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While most sequels opt for more stages, new characters, features and modes, back in 1987 Taito wanted to do something different. Instead of replicate the same ideas as the classic arcade game Bubble Bobble for the follow-up, Rainbow Islands features completely different projectiles and vertically-scrolling gameplay, while retaining the same basic story of two boys battling screens of monsters.
Like Bubble Bobble before it, Rainbow Islands is centered around a unique and multi-purpose projectile, the rainbow. Emerging from wherever the player fires, it can be used as a stepping stone to be walked over, and by stringing them back-to-back, can be used as an extended bridge through the air to reach far away areas.

While enemies were reasonably tame and easily captured under a rainbow, it was this vulnerable, vertical traversal that made them a far larger threat, requiring players to map their routes effectively. The bosses were also a highlight; trapping you in a room with just a handful of platforms for company, a giant version of one of the world's enemies would bounce around the screen, giving you limited room to manoeuvre and counter. The most infamous was the vampire, who would send out bolts of lightning around the screen at regular intervals, and was a real challenge to defeat.

Like its predecessor, it was ported to practically every 8 and 16-bit platform at the time, cementing its classic status. While it differed visually across platforms, it was essentially the same game, although the Master System featured different stages and enemies using the same base mechanics.

Meanwhile, WiiWare and Xbox Live revival Towering Adventure! was blasted for stiff controls, annoying mid-boss encounters and its use of Avatars. Hopefully modern licence holder Square Enix will see fit to give it a more straightforward and faithful port sometime in the near future, because as with most classic arcade titles, if isn't broke, then don't fix it.
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