Bio Senshi Dan: Increaser to no Tatakai stands as one of the Famicom’s most ambitious early experiments in the action-adventure genre, blending side-scrolling combat with a relentless biological gimmick. As Dan, players are sent back to a monster-infested 1999 to prevent an alien takeover, navigating expansive, non-linear stages that require more than just twitch reflexes. The game’s defining feature is the "Increaser" system—a global timer that dictates the evolution of the level bosses. If you linger too long exploring for upgrades or health, the monsters grow through five stages of mutation, eventually becoming nearly invincible behemoths that can end a run in seconds.
The gameplay loop is surprisingly deep for 1987, featuring an economy system where "Inca" points serve as both currency for shops and energy for Dan’s specialized sub-weapons. While the primary sword combat can feel a bit stiff compared to contemporary hits like Ninja Gaiden, the necessity of managing your time versus your power level creates a palpable sense of dread. Each zone concludes with a boss fight that serves as a skill check for how efficiently you navigated the preceding maze. While the visuals are standard for early 8-bit Jaleco titles, the creature designs are wonderfully grotesque, reflecting the body-horror themes of the "Increaser" threat.
Despite a planned Western localization under the title Bashi Bazook: Morphoid Masher, the game never saw an official retail release outside of Japan, leaving it as a sought-after curiosity for import collectors. The canceled US version featured minor graphical tweaks and a translated script, but the core experience remains intact on the Famicom original. For fans of Metroid or Blaster Master, this title offers a punishing but rewarding challenge that demands mastery of its maps and an aggressive pace. It remains a fascinating look at how developers tried to push the NES hardware beyond simple stage-by-stage progression into something more dynamic and intimidating.
