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

Star #8: =Wally Kisagari=

Through the ages: Manga, 1963, 1980, 2003
See him in action: 1963 EPISODE 7, 1980 EPISODE 4, 2003 EPISODE 27, JUNGLE EMPEROR LEO APPEARANCE


Watch a minute of the 1980 one, it’s probably the best intro to this guy you can get.

Tezuka character list bio: Number 07

[b]

  • Real name: Shunsaku Ban. This detective appears in many of Osamu Tezuka’s works. In the original Astro Boy, he appears as Astro’s school teacher. Stage
    2 – 1 is named after his manga “X Point on the South Pacific.” The whites of his eyes became wrinkles and his pupils became the eye. Similar changes are seen in other characters, such as Disney’s Mickey Mouse. An interesting detail, given Osamu Tezuka’s great respect for Disney. “Mickey Mouse" is a registered trademark of “Walt Disney Productions.” [/b]

Wally, Mr. Mustacio, Shunsaku Ban, Edgar Pompous, Daddy Walrus, Higeoyaji – this particular character has gone by many names, in many works. His list of appearances extends so far that it’s over a page long even when zoomed as far out as possible, and rather than say what he IS in it’d be easier to chronicle those works he’s NOT present in.

Suffice it to say, Wally is about as iconically Tezuka as you can get. Based off a middle school friend’s doodle of his father, Wally’s character is as crude as his origins; a rough-around-the-edges, prematurely bald, short-tempered older man, he’s not exactly what you’d expect out of a hero, but damn if he’s not one of the most enjoyable personalities in the Tezukaverse.
What he lacks in refinement, he makes up for in sheer charm: An old-fashioned country style, a boundless font of energy, and a heart of gold all serve to endear this guy to readers and make every appearance a treat. He’s goofy and weird, but also single-minded and diligent; he’s excitable and violent, but also just and morally grounded; he’s old-fashioned and strict, but also accepting and forgiving. He covers tons of bases and comes out all the better for it.

He’s Japanese through-and-through (in his own words, a “true-blue third generation Tokyoite”), living in an old-fashioned Japanese-style house, drinking sake and eating sushi, but while he’s set in his old-fashioned ways he’s far from a crotchety inflexible old guy. Wally’s always up for adventure and open to new ideas, and while his role in the Astro Boy series is primarily that of a schoolteacher he’s often seen tagging along with Astro on his world-spanning adventures, providing his own brand of humor and assistance along the way.

And don’t go thinking said assistance is minor or everything; Wally’s a man of many, many talents, and is quite a capable dude when he needs to be. For starters, he and O’shay are long-time friends (Wally’s father owned the place where a young O’shay lived and practiced inventing crude robotics) which means he has a direct link to the Ministry and its resources. Secondly, he moonlights as an accomplished private detective, with connections to Metro City’s police force and some sizable deduction skills, which means he’s quite adept at tracking down and apprehending those villains too slippery for Astro to deal with by himself. And thirdly, he is an ABSOLUTE BEAST.

Wally’s packing some serious guns under that dapper suit of his, and he will have no qualms manhandling you into submission (or just straight-up throwing you through a bus) if you happen to piss him off enough. He’s a master of many fighting styles, a crack shot with a revolver, and has endurance enough to be literally crucified via electric cabling only to pop back a little later slightly annoyed, so it’s generally a bad idea to get on his bad side. Wonderfully enough, one of the best ways to get on said bad side is to be an asshole racist around him, which means he’s one of the few reasonable people around to help Astro when things get dicey. He’s a good guy all around.

‘Course, I’d be remiss in not giving some mention to his non-Astro works here, seeing how the bio specifically mentions them. As it says, his design has changed a bit (compare 1963, 1980 pictures to see how the eyes changed to just the pupils), but his personality really hasn’t ever done the same – here he is as a good-natured but crass ramen shop owner (The Three-Eyed One), here he appears as a tough but kind safari guide/explorer (Jungle Emperor Leo), now he’s an old-fashioned but goofy Japanese fisherman (Wonder 3), and, oh look, a dude in the bleachers boisterously heckling a competitor for not playing fair (Prime Rose). When he shows his bushy face, you can always expect more or less the same old Wally you’ve come to know and love, no matter how small or large a role he happens to take.

Lastly, I just want to take a moment to mention his role in Metropolis (2001), seeing as I made mention of it in the video.

This was my first intro to Wally the character, and honestly it’s one of the reasons I like him so much. He’s noticeably younger here, but still possesses the same traits his older self does – amazing mustache, goofy mannerisms, professional detectiving, and inherent kindness. It’s a good movie that I’d recommend, it used to have a full version up on Youtube but it looks like it’s been taken down (a fate I fear a large portion of this LP will fall into at some point, ACT NOW, the 2003 episode 1 links are already down in America), you can probably find it pretty easily at a library or something, here’s the trailer. EITHER WAY, it would be a good idea to watch it, as a couple BIG characters later down the line star in that movie and it’ll make their roles have more impact when we get there.

That aside, the picture above depicts Wally (known as Shunsaku Ban) alongside his nephew, Kennichi, as they try to track down the organ smuggler Dr. Laughton. Kennichi’s often depicted alongside Wally and ~might~ be showing up later, but what I really want to mention is that bluish guy up there. He’s a robot detective that gets assigned to assist Shunsaku in his investigation, and he gets his name when Shunsaku absent-mindedly recalls his old dog named “Pero”. Well…

That dog existed. It was Wally’s dog in a chapter of Mighty Atom titled “The Hot Dog Corps”. And, wouldn’t you know it, the story revolves around a woman who kidnaps dogs, removes their brains, modifies them, and puts them into humanoid robots to create a legion of obedient super-soldiers. The result:

Pero becoming a blue-skinned humanoid dude with line markings extending down from his eyes.

What does this have to do with the game, or Astro in general? NOTHING! But it’s just an awesome detail that blew my mind when I was first starting my research for this LP, having watched Metropolis a copious amount of times, and I wanted to share it~.
And as for the X Point on the South Pacific thing, I mentioned in O’shay’s bio I don’t really know anything, and I STILL DON’T, I NEVER WILL, HERE’S THE OUTLINE PAGE.

Lots of pictures in this one but I don’t care, I really really like Wally.

This is really one of those quintessential “things” about Tezuka that is just fascinating to like, think about. Dude loves his gray morality.

