Not that I know of. They didn't even bother to fix the Engrish... I guess they never must regret it later. It feels as if all they did was change the cool box art (already western-inspired) into something far lamer for the Turbo, which is par the course.
The first boss is tricky since only his head can be hurt. Having the wave power-up means you need to jump in order to get that arc just right.
I beat the game without continues earlier this year (or late last; can't remember). What a great time! It's one of the best action-platformers on the system, imo.
I myself beat Gomola Speed today. I had this game for a little while and only recently put in the effort to beat it. I don't know if I am totally sold on the snake "eat the fruit" mechanics, which seem very fiddly, right to the end. Likewise with the movement, which seems overeager to set you on a collision course with an enemy. I can't knock the game for its creativity though. UPL was a company that made its name combining odd game mechanic ideas together and wrapping them up in a unique aesthetic (usually meshing cutesy chibi with HR Giger bio-mechanical horror!), and Gomola carries that torch pretty proudly.
Some of the maze levels can be pretty tedious, but many offer some neat mixture of adventure and dungeon-crawling, with puzzle thrown in for good measure. I'm so glad the game has a number of neat boss fights to punctuate the action. The final couple are pretty fierce encounters, though it feels too easy to get hit by some of the huge sprites or projectiles. The ending is pretty damn lame though, ha - although the curtain call cast-and-characters thing is always welcome for me.
Neat note that the game allows you to access the developers' debug mode, which makes for some nice messing around: putting your sprite where it's not supposed to be, warping to levels (or non-levels) that were on the cutting room floor (or stuff like the title screen as a navigable space!). It's always interesting when games let you see what's "under the hood."