Coke fuelled adventure to rescue your teacher!
Before we had Pepsi Man, we had Coca-Cola Kid. Well, I say we did, Coca-Cola Kid was apparently a Japanese mascot for Coca-Cola. I say apparently because I have done a couple of cursory searches and not coming up with as much as I was hoping, just more information and reviews about the game. So perhaps, if he was indeed a mascot, it was an incredibly short-lived thing or just existed for the purpose of advertising via the means of a Game Gear game. But, who is the Coca-Cola Kid? You may find yourself asking, well, it isn’t a reference to the 1985 Australian romantic comedy The Coca-Cola Kid.
Based on “The Americas, Baby” and “The Electrical Experience” by Frank Moorhouse, this Coca-Cola Kid is a marketing executive who is trying to understand why a small Australian town is resisting the urge to consume coke. It turns out they all drink a locally brewed soft drink made by an old man. During the course of the movie, our Coca-Cola Kid, learns the errors of his ways and the part he plays in BIG COLA, and I assume he falls in love with the old man, and gives up his high paying job to live a quaint and quiet life… Hang on, I’ve been watching way too many Hallmark movies with the wife. Though that synopsis sounds exactly like one of the many dozens of films we have watched together. Regardless, I feel I should probably watch this movie at some point, just because it all sounds incredibly silly, and based on that plot, is it supposed to be an advertisement for Coca-Cola or is it a warning about beverage giants? I also must question the Wikipedia entry on this film, as it mentions “Humorous subplots involving the office manager’s violent ex-husband”, hold the god damn phone for one moment. Humourous and violent partners really don’t belong in the same sentence. It was the 1980s… A different time. A time before Pepsi Man.
Let’s fast forward a decade, it is 1994, only five years away now, and we see the release of the Japanese exclusive Sassou Shounen Eiyuuden Coca-Cola Kid. Now, my Japanese is rusty and translating Japanese can be an absolute pain in the butt, admittedly the only word I knew for certain was Shounen being boy. Sassou can be translated as dashing, or gallant, that first meaning will be important down the line. Eiyuuden seems like a truncation of Eiyuudensetsu, for heroic tale. So for a translation of the full title, we could go with “Tale of the young dashing hero”, which was the Google Translate approved version, I’m more partial to something like “Dashing Boy’s Hero Tale”, though I suppose there is no possessive particle being Shounen and Eiyuuden, so that probably wouldn’t work. “Heroic Tale of the Gallant Boy?” I’m getting way too caught up on a comfy translation of what is possibly seen as a subtitle to the game. What can I say, I find language fun!
Anyway, moving past the title, let’s talk about Coca-Cola kid himself, named Koki (Or Cokey in the fan translation). Not sure why they didn’t go with Koka, possibly as that would sound too similar to the product itself and because Koki sounds cuter, more child-like. I promise the language hat is coming off now. Also, going forward we will refer to the character as Cokey to fit with the fan translation. When we see Cokey on the title screen of the game, he flies in on a skateboard, circling a Coca-Cola logo, it was the 90s, of course he is into skateboarding! He appears to be wearing a large white overshirt with a yellow t-shirt underneath, white shoes and a yellow cap, which he wears backwards. This character design really is some kind of condensed concept of what a cool kid would look like in the 90s according to nearly every media source going. I imagine he drops some absolute sick slang and sees himself as pretty rad.
Certified bad-assery aside, we actually have a cutscene before we hit the title screen, which sets the plot in motion for the game. It’s an ordinary day at school, Ms Sakurako, which for some reason I really struggled to read during my Let’s Play of this game, is approached by Mr Iwayama whom I assume is another teacher. However, he throws off his disguise, gets a mohawk and knocks out Ms Sakurako with, what I assume is a gas bomb of sorts. Mr Iwayama proceeds to kidnap Ms Sakurako for reasons, honestly, I have no idea why any of this is happening because at no point are we provided a motive for this. Typically there is more detail in the instruction manual, older games love to have significantly more in-depth story there, for obvious reasons, old games older action games were light on story to use game space for… Well… Action. Anyway, Cokey overhears Ms Sakurako’s scream and embarks on his adventure to rescue her, because this is clearly not a matter for the police, but for a child with a clear coke addiction. Coca-Cola addiction that is, obviously. Is this happening during school, or has school ended for the day? The questions are mounting.
Following that opening, and the title screen we jump straight into the game, Cokey rides onto the screen as the game tells us we are in the Downtown stages and we’re good to go. The game plays like a pretty straightforward platformer, we are trying to get from the left to the right, jumping with one button and attacking with another. In the Downtown area we have kickboxers and robotic birds as our adversaries. Trying to deliver jump kicks to the birds seems to be quite wonky, the game’s hitboxes are a little whimsical at times. So, something I thought as I was playing through the first few stages, the game allows you to pick up lots of momentum and has ramps and different routes through the level. It all feels very much like a Sonic game, and much to my surprise when I looked into this I learnt the game was developed by a company called Aspect. Aspect have a handful of games in their library, two of them are Sonic 2 and Sonic Chaos for Game Gear. I feel this helps contextualise some of the design choices in this game, and this goes beyond the momentum mechanics and alternative routes. The game structure is the same as Gamr Gear Sonic, with 3 stages per world, the 3rd stage being a dedicated boss stage. There is one more thing that convinces me that this game is essentially a Sonic game.