Also Rainbow Parakeet is the most fashion aware Inspector Gadget archetype ever and I love it.

Stage Notes!

Cruciform Island, sometimes known as Crucifix or Cross Island, is our second destination within the stage of the same name. A large, remote, and top-secret location off the coast of Japan, Crucifix Island was until recently a benign and unremarkable location.
That all changed when a standard survey of the area revealed it was hiding a fabulously rich vein of Uranium beneath its soil. Immediately upon its discovery, the Japanese government began a covert operation with the sole purpose of harnessing this immense natural treasure trove, and set upon converting the location in its entirety into a mine and storage facility. Though Japan was initially successful in its goal, collecting riches beyond their wildest dreams below the surface of the island (including gems and precious metals), such a lucrative venture could not stay secret for long, and thus did the hungry eyes of the opportunistic turn towards the island.

As you might have already gathered from the mention of him in the Artificial Sun story and the various dialogues with the personalities dotting the island, these eyes manifested themselves in the form of Mr. Kim Sankaku and his gang. The game refers to him and his group as “The Kinsankaku”, but regardless of spelling it’s a name that translates to “The Golden Triangle”. He’s leader of an international criminal enterprise, and each and every one of them wears said golden triangle upon their clothes – if you look closely when Astro jumps down, you can even see Kim himself sporting it.

It’s Kim that ties the threads of this chapter together, bringing two of his schemes together to create an entirely new one, and the stage is lovingly crafted from top to bottom with this in mind. Whereas Sherlock Holmspun fit in with the Sun, Wally was originally a temporary teacher training the robot workers on-site, among them both Astro himself…and an incomplete, rebellious child robot named Pook with the ability to transform. Astro’s fall down a large pipe into the factory area mirrors a similar structural layout in the original story. The large cargo elevator harkens back to the original purpose of the area, and Kim’s dialogue about finding “the treasure” beneath the island but only finding Pook is a great nod to the original work. It’s all very well done and never fails to bring a smile to my face, ESPECIALLY when the game has all the heroes of justice assemble to the villain’s utter bemusement. And, of course, if you want to read the original story for yourself, you can do so HERE.

In contrast to the ruins above, the factory setting is fairly straightforward and free of distractions, save for the V3 robots Kim bought (presumably straight from Hitler). They go down fairly easily, and the lift ride down only lasts as long as the enemies that guard it, but do try to go wild during your descent – a certain someone’s tucked away rather discretely, and while you’ll more than likely find him by kicking the enemies around or throwing out a random arm cannon, it never hurts to be careful.

GAH. What are you doing back there Magma, you are terrifying.

Chapter names:

2 – 4: Dreadful Robots V3; 2 – 5: The Elevator; 2 – 6: Transformable Robot “Pook”


Boss Bios!

Dreadful robot “V3”

Moveset:

  • Flail: Raises arms above its head twice, then walks straight forwards while flailing its arms wildly. Hits in front of, behind, and above its body, so get out of the way and laser it from a distance.

  • Butt press: Raises arms above its head once, keeps them there for a short while, then leaps into the air towards your location, attempting to crush Astro with its posterior. Simply move out of the way.

Big X manga, anime appearance!
See it in action!
DREADFUL ROBOT: V3. Big X mentioned these big guys by name, making reference to Kim’s purchase of them from “the evil country Carthage”, but to be honest I don’t know too much more about them given that I can’t find any sizable resources on Big X’s series. Regardless, they show up prominently on cover art, and a fight against one can be seen at 3:15 via the anime link up there, so presumably they’re a recurring foe within Big X’s universe. I’d further posit that it was Germany that created them, but that’s mainly just because I’d like to imagine the Führer tinkering in his robot workshop.

Like many of the other small minibosses encountered so far, the V3 robots aren’t especially threatening, with largely telegraphed and easily dodgeable moves; after taking the first one out, however, you suddenly get FOUR dropped on your head without warning, and unless you already know they’re coming it’s pretty much guaranteed to damage you. Their numbers can be a bit discouraging, but thankfully an arm cannon’ll pierce through all of their large frames and take them out super quick.
…I’m not sure what’s up with that weird gargling noise they make when they’re flailing, though. Hitler has a sense of humor?

Pook

Manga, 1960, 1980 appearance!
See him in action!
Pook, hoo boy. The instant many of you saw the fight begin, one name likely flashed across your mind: Seven Force. Since its debut as Gunstar Green’s personal shape-shifting weapon/ship in Gunstar Heroes, this boss has had multiple cameo appearances and callbacks in varying Treasure works; in fact, there’s actually already been one reference to it in-game (the naming of Astro’s powers as his “Seven Forces”). But Pook here really drives the point home with his shape-shifting boss battle. And, like his predecessors, he is a BLAST to take down.
Contrary to expectations, he only has 4 separate forms within this fight, which is admittedly a little odd; he DOES, however, transition between 7 phases at random as his health bar depletes, meaning you’ll get a couple repeats. I kinda figure he was probably planned to have more forms, like perhaps a dog or horse, but for whatever reason had to be downgraded.

THAT ASIDE. I am going to be holding back on Pook’s individual bio for ~reasons~, so here’s the rundown on this guy: Pook was created by a man named Dr. Tozawa at a time when transformable robots were all the rage. Tozawa went all-out in his creation, but to do so stole funding from the Ministry of Science, and ended up arrested before he could finish up Pook. As such, the robot boy was left in an unfinished state, became bitter and uncontrollable, and was eventually transferred into the underground Crucifix Island robot school. Neither his appearance nor his personality were at all the meek, friendly one seen here, and he frequently got into brawls with the other students; he did, however, care strongly for his creator, and when Tozawa (with two other escapees) orchestrates a prison break and travels to the island Pook is overjoyed to be reunited with his creator.
Tozawa fixes up the little bot, allowing him free reign over his transformative powers, and uses him in an attempted robbery of the island’s riches, but unfortunately for him one of his escapee comrades turns out to be an underling of Kim Sankaku, who kills Tozawa and attempts to exploit Pook for himself. Like in-game, Pook briefly fights for Kim, but ultimately ends up joining forces with Astro when he learns what’s happened to his father. Skunk, the second bad guy shown with Pook in-game, isn’t actually part of this story, but he IS known for manipulating little kid robots – he’ll get more love later, as he’s actually another one of my personal favs.

