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Birdieland (バーディランド in Japan) is an isometric platformer developed and published by RECHSOFT for the Super NES and AtHome Disc on November 12th, 1996 and on the Nintendo 64 and VectorMan on November 13th, 2000. The game focuses on the adventures of Chatsie through the mystical Birdieland.

Levels

Springtime Savanna

Episode No. Birdies Segments Description
1 5 1 The starting level, used to get used to the game. Takes place in grass.
2 10 2 A level taking place in a worn path in a drier area.
3 15 3 A level taking place in a small African village near a large tree.
Boss 0 1 A boss battle against Flaming Tiger in a large tree.

Summer Steppe

Episode No. Birdies Segments Description
1 10 4 A level taking place in a desert valley.
2 12 3 A climb up the cliffs of the steppe.
3 16 4 A level on the steppe.
Boss 0 1 A boss battle against Rocky Vulture in the steppe.

Autumnal Alpine

Episode No. Birdies Segments Description
1 10 5 A level taking place in the more deciduous part of the forest.
2 15 5 A level taking place in a leafy area.
3 20 5 A level taking place in a cold lake. Introduces water physics.
Boss 0 1 A boss battle against Bubbly Frog underwater.

Winter Wonderland

Episode No. Birdies Segments Description
1 5 5 A frozen river. Introduces slippery physics.
2 5 5 An iceberg.
3 5 5 A level taking place in a frozen pipeline.
Boss 0 1 A boss battle against Frozen Walrus in a hailstorm.

Seasonal Swamp

Episode No. Birdies Segments Description
1 15 3 A level taking place in a watery swamp.
2 15 3 A level taking place in a sunken ship.
3 15 3 A level taking place on the shores of the swamp.
Boss 0 1 A boss battle against Slippery Alligator in the murky water.

Mechanical Madness

Episode No. Birdies Segments Description
1 25 5 A large, demented factory grinding Birdies up.
2 50 10 A cave filled with overgrown plants and decapitated enemies.
3 75 5 A completely blank cave made of rusted metal.
4 100 10 An intestine-like dungeon.
Boss 30 3 A battle against Screaming Man in a large, intestine-like place.

Gameplay

The majority of the game is played in an isometric view, divided up into two segments: Platforming episodes and Boss episodes. The levels are split into segments, each of which are somewhat similar.

Birdies are not needed to complete the game. However, to battle the final boss, every single Birdie (Located in random places on the episode map.) must be collected.

The Platforming episodes are, for the most part, similar to gameplay in Sonic 3D Blast, albeit much more RECHSOFT-like. Enemies can not be defeated by a Goomba Stomp, but instead by kicking and punching them to death. All enemies must be defeated before a level is completed.

The Boss episodes play similar to the boss levels in Sonic 3D Blast, but with a twist; every boss must be completed without taking a hit, as they each carry lethal weapons.

Health is split into four "quadrants", as in Spikeyfruit. Taking damage (Unless from a lethal object such as spikes, flames, or gunfire.) removes one quadrant. If all four quadrants are depleted, a life is lost. If this occurs when there are no lives left, a game over occurs.

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