Cokey has a dash attack.
I did say the word “dashing” in the translated title would make sense and come into play! By holding down on the D-Pad, and pressing the jump button, Cokey will power-up like some kind of Dragonball Z character and releasing down will send him shoulder barging his way forward at high speed, hitting enemies, destructible items, and going down slopes keeps the dash active allowing you to move across the stage at quite high speeds. Jumping during a dash will you into a long jump, allowing you to clear large gaps and probably overshoot the platforms you want to land on. This is a common issue I have with games that have speed implemented into it, a lot of the time there is also precise platforming and the two things don’t mesh well, for obvious reasons. Alongside these moves, Cokey has an additional mobility move, and that is wall jumping. Wall jumps are done in the same way as New Super Mario Brothers, there is no timing involving, coming into contact with a wall will have Cokey slide down it slowly and you can jump off whenever you please. With the dash attacks, walls jumps and long jumps in hand, this game does open the opportunity for quite impressive speed runs as you fly across the screen.
So, besides the moves, you also get a few different pickups, two of
which seem to fully disappear from levels by the 3rd
world, a lot happens in the 3rd world, we’ll get to that
after this. A lot of the time, you will find either coins, coke in
two varieties disposable cup and glass bottle (Classy) and additional
one-ups, and some areas can make you pretty flushed with these items.
Along the straightforward route of stage 3-1 you can get 2 one-ups in
a row, and these items respawn when you die, so, that’s an infinite
one-up trick just waiting for you. You can also get large silver coins. Coins are used at the end of the
world, and they can be used at a vending machine to either buy a
continue, buy a health upgrade, or buy an elusive Coke disc, an item
that provides Cokey with not only a projectile attack, but if he
takes damage whilst he has a Coke disc, he doesn’t lose health but
he does lose the disc. It’s… Not very good, truth be told, odds
are when you enter a new world you will probably take damage early on
and lose it and never get a chance to use the power-up. I was able to
find a Coke disc in stage 1-1 in a hidden area, and perhaps there are
more of them throughout the game’s 10 non-boss stages, but I never
found them. The last power-up that needs to be talked about, just
because it is just so bad. Remember that Cokey was is portrayed as a
potential radical, rebellious sort, one that likes to skateboard? The
skateboard appears as a power-up in the game in the first two worlds
and makes you invincible, moves at a moderate speed and accelerates
greatly as it hits slopes. Sounds great, but here is the rub,
colliding with boxes, or other destructible terrain elements will
cause you to lose the skateboard, and a number of times, these
skateboards are placed pretty close to something that will cause you
to immediately dismount it. It all feels like a functionally useless
power-up, even more so when dashing and dash jumping is a much faster
means to get through a level.
Despite being, essentially, an advertising game, Coca-Cola Kid becomes surprisingly light on the marketing. Sure, the first world, Downtown, has you flying by several stores with large Coke banners, but once we get to the Ruins, the third world any and all advertising is gone, it would have been cool to have the level have some run downs remnants of Coca-Cola billboards, maybe some broken vending machines, etc. But, no, heck the Ruins levels also barely have any health pick-ups from what I saw, and there is this one enemy who will be the bane of your existence in these stages. After that, Cokey heads to a Steel Mill, which really gives me Metropolis Zone vibes, before we arrive at our final destination, the Disco. This surely would have been a peak location to have Coca-Cola advertising, y’know, bring it all home, remind people who have been Coca-Cola starved for a whole two worlds to remind them who commissioned this game (I assume they did). There is something Coca-Cola signs in the Steel Mill and Disco, but I had to replay the stages and actually pay attention to the background to notice them. That probably says more about me!
So, after jumping, dashing, kicking, skateboarding and generally just bad-assing your way your through all the stages, beating the bad guys and rescuing your teacher, she thanks you with a massive hug. It must be quite a tight hug as Cokey expresses that he is struggling to breathe against the teacher’s chest, before falling to the floor, unconscious or dead, it is hard to tell how badly the boy was suffocated by his teacher’s bosom. Roll credits. Well, that was weird. Mostly just the ending. The overall game is quite enjoyable, though it does suffer from similar issues I have with Sonic games in general. Sonic games want to put an emphasis on speed, however, visibility of upcoming danger is very limited, the skateboard epitomises this perfectly, with some of them only a few meters away from something that will knock you off them. Sure, you may say that the speed element is more for people who know the stages well and it is a show of skill to blast through them. The game is short enough that is it isn’t the hardest thing to commit levels to my short-term memory to make it appear I am competent at speedrunning this game.
It is a shame that this was only released in Japan, though it was also a Game Gear game, I can't say for certain how well the Game Gear did internationally, perhaps it wouldn't have done that well. Overall, the game is quite fun, when you are not being harassed and bullied by certain enemies or failing at some of the games awkward platforming challenges. For a game that I feel only exists as a further extension of Coca-Cola’s on-going dominance of hearts, minds, screens and just anything they could try to slap their logo on, it is a fun little game to play through that doesn’t leave a bad taste in your mouth, unlike other advertising games.
I did a full Long Play on my channel, available here:
https://youtu.be/J9kF7Q5SG74
