The Sega Genesis Mini 2 was quite a surprise when it was announced and released in 2022. The mini-console fad had run its course, and Sega already made a successful entry with its original Genesis Mini. It looked and ran great with a solid game lineup. It was surprising Sega released an in-house console at all, as hardware was no longer its focus for the last 20 years. Yet the Mini 2 made a subdued launch with an all-new lineup of Genesis (and Sega CD!) games, as well as games that were unreleased, out of region, and even completely new. It’s probably the most intriguing of the mainline minis.
As 40 go-to Genesis games were already out on the Mini 1, the Mini 2 pulled from deeper in the library, focusing on more second-string and uncommon releases. Despite the negative connotations, these are far from low-quality games. These are cult classics at best and quirky oddities at worst. Echoing my Sonic 1 story in the last post, many of these games had single production runs and/or modest sales. Once they sold, they sold, and stores quickly cleared them out to make room for the next wave. Especially for a later Genesis gamer, there were scores of games you’d either see at a friend’s house, on the rental shelves, or tucked in a magazine or catalog. And if you still didn’t see them, you’d never know they existed. Granada is a fine example of this.
Granada is one of the many earlier-wave Genesis releases that pulled from a Japanese computer called the Sharp X68000. This general-use PC never made its way to the US and was revered for its surprisingly strong lineup of game software. These games ported well to Sega’s console and were a welcome third-party fill-in. Many of them share a similar kind of vibe: high-tech, hardcore, and ‘crunchy’ for lack of a better term. A lot of them are space shmups, but Granada is a bit different, taking place on dystopian Earth as a free-roam top-down shooter.
As I played Granada it reminded me of a cross between Soul Blazer and Rally-X. Levels take place on vast areas as you hunt down marked enemies on a radar map. Marks are either enemy generators or major cannons. After destroying every mark, the boss mark activates with a battle in either a fixed arena or in the open field. You get a generous amount of time to clear each level, though a Time Over just kills your ship and respawns you immediately with a fresh clock. Granada is odd with its hit points: you’re given a large shield bar that ticks down with each hit. There are no health pickups. Losing a ship respawns you on the spot, and losing all ships Game Overs immediately. Back at the title screen you’re given a chance to continue at the stage you ended at, up to 3 times. Especially in a genre that’s usually punishing, it’s an oddly generous system that trivializes lives—it’s tantamount to having one life with 50+ hit points and no way to replenish them. Again, it’s nice but just a little odd.
There are 9 stages, each one completely different from the last. Some stages are wide open, while others are tight corridors. Every stage has a maze-like feel to it, but never so much you feel lost. You’re given infinite ammo for a weak rapid shot and a strong blast shot (16x stronger according to the manual) at the cost of a significant recoil. Each stage also features a unique option weapon (remember that term from Last Resort?) that will help out and is optimized for the stage they are in. The variety in stages and firepower make for a game that’s always throwing a new surprise your way, with little repetition outside of the main objective. The variety extends to the bosses, with some stalking you around the map, some acting like a traditional vertical shooter boss, or even one that requires bank shots to hit. Some of them can be a little cryptic though, as they could’ve been more obvious when a weak point (or any hit point) is struck. A good old-fashioned health bar wouldn’t have hurt, either.
Granada is one of those games that simultaneously has a deep (if nonsensical) story most likely caught up in its own translation, while also featuring barely any of it within the game itself. This is an unfortunate product of its era, where English translations/Western localizations were given very little care and attention, either overwriting old stories completely (with something worse) or translating them so phonetically they almost make no sense. Even after reading the game’s manual, screen text, and online webpages, I still have no idea where the name comes from or what exactly is going on. It seems they tried to make the story overly wordy to come off as sophisticated; all it did was make me ignore it even more. Luckily this game puts its gameplay before anything else and is all the better for it.
Granada is a solid, arcade-inspired game that thankfully stands out with its gameplay and approachability. I’m sure it certainly had its fans, especially with enthusiasts of the X68000 ports, and in later years probably made for a solid B-tier rental. It took me a few sessions to finally clear the game on Easy. At my peak I managed to reach stage 7 reliably on one credit, with 8 eventually following and savestating my way through 9. With such a large shield bar, the game expects you to take hits (and oh, you will) but the last stage is utterly ridiculous, especially with recoils pushing you into bottomless pits that shave off your shield in one go. The game’s high time limit encourages you to be strategic with your approaches, taking it slow and angling your shots to avoid return fire. But so many enemies take pot shots at you constantly, and I always found a way to get hit by them. After a while you get numb to them, until you remember there is no way at all to recover health!