Cheetahmen II is a platform game that was supposed to be released for the Nintendo Entertainment System. This game was the sequel to Cheetahmen, which was one of the games on the infamous Action 52. It may have started while the Action 52 was still on the market, but presumably due to the abysmal sales of the Action 52, Cheetahmen II was cancelled and 1500 cartridges were sealed in a warehouse. In 1996 however, the cartridges were found and this is now very valuable to game collectors. The cartridges that had Cheetahmen II in it were actually reused Action 52 cartridges that just had a gold sticker that said Cheetamen II on it.
Mad scientist Dr. Morbis kills a mother cheetah while on safari in Africa, then takes her three cubs for his genetic research. Subjected to his experiments, the cubs grow into half-cheetah, half-human creatures. Once they learn of Morbis' evil plans, they turn on him, and he, in turn, creates an army of half-animal humans (known as "Sub-Humans") to stop the Cheetahmen once and for all.
Why It Sucks
- Elements of the story directly contradict the first NES Action 52 game. In the first Cheetahmen game the Cheetahmen were game characters, but in Cheetahmen II they're mutants in real life.
- This game is glitch incarnate. Because it was never finished, this entire game is covered in nothing but glitches. There are patches and ROMs that fix them on the internet, though.
- The vast majority of the flaws, problems, and game glitches in the first Cheetahmen game also return in the sequel, such as the infinite jump glitch.
- The game mechanics are not consistent from level from level. For example, using the jump glitch and going too high can kill Hercules and Aries in some levels while doing it in other levels will not.
- The game sometimes experiences slowdown, especially if you use the infinite jump glitch.
- It's impossible to access some levels. Defeating the boss on level four (incorrectly referred to as LEVEL 3 in game which is also used as the title of the real level three) does not send the player to level five. Sometimes when launching the game it starts on level five.
- The health gauge in the upper left corner is hard to read due to the strange X pattern used for the sections of the gauge. One can count how much health remains by observing the holes in the gauge, but only on the first level. In later levels it involves counting the circles in the center of the X crosses.
- The health gauge is inconsistent in appearance; the gauge changes appearance due to it using a palette that changes with each level.
- Hercules is unable to take down enemies from a distance, or even low on the ground. It is also very difficult to make him jump over enemies such as a worm, thus forcing the player to take a hit without using the jumping glitch.
- Invisible coin blocks are placed wherever throughout the level potentially blocking the player from jumping and causing them to take damage from enemies they were trying to jump over.
- Since this game was never finished and programming for going to level five was not implemented, it's impossible to beat the game. Players can thus only get as far as the game will allow them.
- This game was so incomplete that level five (which is inaccessible unless a game glitch occurs) is actually ripped straight from the first Cheetahmen game on Action 52.
- The architecture in levels loop at least once so players will go through the same geometry multiple times during a level, which can be rather confusing.
- The final boss in level six of the game is Cygore, a henchman of Doctor Morbis, not the Ape Man which is the strongest Sub-Human made.