio here (apparently he’s up there with Lupin the 3rd as the original “Dashing Thief” archetype in manga), but the gist is his powers make him quite similar to classic Holmspun. As such, someone had the bright idea to use RP to fill the role in 1980’s take on the Artificial Sun, and thus, the two individuals combined into one.

He didn’t survive unchanged, though. See, while both characters are masters of disguise, Sherlock Holmspun’s take on it is decidedly…unique. At some point during his work, a colleague of his was captured by EVIL MEN, and though he managed to save said colleague, a dynamite trap ended up severely wounding Mr. Holmspun. Unfortunately for him, his personal doctor was out of town, and the robot surgeons they got to operate on him just cut their losses and replaced HIS ENTIRE BODY WITH ROBOTICS…save for his head.

While some would be more than okay with this outcome, others would be less than thrilled, especially if they’re robot racists. And, as it just so happens, Mr. Holmspun falls into that very category!
An ardent hater of robots, this guy staunchly refuses to work with or interact on any level with an artificial being, and his sudden transformation both exasperates his hatred and puts him into a staunch state of denial, insisting that he remains 100% human despite his physical setbacks. It’s kind of funny to see, even if his pigheadedness puts him at odds with Astro within his story.

Still, though, he’s more than willing to put his new augmentations to use in his line of work, as the cybernetics allow him to alter his height and build to whatever he happens to desire. He uses it to mimic O’shay, the creator of the Sun, and get kidnapped in the doctor’s stead, so at the very least it’s not a complete downer. CHECK THIS OUT, it’s a pretty hilarious demo of his powers complete with DUN DUN DUN DUUUUUUN reveal.

Unfortunately for the Sherlock, the way the story ends up playing out involves him getting a bullet between the eyes and his head replaced with a robotic one as well, creating something of a humanoid Ship of Theseus, but for the purposes of this game that never happens. And it’s just as well, Robo-Parakeet looks kinda creepy.

Oh, and as for that line about Kato the Explosive Devil in the Bio – he shows up a couple times in the 2003 anime, but he’s entirely out of his usual character, instead becoming a mad bomber who insists on communicating with creepy clown versions of himself. It’s more than a little weird, but as it says, the Star System basically lets anyone become anything, so whatever. Alternatively, it could be an entire extra layer of reference, as the official Rainbow Parakeet page shows a character named “Clown Tommy” who greatly resembles the thing, but having been unable to read the series directly I couldn’t say.

Other facts:

-Sherlock Homespun’s body requires frequent oiling, lest he rust up and become incapable of movement.