, also known by its longer title as Bakutotsu Kijūtei: Baraduke II, is a scrolling shooter arcade game that was released by Namco in 1988 only in Japan, and for the Virtual Console in 2009. It runs on Namco System 1 hardware, and is the sequel to Baraduke, which was released three years earlier. It was also the second game from the company to allow scores not ending in "0" (the first was Hopping Mappy released in 1986), along with the first one to display Katakana in bold text onscreen to distinguish it from Hiragana. The game would later be ported to the Wii Virtual Console in 2009 for Japan only. Gameplay As in the original game, the players again take control of Takky (Player 1) and Hommy (Player 2) while fighting the strange-looking Octy and saving the one-eyed Paccets. Several new enemies have also been introduced. There are now four different types of capsules; as a general rule, the yellow ones contain Paccets, while the red ones contain Baganns, the blue ones contain shot powerups, and the green ones contain speed powerups. It is also now impossible to move backwards. If the players die, they will be sent back to the beginning of the stage (unlike in the original, where they would restart in the place where they died) and be reprimanded by the "Paccet Ojisan", who also appears for the start of some stages to give advice in Japanese. Reception Bakutotsu Kijūtei was only moderately-successful in arcades. Game Machine reports it was Japan's seventeenth most popular arcade game of September 1988. The publication noted of the game's smooth sprite animation and detailed visuals during a tradeshow demonstration, believing it would be successful in its own right. In a 2015 retrospective review, Federico Tiraboschi of Hardcore Gaming 101 described the game as being a cross between Gradius and Section Z, with some vague resemblance to Metroid. He noted of the game's drastic change in its graphical style, being more cartoonish compared to the original Baradukes less-muted and darker tone, as well as being more detailed and rounder in shapes. Tiraboschi was most critical of the gameplay itself, which he greatly disliked for its difficulty and bizarre structure. He criticized the lack of shields and the player starting with only one life, which he labeled as "the ultimate "screw you" to the players", saying that the game was ultimately hindered