SUPER MAGNETIC NEO * Gameplay [DREAMCAST]
The game is a 3D platformer, with the usual jumps, platforms and enemies but features a novel game mechanic which centres around magnetism. Neo himself is able to become positively or negatively charged at the press of a button, which is represented on-screen as a blue or red magnetic field/pulse. The red and blue magnetic fields are mapped intuitively to the corresponding colored button on the Dreamcast controller. Neo's magnetic fields interact with platforms, contraptions and enemies.
If Neo emits a red magnetic field near a red enemy, it is propelled into the distance based on the repelling nature of similarly charged magnets. Emitting a red magnetic field near a blue enemy will attract them, again based on the properties of magnets. When attracted, enemies will also be compressed to form a small magnetically charged box. These concepts work in the same way when Neo emits a blue magnetic field. Once boxed up, enemies become projectiles that can be used to defeat other enemies or to destroy roadblocks such as walls.
Neo's magnetism can also be used to interact with platforms. For example, red platforms can used to perform super jumps when Neo emits a red magnetic field, effectively repelling him into the air, or alternatively he can "stick" to them by emitting a blue magnetic field. There are also zip lines that Neo can attach to by using the opposite colored magnetic field and levers that can be pushed by using the same colored magnetic field. These contraptions are strung together in series, requiring the player to constantly change the magnetic field to rapidly repel and attract their way through the level. The result is that the player can essentially "fly" through large sections without ever touching the ground.
Most of the game sees Neo travelling by foot with the usual running, jumping and pulling up on ledges. There are also levels featuring transport via a minecart, where similarly to Donkey Kong Country, the player travels on rails and cannot choose their direction, but can jump to avoid enemies and obstacles. There are also ride sections, where Neo sits atop a robotic camel or horse, both of which accelerate forwards, requiring the player to move left and right and jump to avoid enemies and obstacles, much like the polar bear and tiger ride sections seen in the Crash Bandicoot video game series.
The main game spans four worlds: Jungle World, Ancient World, Cowboy World, and Future World. Each world has four levels and a boss level, thus the game consists of 20 levels in total. The levels are joined by a hub world and upon returning there after completing a level, the player has the option to save their progress. There is also a challenge mode, featuring 20 puzzle levels, each with 5 difficulties, providing 100 levels to complete.
In addition to challenge mode, there is also replay value in the form of collectables, objectives and the associated rewards. Each non-boss level has 8 "Pinki Coins" to collect, a hidden item and a time trial/time attack where the player must complete the level in under a certain amount of time. Once the player achieves these 3 objectives on a level, they are rewarded with a piece of furniture for Neo's home. There are 16 pieces of furniture to collect including a computer, a freezer and a famous art print.
In general, the gameplay and advancement is noted to be difficult and based on memorization of the location of enemies and contraptions, much like traditional platformers from previous generations.
NO EMULATOR USED!!
Played on ORIGINAL CONSOLE & Upscaled with Framemeister/OSSC if old Gen Console.
. . Platform(s)
Dreamcast
Release
JP: February 3, 2000
NA: June 15, 2000
UK: August 4, 2000
Genre(s) Adventure, Platformer
Mode(s) Single-player