|Pocket Monster II|
The game's title screen.
|Console||Sega Mega Drive|
|Date||Unknown, probably 2001|
|Engine||Pocket Monster platformer engine|
|Sound engine||High Seas Havoc sound engine|
Pocket Monster II is a platform game for the Sega Mega Drive and it's the direct sequel to Pocket Monster, both probably developed by ex-workers from Chuanpu Technology and perhaps published by X Boy. Unlike the first game, no SNES port has yet been discovered.
This game shows a significant improvement over the original, as both the artwork and audio has been improved since the first game, though the former is still mostly stolen from other games and it still shows all the previous glitches, in addition to a new one. The music is mostly remade from the Japanese Pokémon TV series, with songs including the original Japanese opening theme (Stage 1 and Stage 4) and the ending theme of the pilot. (Boss theme.)
Rather simple, you move with the control pad and jump with the 'C' button. Unlike in Pocket Monster, Pikachu cannot use a screen-wide electric attack. Instead, he can toss Pokéballs with the 'B' button (when they are collected). You can kill enemies with them, but are rather useless thanks to their lacking range and the fact that you drop all of your Pokéballs when you get hit.
This game is incredibly short overall, as it only contains four levels with a sole final boss at the final one. However, the length of the game comes in punishing slightly careless actions with a very large amount of leaps of faith and overall blind jumps, in combination with the lack of checkpoints. Also, despite the game has very few stages, they're incredibly long, so all of this makes the game aggravating at times.
The four levels are also incredibly generic. They have no names, but their themes are the following: forest, canyon/valley, castle, and power plant. The only one of the four levels with a specific mechanic is the third, with a button-activated door.
As mentioned before, the game punishes any mistake you make. Falling down is almost a guarantee if you don't have the map completely memorized. However, the plentiful extra life pickups, which regenerate upon death, keep you from getting a Game Over too soon.
It's no surprise that this has more than a couple of glitches...
- Pikachu can only control the height of his jump while standing perfectly still, making it incredibly difficult to dodge certain enemies while progressing through the stage.
- On that same note, Pikachu can jump down from vertically moving platforms (moving up) if he jumps too low.
- The moving platforms can sometimes disappear if they are by the edge of the screen, due to objects being programmed to disappear if they scroll off screen.
- There's an odd glitch that causes random hits on pokemon due to iffy hit detection. This is common in other bootleg games.
- Using a certain variation of this glitch, you can defeat the final boss easily.
- Pikachu can jump again after jumping on a Pokémon. (Also applies to whenever Pikachu is damaged)
- When a Pokéball is tossed and on-screen, it moves as Pikachu does.
- Sometimes, when you throw a Pokéball to an enemy, the game freezes. It seems to happen both in emulators and in real hardware.
- Some music tracks from this game were reused in Fengkuang Dafuweng (aka Crazy Richman/Crazy Monopoly) by Vast Fame.
- The level graphics from level 2 seem to be taken from Mega Man X's (SNES) Sting Chameleon stage.
- The level graphics from level 3 are taken from Pink Goes To Hollywood
- The level graphics from level 4 are taken from Sparkster on the SNES and some of the enemies are taken from a variety of Megadrive games including Mega Bomberman and Magical Taruruuto-kun (the latter, fittingly, was developed by Game Freak, the creators of Pokémon.) 
- The crab and the blue monkey from the first level were stolen from a original licenced Sega Genesis game Wonder Boy in Monster World by Westone.