Pook has a plethora of transformations, each with their own style of attacking, so they’re each getting their own section as well. This LP is nothing if not thorough.

Quntole Force

  • Claw swipe: swoops down in an arc towards Astro, attempting to hit him with its talons. Jump above the talons, or boost through its body.

  • Fire breath: moves to one side of the arena and shoots out a variable amount of fireballs diagonally downwards. The fire’s trajectory is also variable, but generally won’t reach the opposite side of the arena, so move away from Quntole and wait it out.

  • Feather dance: usable at any point, Quntole fires a series of orange feathers upwards past the top of the screen, which then rain down as flaming projectiles. They can either come straight down or at an angle with varying speeds of decent, so watch out and attempt to dodge in-between them. Each feather does paltry damage, however, so don’t worry too much.

Original Pook transformation!
“Quntole” is purported to mean “Condor” in “Quechuan”, the language of the Inca Empire, but as noted by the copious amounts of quotes there I am not exactly an expert on the language. What I CAN tell you is that, like the Cruciform ruins above, this boss fight has a lot of central/south American influences. Recognize this?

That’s one of the famous Peruvian Nazca Lines, and a slightly altered version of it shows up upon the transformation’s initiation. Each of Pook’s forms has one of these glyphs, and it’s a super-cool way to tie him into the ruins he was excavated from. Also cool: this form greatly resembles one of Seven Force’s own transformations!

As far as the form’s battle goes, it’s visually impressive but not very powerful. Quntole’s fire honestly doesn’t harm you a ton, presumably because we’ve already been exposed to heat exponentially more intense, and the only real danger is the heavily telegraphed claw attack. Moreover, Quntole is the largest of Pook’s four forms, and is thus quite easy to punch to death. Cool-looking, but that’s about it.

Leo Force

  • Aura: conjures up a green energy aura, protecting Leo from any and all forms of damage. Wait it out.

  • Maul: used if Astro’s standing directly next to him. Grabs you and gnaws you for a bit, dealing MASSIVE damage and sending you flying. Don’t let this happen.

  • Pounce: roars and jumps towards Astro’s current location, dealing damage if he connects. Boost towards and through him or back away.

Original Pook transformation!
Pook’s always had a lion form for a transformation, but this one’s special. I got into it when he first appeared on the surface, but this guy’s Leo the Lion, better known to western viewers as Kimba the White Lion. His is one of the top three most successful Tezuka works, having been made and remade a copious amount of times; you can watch one of many episodes HERE, or check out the full-length theatrical movie HERE.

Leo’s story is divided into two distinct parts, one focusing on his life as a cub and maturation into an adult, and the other looking at his later life as ruler of the jungle and father to two children of his own, with the latter being where the in-game design is pulled from. He’s a majestic, powerful and intelligent creature, but as far as I’m aware was NOT capable of conjuring up green energy auras and did not possess that gold/red gem that Pook’s forms consistently have. Close enough, anyway.

The fight against Leo Force is simultaneously the easiest and the most difficult phase; Leo force is the hardest-hitting of the four, and is capable of covering large swaths of ground in very short order, but on the flip side of things he has absolutely no method for dealing with enemies behind himself. This means that if you manage to get behind him, it’ll take him a few seconds to turn around and prepare a counterattack, so if you time your strikes right you can punch him in the rear a few times, boost to the other side when Leo turns, and then repeat ad infinitum. As long as you make sure to control the big kitty’s position it’s cake, but if you can’t manage it you’ll take some serious lumps. EX skills are useable, but not entirely recommended, as Leo has a knack for activating his aura and tanking the whole thing.

Hanumaan Force

  • Simian strike: extends his tail either directly ahead or diagonally upwards towards Astro, tipped with a green energy aura. Has a deceptively long range, so try to stay behind Hanumaan as much as possible.

  • Grapple tail: Same as above, but follows it up by rapidly pulling himself to his tail’s tip, rather than retracting the tail back to himself. Facilitates rapid movement and can catch you off-guard, so pay attention to his location.

This one does not have an ORIGINAL POOK TRANSFORMATION, because as far as I’ve seen Pook never actually transformed into a monkey. It’s a pretty darn iconic Nazca line though, so WHY NOT.

Its name is presumably derived from the Hindu God Hanuman, who is commonly associated with monkeys, and it’s the fastest of Pook’s forces. Hanumaan strikes swiftly and relentlessly, turns and moves extremely fluidly, and is quite honestly probably the most difficult one for me. His tail extends -just- under the length of the screen, which means you can hypothetically just stay on the opposite end and laser him, but his ability to move to his tail’s location means that won’t be lasting long and you’re probably better off just getting close and punching/supering him as quickly as you can. Alternatively, use your machine guns; they have the fun effect of stunning many enemies in place, Pook included, which’ll give you some breathing room and let you follow up with some punches.

Bahamute Force

  • Submerge: hides himself within the ground, remaining visible through a moving section of water but otherwise becoming invulnerable. Move about to ensure he’s never directly below you, and prepare to attack.

  • Splash: leaps out of the ground with a large splash of water, then falls back into it. Damages on the ascent, but NOT on the descent, so read the arc and either time a laser or get a punch in.

  • Shark slicer: raises his dorsal fin above the surface with a SHINNNG sound, then swims back and forth on the ground in an attempt to cut Astro with it. The speed of this attack varies from so fast it’s impossible to counter to as slow as a snail; if it’s fast, jet in the air a few times to wait it out, and if it’s slow then immediately laser it, hopping over it if it reaches you.

Original Pook transformation!
Bahamute Force is our last form for the day, and while many/most of you probably go straight to the “Final Fantasy” part of your brain upon hearing that name it’s far more likely a reference to Bahamot, the fish that supports the earth in Arabian mythology.

This form delights in hiding from you, staying submerged more often than not and making damaging a pain; as such, immediately upon transformation you should try to get an arm cannon in on it to save yourself some hassle. Afterwards, your best bet is tracing its movements and moving accordingly – trying to snipe it when it emerges is ideal, but it can be tricky to hit Bahamute when it’s using splash, so your real goal here is to get it to expose its dorsal fin. One it does, use a laser finger, but don’t go for more than one – if it decides to use a faster version of the attack, you’ll be trapped and unable to dodge, so instead do a quick hop and check the speed before countering. Bahamute’s a little annoying to damage, so you might want to save your supers for him.

