PLATFORM ADVENTURE
Blaster Master: Blasting Again (PS1, 2000)
Subgenre: 3D Vehicle Action/TPS, Basic stealth element (moving laser sensors in a few rooms)
Perspective: TP View
Movement Mechanics: Limited flight and Underwater swimming upgrades for the tank
Other: One surprise escape segment (indoors area in the lava area) and one rail shooter segment (sixth boss), Retains the in-vehicle/on-foot dynamic from the first game, Can't swim as the pilot here
Partially voiced radio assistance (similar to OoT, MGS or Burning Rangers; get frequent gameplay tips and directions) - very handholding early-mid game
Linear structure overall (small hub area with teleporters to sub areas (these aren't connected despite it looking like it in the manual, use gained movement abilities and backtrack to find new parts of these sub areas and to progress) that unlock in order as you finish the previous one - while you can get to the teleporters to later areas after beating the second boss you can't enter them, opens up a bit more after unlocking all the emblem doors after the fifth boss)
Several save points/maintenance terminals per area (this is also where you get new weapons added to your tank after the first boss and new moves after most subsequent bosses, can also heal at these), Multiple slots
Mini-map+enemy radar and compass in one (rotates, pause menu map shows next objective and current sub area, doesn't show enemies, no topography in either besides a few overlapping paths on the mini-map), Menu map (shows which room you're in but not your exact location), The maps don't show solid walls nor laser barriers/locked doors within rooms and don't show the gates connecting the hub area to the others, No full world map view - can view only the current sub area via the pause menu, the menu map doesn't show switches/support items (sub weapon strength+ammo capacity upgrade - some can only be reached with new abilities later on)/save points/elevators and the mini-map doesn't show save points
Difficulty options (easy-hard)
Control config (full besides select and start functions)
No dual analog support so you can't map camera rotation/pitching to the right stick (actually can't pitch the camera at all during gameplay (only pick between two view modes before beginning) which can be a problem during some platforming segments as the "long" angle is pretty high besides for some tighter spaces and the "up" angle is basically behind the avatar at all times - they should've let you switch during gameplay)
Ammo capacity and sub weapon upgrades for the tank (8 levels each and some change besides dealing more damage), Pilot only gets temporary main weapon upgrades which are lost when hit like in the NES game
Environmental effect in one indoors area (freeze the water by activating a machine)
No teleporters - Can teleport back to the tank from on-foot (your assistant tells you when it's available early on) but you actually have to exit the indoors areas first so it's situational in usefulness
No weapon inventory for the pilot (the highest level is a flamethrower which isn't optimal in some situations)
Boss rush - have to fight the bosses again to unlock the final boss fight (also have to find the bosses again in a fairly large new area)
Very light on hidden items or paths behind breakable walls - seems to use only rocks placed in the open (as in not part of the regular walls) to obscure some objects, Few hidden rooms (rooms that don't have an obvious door connection on the map) and items period
Destructible enemy spawner machines in some rooms (these and the enemies respawn whenever you exit a room)
Skippable cutscenes (these are fairly frequent)
One decent switch puzzle in the last indoors segment
Shows enemy and boss health bars
Hazardous liquids don't do much damage if you keep jumping
No life bar upgrades
Some invisible walls (sometimes where you'd expect there to be a narrow path to a different room)
Playthrough - Review - Mini Review
Influenced by: Metroid and Zelda series, possibly Burning Rangers, Bulk Slash, Ghost in the Shell, Armored Core, Future Cop: LAPD, MDK
Influenced: