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Developer(s) Winds
Publisher(s) Masaya
NCS Corporation
Hudson Soft
Platform(s) PC Engine, Virtual Console
Release PC Engine
  • JP: April 27, 1991
  • NA: 1992
Virtual Console
  • JP: April 17, 2007 (Wii)
  • NA: April 30, 2007 (Wii)
  • EU: May 4, 2007 (Wii)
  • AU: July 27, 2007 (Wii)
  • JP: August 27, 2014 (WiiU)
Genre(s) Platform
Mode(s) Up to 2 players

Kaizou Choujin Shubibinman 2: Aratanaru Teki (改造町人シュビビンマン2 新たなる敵, Restructuring Super Human Shubibinman 2: New Rivals) is a 1991 platform game developed by Winds. It was released in the United States as Shockman in 1992 as the only game in the Kaizou Choujin Shubibinman series to be released outside Japan. The game would be re-released on the Wii Virtual Console worldwide throughout 2007.


Shockman takes about two years after the original Kaizou Choujin Shubibinman. Arnold (Tasuke (太助) in the Japanese version) is no longer a student and works as a cook in a local restaurant. Sonya (Kyapiko (キャピ子)) remains a student. Since the fall of the Dark Skull, Doc has constantly suspected that another invasion was coming sending Arnold and Sonya on searches for the new invaders although never finding anything. However, one day, after Doc is kidnapped, Arnold and Sonya find out that an alien empire led by Ryo is planning to take over the world. Also, two other villains have appeared with similar powers to Arnold and Sonya. They are dark Shubibinman (シュビビンマン) named Jeeta (ベータ Bēta) and Mue (ミュー Myū). Arnold and Sonya must now rescue Doc, stop Ryo from taking over the world, and avoid being killed by Jeeta and Mue.


Shockman plays very differently from the previous title. Swordplay has been eliminated and is replaced by a ranged weapon much like Mega Man's Mega Buster. The world map, upgrades, and hostages have also been removed from the game. There are also now two side-scrolling shooter stages. Additionally, jump control has been altered.


According to Video Game Bible, 1985-2002, the game is "about average for the genre" and that it has "very nice graphics and level designs"; he argued that is "[o]therwise" fun despite that the "control can seem a little bit glitchy at times."[1]


  1. ^ Slaven, Andy. Video Game Bible, 1985-2002. Trafford Publishing, 2002. p. 76. ISBN 1553697316, 9781553697312.