Music!

Only one new track, but that’s okay because it’s Pook’s battle theme and it is great.
Unlike some other Seven Force callback fights, it’s not sporting the classic music or any variation thereof as far as I can tell (the intro notes kinda resemble parts of it?), but on the flipside it has a very…ethnic feel to it. It feels like “ancient ruins boss”, is what I’m saying, and I really like how it sounds.

#21: Boss theme 4 – Pook

Star #9: =Magma=

Through the ages: Ambassador Magma manga, A.M. Live-action, A.M. Anime, 1980 cameo
See him in action: 1966 LIVE-ACTION OPENING, 1993 A.M. ANIME EPISODE 2, 1980 EPISODE 28


You can read the manga HERE, I’m relatively certain it’s fan-translated but was unable to find the original source, if anyone knows it I’ll totes credit them.

Tezuka character list bio: Number 30

[b]

  • He is usually called “Ambassador Magma”. A Rocket-Man created by the guardian god of Earth, “Master Earth.” Magma, his wife, and his son can all be summoned by a special whistle. The live-action version created by P Productions is possibly the most famous. Tezuka was friends with the cartoonist, Ushiosouji of P Productions. There is much material that was created, but not published in the manga. The live-action version featured animation that was revolutionary at the time. It was created by Kenzou Masaoka, who is the father of Japanese animation. It was a very influential relationship that Osamu Tezuka had with him.[/b]

It’s a rocket! It’s a man! It’s…A ROCKET-MAN!

“Ambassador” Magma holds a special place in history as the star of the world’s first full-color Tokusatsu, predating even the famous Ultraman. He’s large, he’s metallic, and he has visible bolts, but he’s NOT a robot – don’t be fooled. Like many of Tezuka’s other main stars, Magma’s a fighter of the people, a defender of justice; unlike his peers, however, his duties are a little more…cosmic in scale.

He was born deep within the Earth’s crust, made by a kindly old man known only as “Earth”. He’s a being of living metal, a golden giant, created for the sole purpose of protecting the Earth, and he’s quickly put on full-time duty seeing as the Earth soon finds itself threatened by a menace from outer space – the interstellar conqueror, Goa. Goa’s a force of universal evil, a plague that’s spread across the galaxy, and Earth is but the latest target of his ambitions.

It’s Goa that serves as the primary antagonist of Magma’s story, sending minions and monsters alike down to Earth’s surface in an attempt to ready it for his invasion. In turn, Magma fights the extraterrestrial onslaught off utilizing his host of superpowers: His large size and strength, his laser-firing antennae, his turbo-powered arms, and the arsenal in his chest are all powerful tools in his fight for Earth.

Magma’s not hoofing it alone, though. He’s a family man, and has a Rocketonian wife and son waiting for him to come home, or occasionally going out to do some of the heavy lifting themselves. Wifey’s named Mol, and the kid’s named Gum… and is based upon yet another character.
Defending the Earth’s a full-time job, after all, and the more the merrier, so co-staring with Magma is the Japanese Murakami family. This here’s the father, Atsushi, alongside his wife Tomoko – He’s a newspaper reporter, and is one of many charged by Goa to spread the word of the impending invasion. And this little tyke’s Mamoru, who manages to snap a pic of Goa and gets himself involved when Magma comes looking for the picture and takes a liking to the kid. Gum’s based on him, and as Mamoru’s already in the thick of things, he gets presented with a spiffy little whistle with which he can summon Magma and co. This whistle is the same as the one given to Astro in this game, and can be used to summon any of the three Rocketonians for assistance in fighting the forces of evil; they’ll drop what they’re doing, engage transformation and –

The game doesn’t really make this clear, but the classification “Rocketman” is not hyperbole – Magma is literally a man, that is also a rocket. He (and his family) are all capable of transitioning into a sleek, streamlined vehicular mode, and while it varies between a smooth and rough transition depending on the adaption, the end result is always an elegant, efficient, and deadly fighter more than capable of holding its own in an aerial battle. This allows Magma and Co. to rapidly come to Mamoru’s aid, to fight Goa in the air, and even to transport humans within their bodies – and it’s pretty damn cool besides.

As for Magma’s Astro appearances: They don’t exist! The only time he’s popped up in an Astro work is as a blink-and-you’ll-miss-it cameo in the 1980 show, where he showed up (alongside Big X) in a big movie studio packed with various Tezuka characters. Having said that, though, he’s fairly famous in his own right – that live-action thing WAS pretty big at the time, and even got an English dub under the name “The Space Giants”, that links to the first episode for your viewing pleasure. It’s definitely a product of its time, and shows its age, but it’s actually still fairly enjoyable despite this. If you’re looking for something a little more modern, the 1993 OAV series might be more up your alley; it’s nicely modernized (for the ‘90s, at least) and has some pretty great gross alien action.

Other facts:

It’s such a tiny detail, but just the name “Ambassador Magma” is hilarious. It’s like…a really good name that gets across what he is, but it’s still just goof enough to work perfectly. Also god I forgot entirely about Pook and his being a Seven Force styled boss. Treasure loves them some transforming mecha, so I imagine when they discovered Pook was a thing they went full throttle with it, as much as they could.

Stage Notes!

The Tokugawa Lunar Mine & spaceport is but one of the many holdings of the Tokugawa Corporation, a world-spanning conglomerate with fingers in many of the world’s technological and resource-related pies. Its President and CEO, Mr. Tokugawa, is a self-made man who has devoted his entire life towards building the company towards ever further heights, and has since been rewarded handsomely; he’s the single richest man in the world, and one of its most influential figures.
The Lunar Mine is both the top-earning facility of the corporation and the main headquarters of the same. With a complex extending over 1,500 meters below the surface of the moon, and with a myriad of branching offices and stations, it is so efficient and high-yield it single-handedly produces enough energy and fuel to power the entirety of Metro City – one of the largest and most technologically advanced metropolises on the planet. Because of this (and other feats), the Tokugawa group is world-renowned for their business acumen and contributions to society; recently, however, the aging Mr. Tokugawa has been grooming his son Daichi to take the wheel in his stead, despite some misgivings within the upper management relating to said son’s history and activities…

The Tokugawa Mine, and this story’s main premise as a whole, is lifted more-or-less wholesale from a pair of 2003 episodes (numbered 6 and 7 in the English release) created for the third animated Astro Boy show. Notably, however, while both Daichi and his father are new characters, the MAIN focus of the story – Atlas – is a very important recurring cast member, and through his mere presence makes the episodes into something of a reimagining of older plots. Moreover, the whole “moon base” vibe, plus the numerous cameos from entirely unrelated works, make this stage in particular feel like it doesn’t belong to any one distinctive show.

