There is one feature that shows that someone on the development team was trying to think in an innovative direction. Instead of a generic health bar or some sort of one-hit system, Chibi Robo’s health is determined by his charge. While he’s awake and out on the field, his charge slowly depletes, starting at 999. If he’s hit by an enemy, he loses more of that charge. He recharges himself by finding batteries or plugging himself in to an electrical outlet.
Zip Lash is riddled with numerous features that have no purpose. Players can collect brand-name snacks that they trade to a plane in another dimension for coins. The wheel of misfortune that you spin to move from level to level is explained just as well as why hitting UFO’s of different metals (bronze, silver, gold) at the end of a mission gives you different numbers of spins in order to progress through each world. His extension cord losing all of its length every mission is understood from a development standpoint, but is still completely ignored in-game. Maybe Chibi Robo gets bored and gives it the ol’ garbage compress. These are all things that just happen, and the player is expected to accept these happenings while playing in lackluster levels against simple opponents.
The side-scroller sees the 10cm-tall Chibi Robo use a lasso plug to defeat enemies and traverse stages while collecting orbs and avoiding obstacles. It’s due out this fall in Japan alongside a simultaneous Chibi-Robo Amiibo release.