The hand wipes the blood away when you use the drill!
Ahhh... Now it makes sense.
Good to hear from you again, Fujisan! Sorry to hear POed didn't come out in Japan. But can't you play the North American version on your 3DO? The game has almost no text, and the 3DO isn't region locked.
After considerable struggles, I made it through "Canyon". The areas in that level are so huge that the 3D map is useless for getting around, and I kept on winding up in places I'd already been to. Dealing with the mantas in that huge an area was a pain, too.
"Highrise" was lots of fun. You can make a quick run for the exit without problems, but I enjoyed going through the building level-by-level, trashing the hordes of enemies, and grabbing the goodies. Also, finally an area where the ricochet ability of the meatball launcher comes in handy! Since this first discovery I've been having a blast with this weapon, now one of my favorites in the game.
It's great when you come to a corner, fire a half dozen meatballs at the right angle to see if anyone's waiting around the bend, and are rewarded with the sounds of burning flesh and screams of pain.
"Rapa Nui" was incredibly tough, both in combat and puzzles. It looked so simple at a glance, just one big area with turrets positioned on monuments and robos flying around. Once I'd dealt with the moderately tricky foes, I roamed around the area, shooting walls, examining the upper tiers. Took me ages before I found the warp to the other area of the level, and after that, almost as long to stumble on the secret entrance to the basement area. And then that little warp room overcrowded with rovers... oy. Almost impossible. After all that, Max is a incredibly slick-looking but wimpy boss.
Unlike the last Pompous level, I lingered a while in "Pompous Tartar". It occurred to me that with the infinite health, I can just let all the Cyclopes blow themselves up on me and thus not waste any ammo. As for the slimes, the level gives you enough rockets and narrow spaces that you can wipe one out with just a few shots in a couple seconds, a real change from the terror that the slimes usually are! And now that I've met the Cyclopes, the only enemy left in the manual is the final boss. I must be nearing the end!
"Gate" was... strange. The setup was cool, like a scene out of a modern high-budget sci-fi action flick, but in terms of practical gameplay you have to ask why. It creates dramatic slowdown, and there's obviously no reward to be had in actually duking it out with these legions of powerful enemies rather than running straight to the exit. And then there's the way that the jetpack won't ascend past a certain point. There no in-game explanation for this, and it presents a rather awkward barrier to leaving.
I got through most of "Tiryns", which has a nifty layout but is much too tedious with its bunches of enemies every two steps and the way most of the pickups are bunched together in just a couple places, making you have to keep going back and forth. And then I got the "load game deletes your save" glitch for a third time
I've had to take a few days off from the game to get over that frustration; my alternate save was last updated back at the beginning of "Gate" if I remember right. At this point I'm incredulous that nobody caught this glitch during playtesting.