See, Astro Boy’s a series from the 50s and 60s. During this time, certain things had happened, and certain things had yet to happen. It was a time of wonder and scientific discovery, and as a work of science fiction, Astro frequently found himself heading the journey into the vast depths of the final frontier. From tightly-controlled journeys to the distant surface of Mars, to brightly-lit and bustling commercial spaceports, to, yes, expeditions to the moon and whatever secrets it might hide, space has always held a special place within the adventures of Mighty Atom, and the Tokugawa plant is just the latest in a time-honored tradition.

The stage has got some nice scenes and a low gravity gimmick (the artificial gravity device is broken!), but to be honest, it’s also one of my favorite examples of where this game is lacking in polish. Omega Factor’s strengths lie the research and love given to Tezuka’s work history, its strong plotting (for the genre), its charming visuals, and its amazing boss fights, but I cannot deny it’s majorly lacking in the STAGE DESIGN department. Fighting in this game is simplistic and fast; enemies are fodder, nothing more, and serve only as a passage from one section to another. In Metro City and Cruciform Island, they got it right, throwing only a few enemies at a time at you and allowing the player to straight-up skip a large fight scene if they so choose, but HERE the screen has a nasty habit of locking on you, forcing you to sit your ass down and pick off the enemies one by one, and the stage just does NOT accommodate this. Early-on, there’s a big vertical section with a bunch of giant mooks spawning in from nowhere, and because the screen arbitrarily locks on you, you have to spend a minute and a half slooooowly jumping up, punching a few of them, falling down, punching a few more, rinse, repeat. It’s not especially fun, and they really should have either spiced the place up a bit, allowed you to move on, or given you an extra way to bypass the annoyance. And it keeps happening after that too; walk forward, lock, fight lower enemies, fight upper enemies, move forward a bit more – and then they throw godawful bat enemies at you in an environment not at all suited to fighting them!
It just really annoys me, because there’s bits and pieces of what could have been there; the stage follows the layout seen in the pic at the very top of all these words for the most part, but leaves out the cool little vent passages that would’ve let a savvy player bypass the annoying bits! They include environmental obstacles that could’ve been used to make some sort of platforming challenge, but never really get capitalized on! It’s grating at best, but at the very least it culminates in a VERY fun boss battle and a cool scene, so it’s not a total wash.

…now I just have to wait for someone to inform me I’ve missed some giant shortcut all this time.

Chapter names:

3 – 1: Tokugawa Plant on the Moon; 3 – 2: Goblin Roboid; 3 – 3: Power Plant Reactor; 3 – 4: Observation Deck; 3 – 5: Astro Vs. Atlas


Boss bios!

Goblin Roboid

Moveset:

  • Slam: Rears back and tenses for a moment before slamming one of its beam swords into the ground in front of it. Does a decent amount of damage, but is very highly telegraphed, so just dash through and punish it. The Roboid moves forward a bit upon use, so don’t underestimate its range.

  • Lunge: Poses with both of its swords behind its back, then attempts a lunging stab low to the ground. Used exclusively when Astro’s a fair distance away from it and covers a decent amount of horizontal ground, but like the slam it’s telegraphed for a good second, so dashing towards and through the Roboid will get you out safely.

  • Super combo: Rears back while its eye shines a bright red, then immediately performs a slam followed by a lunge. This is the one to watch out for, as it comes out quick and with very little warning; make sure not to commit to a longer punch combo if you’re hurting, as this can easily kill.

  • Goblin minions: A series of Roboids half the size of the main one will stream in from the sides of the arena as long as the main one survives; each possesses the same moves as the main one, but goes down to a single hit, so just turn around whenever one approaches and smack it.

Astro Boy manga, Duke Goblin manga appearance!

“The Roboids that appear on the moon are the robots from “Duke Goblin.” Since they are controlled by psy power, they cannot act through their own will. The original Astro Boy story features an episode entitled “Roboids” as well. They are super robots who evolved to have the ability to self-reproduce.”

That quote’s an excerpt from Mr. Tokugawa’s extended bio in-game. It is also, incidentally, the only real info you get on these things. I’ve always found their presence to be one of the biggest enigmas in the game; I mean, the V3 robots were justified as being bought by Kim, they went out of their way to establish that, but here it’s just “SUDDENLY: MINIBOSS”. There’s no reason for them to be here, and Astro straight up goes “Goblin shaped Roboid!” like it aint’ no thang, and it’s just ugh, UGH, why are you here Roboid, stop.

REGARDLESS. Roboids are something of an enigma to me outside of the game as well; Duke Goblin’s another one of those lesser-known series, and as such is lacking in both English adaptions and in animations, primarily due to the fact that Tezuka bit the dust shortly after making it. From what I can gather, the Goblin itself is a giant bronze statue created in ancient China, possessing extreme psychic and destructive power but no conscious will or means of animation on its own; it seems like an interesting enough story, but the Roboid seen here only bears a passing resemblance to all the pictures I’ve managed to dredge up of the original Goblin, which makes me suspect that it’s merely a hastily shoehorned-in reference.
Much more relevant, in my opinion, is the Astro Boy story titled “Roboids”, but again, they don’t really resemble the ones seen here, and in fact each have their own distinct look and personality rather than all being carbon copies of each other. The name is a sort of derivative of android, in that androids are robots that look like humans while Roboids are things that look like robots but aren’t, and they starred in a rather lengthy story involving their quest to gather resources from Earth and DESTROY THE HUMAN RACE. They “evolved” from normal robots on a distant planet where their creators died out, and, like the Duke Goblin version, possess some psychic abilities, which is presumably why the two characters are being crossed over here. They’re capable of reproduction, but the force sent down to Earth is pretty soundly routed by Astro and a hodgepodge of other battle bots, leaving Astro the sole survivor, not including a couple non-battle Roboids who skedaddle.

