Alundra 2 - Mashinka no Nazo
Alundra 2 - Mashinka no Nazo is a PlayStation action game released in 1999 developed by Matrix Software. It centers on platform movement and landing judgment, movement and immediate actions, and enemy and hazard responses, with controls and information arranged around the directional pad, shoulder and face buttons, plus DualShock twin analog sticks and vibration where supported.
- AI score · out of 10
- 6.9 / 10
About this game
Alundra 2 - Mashinka no Nazo is a PlayStation action game centered on platform movement and landing judgment, movement and immediate actions, and enemy and hazard responses. Stages build pressure through routes, enemy patterns, and changing objectives, with progress divided into stages, tasks, matches, or growth milestones that make immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on length, sales, or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Animation, hits, camera behavior, and readable hazards determine whether feedback remains dependable, while early 3D graphics, pre-rendered backgrounds, CD audio, and full-motion video need to preserve targets and interface readability on a television. The genre-specific limitation is that camera behavior, collision rules, input mapping, and repeated ground after failure can raise the entry barrier. Platform conditions also include disc loading, Memory Card saves, regional video standards, digital or analog control support, vibration, and dedicated peripherals affect original-hardware use. This description covers only this platform release and does not import features or conveniences from remasters, emulators, or other console editions.
Collected in series
Alundra pairs real-time action with puzzles that ask you to study a room and then execute your solution. Its two adventures connect fighting, jumping and environmental obstacles, beginning with a young hero who can enter other people’s dreams.
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PlayStationAI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
A lively comic adventure with spatial puzzles, held back by camera and presentation interruptions.
Alundra 2 replaces the protagonist and setting, making more sense as a fresh comic adventure than a continuation of the original story. Dashing, jumping, swordplay and elemental magic complement spatial puzzles, while immediate object retries make experimentation worthwhile. Collecting pieces for additional sword attacks and visiting the amusement island broaden the activities. Japanese voices and character songs give the exaggerated cast energy, although prolonged antics and indistinct visual details can test patience. Camera limitations are more disruptive: ordinary views show little distance, and fixed boss angles complicate precise actions. Frequent short-scene loading and unskippable door reveals further interrupt the rhythm. Informative saves and checkpoints in mandatory minigames offer useful relief. Puzzle fans who tolerate viewpoint friction will find appeal, but one-time downhill and minecart sequences cannot be replayed afterward.
Strengths
- Spatial puzzles, action and elemental magic combine well, with quick object retries.
- Japanese voices, character songs and several minigames enliven the adventure.
Weaknesses
- Narrow or fixed cameras, loading and unskippable scenes disrupt precise play; some characters and visual readability are also frustrating.
Who it is for: Players who enjoy spatial puzzles, action and light comedy despite camera friction.
Play notes: This concerns Japanese original PS1 Mashinka no Nazo, a different world from the first game; Japanese voices and songs differ from overseas localization, and some sequences are one-time events.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension Collectibles and minigames broaden the goals, with recoverable mandatory challenges, though one-time sequences offer limited opportunities to revisit them. | Reviewed | 7.4 / 10 | Not provided |
| Dimension Action and spatial reasoning work together, with immediate object retries encouraging experiments; precise timing and viewpoint demands can still create bottlenecks. | Reviewed | 7.1 / 10 | Not provided |
| Dimension Voices and music enliven the comic cast, although prolonged antics and troublesome characters can dilute the adventure's momentum. | Reviewed | 6.8 / 10 | Not provided |
| Dimension Informative saves and camera adjustment help, but narrow visibility and unskippable sequences keep interaction from feeling consistently efficient. | Reviewed | 5.5 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- Matrix Software
- Publisher
- Sony Interactive
- Release date
- 1999
- Platforms
- PlayStation
- Content kind
- Game
- Release state
- Released
- Region
- Worldwide
- Official website
- Not provided
- Offline minimum players
- Not provided
- Offline maximum players
- Not provided
- Online minimum players
- Not provided
- Online maximum players
- Not provided
- Categories
- Action · Primary genreRole-Playing
- Tags
- ReplayableSolo-friendlyThird PersonMain Story Under 10 HoursLinear LevelsPlatformingDodgeFast-paced3D GraphicsWarReal-time Combat
- Supported game languages
- Not provided
- Requires base game
- Not provided
- Standalone
- Not provided
- Age ratings
- Not provided
- Play modes
- Not provided
- Perspectives
- Not provided
Release editions
- PlayStationWorldwide1999
Game gallery
Sources
Not provided