As for the fight against them, they’re more of a threat than the V3s were I’ll give em that, but at the same time there’s only really one attack you have to watch out for, and you’re given more than ample time between enemy attacks to strike back so it’s not too big an issue. They’re very raucous and wield twin lightsabers though, so you certainly won’t be bored.

Atlas

Moveset:

  • EX dash: Pauses in the air for a moment, then boosts in any of the 8 primary directions at high speed, while holding his fist in an extended position not unlike our own EX dash. Initially only performs a single dash, but as his health depletes, Atlas will begin stringing multiple EX dashes seamlessly together, each time targeting whichever direction will bring him closest to Astro’s current location. On normal mode, it seems he’ll cut it off at four dashes, but on hard, be prepared to dodge SEVEN of these things in a row once he’s hurting. Also, he’s invincible while performing the move. Try your best to guide his dashes away from you, and finish him off before he starts the really nasty chains.

  • Arm cannon: Pauses in midair, swiftly converts his forearm into a cannon, charges, and fires a MASSIVE blast of energy that covers over half the screen. Extremely damaging, but possesses the same weakness as Astro’s version: Atlas’s back remains vulnerable, so maneuvering around behind him can score you a free hit. Furthermore, your arm cannon actually takes priority and will shield you from his attack, meaning using it upon the move’s activation will allow you to both avoid damage AND counterattack. He’ll often quickly transition into this move whenever his EX Dash lands him in a position with a clear shot, so be ready.

  • Factor overload: Used upon reaching 50% health, and after the conclusion of the mid-battle dialogue. Becomes briefly invincible, charges up an aura, and produces a large beam of energy which slowly orbits around Atlas’s body for the duration of the second half of the battle. This form removes his ability to use his arm cannon, meaning he’ll do nothing but EX dashes, but this is actually potentially more problematic as Atlas’s rapid movement means you’ll have to predict both the position of Atlas himself AND his energy beam. To make matters worse, while his number of EX dashes resets to 1 upon overloading, both that number and the speed of his beam’s orbit will increase as he’s damaged further, meaning you’ll want to take this form out ASAP. Dashing towards (and through) him, angling in a clockwise/counter-clockwise direction, and simply running away as fast as you can until he stops dashing are all valid tactics for this one.

Manga, 1980 young/grown, 2003 Daichi/Atlas appearances!
See him in action!

Both Atlas AND Daichi are actually getting their own bios, so there’s not much to put here as far as backstory goes. Suffice it to say, Atlas is a major figure in Astro Boy, introduced first as a minor story villain in the comic but then given a repeated role as major antagonist within the 1980s series, to the point that nine of the fifty-two total episodes were devoted solely to the various conflicts between them.

This version, Daichi-Atlas, is a separate character from that Atlas, but carries many of the same traits and motivations. One of the biggest links between him and Astro is the idea that they’re “brothers” in a way; in the 1980s, this was due to being based on the same blueprints, but here, it due to the fact that they were both commissioned for building by grieving fathers and created by the same man – Dr. Tenma, as Atlas so dramatically reveals. Daichi died a while back in an accident, which lead Tokugawa to approach the erstwhile director of the Ministry and request a replica be made, complete with Daichi’s old memories. While people who watched the anime episodes he’s first featured in might be a bit confused by this due to the fact that he’s presented as a mistreated robot kid from the start, rest assured this is just one of those dubbing things where implied death is considered not acceptable for children’s programming and rewritten.

Tenma creates Atlas for two reasons: out of pity for Tokugawa, and out of a desire to see Astro grow and reach his full potential. Atlas represents a lot of major milestones for Astro and possesses many of the same abilities, through his battles with the young robot unwittingly awakening Astro’s own arm cannon ability in a highly-cinematic battle sequence, but his most distinctive ability is probably his possession of a soul, or kokoro, or – as it is presented in the original story and the 1980s anime – his Omega Factor.

The Omega Factor was, initially, the only thing differentiating Atlas from Astro, a device removing the boundary between human and robot by allowing him to perform evil thoughts and actions independently, placing no limitation on Atlas’s free will. It’s a very interesting inversion that the power of unlimited growth and choice was instead given to Astro here, and is the first instance in which Astro Boy: Omega Factor begins to step outside the boundaries of already-existing material to create its own story, its own niche within the various versions of the saga. In the same way, it’s a good example of how close the characters of Astro and Atlas are in terms of their history. This won’t be the last we see of Atlas, by any means.

NERDY STORY ANALYSIS ASIDE. The fight against Atlas is difficult. That’s the truth of the matter. He’s highly mobile, hits hard and fast, uses your own tricks against you, and has a wide-open space in which to chase you down. This also, incidentally, makes the fight against him really, really fun, as you’re given free rein to jet wildly around the screen right along with him and counter his supers with your own versions. This is the kind of non-stop action the game really excels at, and coupled with the amazing boss theme (and stupid amounts of attention to detail when it came to some of his sprites and dialogue), Atlas washes the moderately mediocre taste of his stage right out of my mouth and is just a straight-up treat to fight. Nothing beats predicting his movements and ending point only to get there first and EX dash right through him, or counter his cannon with your own, and as the difficulty level also adjusts the properties of some of his moves you can treat yourself with as easy or as grueling a fight as you want. I can’t even get mad at him when I die, because Astro sloooowly spirals down until he reaches the bottom of the screen while Atlas follows at a distance watching and it’s all great, ALL GREAT.

…and then he goes super mode. This game’s bosses often have surprisingly few powers, but those they do have cover a lot of bases, so even though Atlas doesn’t have a dozen separate attacks you’ll still feel threatened at any given moment. His overload adds another element to watch for and makes it even more important to zip around super fast, and when coupled with the intense (if a little cheesy) speech mid-fight, this is easily the most high-energy fight in game so far.

Music!

Tokugawa plant doesn’t really do anything for me, but I suppose it’s got a decent space vibe going, and the periodic clapping sound is interesting at least, although a different clapping song has already captured my heart. Atlas’s theme has a delightfully epic sound to it though, and continues the trend of really memorable boss themes.

#22: Tokugawa plant
#23: Boss theme 5 – Atlas

Star #10: Jetter Mars

Through the ages: Jetter Mars anime
See him in action: 1977 Japanese anime opening, Jetter Mars Artificial Sun rip-off

Tezuka character list bio: Number 34

- A super robot that had secretly been developed. The completion date was set for 2015. He was the main character in the self-titled anime released in 1977. He looks similar to Astro because Tezuka designed him as [a] modification of Astro. But unlike the super hero Astro, Jetter Mars is much more human-like. His body was built to grow and change, just as humans do as they age. Dr. Yamanoue appears instead of O’Shay (Dr. Ochanomizu in Japanese). There is a “Yamanoue Hotel” in front of the “Ochanomizu” train station in Japan.

“But OP!”, I hear you say, “You already DID Astro Boy’s bio!”
“Yes, my hyperbolic ham-brained reader” I respond, “But this guy’s different! Kinda.”

Jetter Mars is incredibly interesting to me, not so much in the context of his story, but rather in how he came to exist in the first place. Had Tezuka had his way, Mars might never have even existed; he was and is VERY much a product of circumstances, and is quite frankly one of the most obscure Tezuka characters represented in this game. To understand this character, a knowledge of his background is needed, but if you want to skip the next couple paragraphs then just go ahead and read THIS and THIS, as they’re where I’m pulling most of my info from.

See, Osamu Tezuka’s initial conduit for supplying anime to the world was an animation studio he founded known as Mushi Productions. This was the place responsible for producing the original Astro anime, as well as other Tezuka works (Leo the Lion) and various well-known and respected series like Tomorrow’s Joe. Everything was going swimmingly for them until the 70s, at which point they landed themselves in a bit of financial trouble and went bankrupt; this caused the rights for many of Tezuka’s shows to change hands and fall into hazy legal territory, leaving them temporarily untouchable.
By this time, Tezuka had already moved on from Mushi, founding another animation studio named Tezuka Productions and moonlighting as an animation director at Toei Animation, where he harbored thoughts of remaking, or creating a sequel to, a certain famous series in spectacular full-color.

This proved to be a bit of a problem, as Astro’s rights were presently unobtainable. With an expectant Toei waiting for the next BIG THING from him, and facing difficulty reclaiming his works, Tezuka made a compromise: he retooled Astro’s look and location just enough to get around the legal hurdles, tweaked the story, and marketed it as a brand-new series, one which was neither Astro Boy nor a successor to it: JETTER MARS.

The result was something of an Astro reboot; Mars is his own character with his own backstory, but there are parallels to Astro everywhere you turn, so it’s difficult to avoid comparing the two. His hair, facial structure, underwear and boots are all very clearly inspired by Astro’s; his body was created and fitted with weaponry by a black-haired scientist (Yamanoue) whereas his mind was molded by a more kindly older scientist (Kawashimo); he has a robot sister with a similar hairstyle to Zoran/Uran (the girl that’s shown up briefly at the file screen and beginning of chapters 2 and 3), and he lives in a futuristic world prone to robot and machinery-related mishaps, some of which are ripped wholesale from Astro stories (like the headless robot DamDam featured in the intro). Tons of Tezuka characters also make the rounds in the show, which makes the work as a whole feel somewhat recycled.

HOWEVER. Mars’s series does differentiate itself from Astro’s in a couple ways. His powers are presented a little differently, losing the whole “seven” theming and exchanging legjets for a flight-enabling cape, but more prominent is the change in story tone. Rather than focus on the conflict between humans and robots, Jetter Mars the show instead looks at the development of the young bot’s personal feelings and emotions; as the bio mentions, he’s made more human-like than Astro, capable of growth and maturation, and this also applies to his mind – he comes out a blank slate, with no concept of right and wrong, and his two fathers (Drs. Yamanoue and Kawashimo) have very different plans for him. Yamanoue names him after the Roman god of War, fitting him with weaponry and intending to use him for militaristic purposes, whereas Kawashimo creates his brain and wishes for him to be more a keeper of the peace, with many episodes featuring these two opposing viewpoints and how they cause Mars to grow as both a robot and a person. It’s an interesting concept, but it doesn’t really get fully explored, mainly because of the small scale of this particular series – It was never drawn as a Manga prior to creation, it only lasted 27 episodes, and it was largely forgotten as Tezuka moved on to other things.

The series never got an English dub, and the obscurity makes finding subs a pain, but there are quite a few Spanish-language episodes of questionable quality on Youtube, as well as a single subbed episode I was able to locate, so if you happen to be fluent in the language go ahead and knock yourself out. It’s basically the only place you’re getting a taste of this guy, as he’s never shown up in any other works that I know of – Tezuka all but abandoned him when the public reception to “Mighty Atom, but not” was mixed.

Star #11: Fumoon

Through the ages: Next World manga, Fumoon movie
See her in action: Fumoon movie


You can read “Next World” HERE, credit to kickthekitty for scans and midhras for editing.

Tezuka character list bio: Number 35

[b]

  • New type of human created on Batei Island. They are researching the Universe. Fumoon is actually the name of her race, and her real name is “Rococo.” She first appears in “The Next World” in 1951. The new design was based on the 1980’s anime episode, “Fumoon.” Sho Sakaguchi, student of Osamu Tezuka, acted in and developed that episode. It was rare for Tezuka to trust someone to have such a big role in his animations. Sakaguchi was also involved with the animes “Bunder Book” and “Phoenix 2772.” Sakaguchi was the concept artist for “Marine Express” as well. The title for “The Next World” came from H.G. Wells’ movie “Things to Come.” (“Noah” was apparently the initial title that Osamu Tezuka planned to use.) Titles of his early works were heavily influenced by Western movies. Some movie titles Tezuka was fond of are “Metropolis” and “Lost World”. Ironically, the futuristic world of “Metropolis” was supposedly Wells’ inspiration for “Things to Come.”[/b]

Sometimes, less is more, and the above bio namedrops a stunning amount of different works that really would not translate well to commentary, so I’ve shortened it in the video. However, while the bio might not be bitesized, its subject certainly is – Fumoon, hereafter referred to as Rococo, is a tiny little thing capable of being lifted by a single Wally hand.
She, and her race the Fumoon, debuted in (and are more-or-less exclusive to) a series known as “The Next World"; in it, they’re a race of nuclear mutants, created by extensive atomic testing on a remote (and, previously, extremely beautiful) island known as Batei, a Japanese word meaning horseshoe. As intelligent as any human, they’ve made it their goal to protect the earth from any threat, external or internal, and as it so happens that includes mankind, who’ve been rather careless in their treatment of their planet as of late.

However, we’re not their biggest concern – that’d be the giant death gas cloud that’s been radiating out from a decade-old supernova, one that’s been making its way steadily towards earth and extinguishing everything in its wake. The Fumoon people take it is their cue to get the hell out of Dodge, altering and cramming as many animals as possible onto their space gondola, in the hopes that they can find a new home and start anew – a small hitch in their plan arises, however, when a scientist surveying the island discovers a high-ranking Fumoon and takes it home in hopes of presenting it at a nuclear conference and bringing experimentation to a halt.

Fumoon’s story is chock-full of social commentary, featuring expies of the US and Russia and the damage their pigheadedness causes the world, and while the symbolism and metaphors to serious issues can get a little heavy-handed at times, it’s still worth a watch/read – especially when the tension escalates a bit.

As a race the Fumoon are highly inteligent, devoting much of their time to the scientific and scholarly arts, and while they’re generally a peaceful people, they DO have a certain superiority complex when it comes to dealing with others, which manifests itself in rather sarcastic dialogue, and a sassy Rococo.
In terms of their species appearance, though, Rococo is hardly indicative of Fumoon as a whole. Whereas she’s as graceful and elegant as you’d expect an anime’s heroine to be, her compatriots are…somewhat less so, possessing stouter bodies and less vibrant coloring. However, they DO all share one particular trait – the antennae on their head. Said appendage is capable of doing all sorts of interesting things, like performing acts of telekinesis (complete with glowing eyes) or communing directly with the minds of other lifeforms, a necessary trait given their distinct lack of mouths. Their antennae even helpfully light up when speaking, so you know who’s who.

The Fumoon use their free time to pursue various hobbies, including the studying of the cosmos; this particular pastime is both what alerts them to Earth’s coming crisis, and, presumably, why Rococo is aware of some “Goddess of Justice” leaving the Universe. That particular line honestly never makes complete sense in the game for a multitude of reasons, but again, don’t worry about it too much; the game likes to allude to things in the dialogue of extra characters, and in the case of Rococo here I can’t imagine most people find her in their first playthrough. I sure as heck didn’t, but wanted to show off this bit of foreshadowing and make the trek through Tokugawa plant more visually appealing so you GET HER NOW.

Star #12: Hecate

Through the ages: Princess knight manga, Princess knight anime
See her in action: Princess knight episode 43


Hecate is incredibly awkward for me to write about, for a number of reasons. Firstly, the series she originates from, “Princess Knight”, features a separate main character, one which has yet to be represented in person and provides much of her motivation. Secondly, while I’ve read the entire manga and am well-versed in the story, I did so via my LOCAL LIBRARY, and cannot find a suitable online source for either manga scans or anime dubs. And thirdly, the anime keeps going up and down and up and down in a perverse game of copyright whack-a-mole so either the link’ll work or not who even knows, right now it’s one of those “crop the video to evade the hounds” type of deal.

Tezuka character list bio: Number 36

[b]

  • She collects human’s sorrow and pain to use them as ingredients for her magic. She originally appears in the anime “Princess Knight”. Her personality and design are very different between the comic and the anime. Her personality changed from a very tomboy-ish girl to a very introverted girl. This Hecate is based on the “Princess Knight” that appeared in “Nakayoshi”. Hecate is pronounced “Heh-ka-te” in Greek. Hecate is the Greek goddess of darkness.[/b]

In simple terms, Hecate’s a witch. Or, rather, a witches’ daughter. See, Hecate hails from a series wherein the main character, one Prince(ss) Sapphire, was born erroneously containing both the gentle pink heart of a girl and the courageous blue heart of a boy, while Hecate herself is rather lacking in the femininity department. Hecate honestly doesn’t really care about that rubbish and is more than comfortable with her tomboyish attitude, but unfortunately her mother Madam Hell is less than thrilled – thanks in no small part to her desire to marry Hecate off to a suitable prince, thus grabbing power for her daughter and, by extension, herself. To this end, Hecate’s supposed role in the story is an antagonist’s motivation; Madam Hell wishes to capture Sapphire, extract her girl heart, and give it to her daughter, thus doubling up on fem-ness and catching the eye of an eligible suitor.

It’s not as simple as all that, though. “Princess Knight” spends a lot of time focusing on strong female characters, and while its star has some issues when it comes to that, Hecate really doesn’t; she knows what she wants and does what she pleases, and there’s no room in her plans for gobbling up a ball of stereotypical girlyness. Thusly, whenever her mother manages to capture Sapphire and extract her heart, Hecate sneaks out through the back door and gives it right back to her. She’s a mischievous and headstrong girl, but most certainly isn’t evil, and more often than not finds herself helping the protagonists despite her namesake’s rather ominous title.

Nice or not, though, she IS the daughter of a powerful witch, born through her hellish magic, and as such she’s in possession of some sizable demonic powers herself. She’s capable of the basic stuff like casting fireballs and flying through the air, but much more notable are her transformative abilities; from the standard witchy snakes and spirited felines to the less-standard goats and…mushrooms…Hecate’s form is ever-changing as her mood dictates, and she’s even capable of conferring these powers unto others via potion. It makes her a fun character, as she’s constantly casually showing up in odd forms in front of the less magically inclined, and often leads to her stealing the show whenever she appears.

Like many of the other characters in stage 3, Hecate doesn’t pop up too often in other works, much less Astro Boy. Nevertheless, the series she’s from HAS been redrawn and reprinted on three separate occasions, with the bio’s namedropping of “Nakayoshi” being the third and final of the magazines the remakes ran in. It was a girl’s comic magazine, and Princess Knight is actually fairly well-known as being one of the pioneers in “Shojo” manga, as well as fairly ahead of its time with feminist themes, which made it a good place for a character like Hecate to flourish. Her in-game dialogue doesn’t really give a lot of insight to her character, and she won’t be showing up again, but I like her, or at least her manga version. The anime seems to make her a bit of an airhead as “Zenda”.

Rococo reminds me a little of Pearl from Steven Universe and I choose to believe this is on purpose.

I think Princess Sapphire (the manga itself) gets a direct in universe cameo in Shin Megami Tensei IV. It’s this or another one, Tezuka’s got like two deadly badass princess wizards. Also god damn if this story isn’t like…the most coded LGBTA thing in existence?