NBA Give ‘N Go (SNES)

Pub: Konami | Dev: KCEO | Nov. '95 | 16 MEGS
Pub: Konami | Dev: KCEO | Nov. ’95 | 16 MEGS

One of the thrills of growing up during the mid ’90s were all the awesome arcade games just waiting for you to plop a quarter in. And the longing hopes and dreams that one day soon the spirit and essence of your favorite arcade title would receive a respectable enough translation on your 16-bit console of choice. They never captured the arcade original perfectly, but the best ports brought home a piece of the arcade. Sometimes you didn’t have to wait very long. Other times, it would be years later. Such was the case for NBA Give ‘N Go. Was it worth the wait? Strap on your squeaky sneakers and let’s take a look.

BEFORE THERE WAS NBA JAM…

THE arcade game for basketball junkies
THE arcade game for basketball junkies

… there was Run ‘N Gun. It was loud, in your face and full of that early-mid ’90s arcade wonder. Walk into any arcade hall more than 20 years ago and you would be bombarded by dazzling lights and ear-crunching sound effects all vying for your quarter’s attention. Right in the thick of the Golden Fighting Game era, Konami released a basketball game that emphasized action and fun over strategy and simulation (although it certainly had some of that too, especially when compared to NBA Jam). My brother, friends and I immediately fell in love with it. And we were counting down the days until it would be ported over for either the Sega Genesis or the Super Nintendo. Our wish came true but unfortunately, no sooner than two plus years later.

Nothing like throwing down a monster jam
Nothing like throwing down a monster jam
The rich bold colors captivated me
The rich bold colors captivated me

My brother was a huge basketball nut back in 1993. Me? The sport was OK. I liked it reasonably well enough, but I didn’t go out of my way to catch the games when it came across the ol’ telly. To be honest, at 10 years old I was far more interested in playing video games or watching WWF wrestling. But my perspective on the game of basketball all took a turn on one particularly fateful day…

MEMORIAL DAY MIRACLE

The day I became a basketball lover for life
The day I became a basketball lover for life

Monday, May 29, 1995 is a day I’ll never forget. Hard to believe the other day marked 21 years since that fateful day…

It was Game 4 of the Eastern Conference Finals which pitted the young uprising Orlando Magic vs. the Indiana Pacers. I was at the local mall walking past Radio Shack when I saw they had the game playing on 10 TV screens. There were 3 people standing there, watching in angst and talking in-between plays. I joined, making it a crowd of 4. The game was in the final 3 minutes, and as the drama unfolded, the crowd steadily grew from 4 to 8 to 12. Even the employees stopped what they were doing and joined our huddle.

These are the moments you live for as a sports fan (as I would come to find out), and to boot it was one of the greatest finishes EVER in NBA playoff history.

With under 15 seconds to go, this improbable sequence took place:

  • Brian Shaw’s 3 pointer gave the Magic the 1 point lead
  • Reggie Miller answered with one of his own, putting the Pacers back up by 2 causing the Indiana crowd to erupt in a frenzy
  • Mere seconds later the player many then believed would carry Jordan’s torch as well as the NBA into the new millennium, Anfernee “Penny” Hardaway, nailed a dramatic heart breaking 3, giving the Magic a 1 point lead with 1.3 seconds to go. It left the sold out capacity crowd in stunned silence
Penny in his prime was something special
Penny in his prime was something special

As the game went to its final commercial break there was a deafening buzz within Radio Shack’s small confines. I was right in the middle of it and the raw adrenaline was indescribable. I felt like I was at the game myself!

To this day I still can hear that classic NBA on NBC theme, being played on no less than TEN television monitors, in full blast stereo reverberating throughout the store and the entire mall itself. It’s one of those vivid childhood memories that haunts me to the core… even 21 years later.

Suddenly we were no longer just a bunch of strangers, no. This playoff basketball game magically banded us together. We were basketball fans, enjoying and living up the moment.

I saw basketball in a new light — the likes of which I hadn’t seen before. There was strategy, there were tactics. Beyond that, I started appreciating the concept of teamwork and five different people of varying size and skills working as one well oiled machine.

That day I developed a much deeper appreciation for basketball. It’s the moment I became a fan for life.

Fakes... shoots... HE HITS HE HITS HE HITS!!!
“Fakes, shoots and — HE HITS HE HITS!!”

Down 1 with 1.3 seconds left, the ball made its way to the dunking Dutchman, Rik Smits. He faked, shot and the ball ripped nothing but net as the buzzer sounded off. The place became unglued and the roof blew off. Radio Shack’s walls were shaking as we all screamed, jumping up and down in pure disbelief at what we had just witnessed on the 10 TV monitors that stood before us.

I was only 11 years old while everyone else around me in the store was probably 20 or older. Those 15 minutes or so catching the 4th quarter and cheering and booing madly at the TV screen with a bunch of folks I never met before… PRICELESS. I remember on the car ride home in the backseat I kept replaying the events in my head… thinking to myself that that was the coolest thing that ever happened to me so far in my young life. Ha! But the moment was nothing short of magic.

I think back 21  years ago… part of me can’t believe it, you know. It was the best NBA Playoff game I ever saw, and to this day, I have not seen a game better or more dramatic than the one that occurred on May 29, 1995 — the Memorial Day Miracle.

Memorial Day Miracle 2.0...
Memorial Day Miracle 2.0… nothing like witnessing heroics and an arena erupting

Yesterday brought back some goosebumps and fond memories for me… as the Golden State Warriors battled the Oklahoma City Thunder in a decisive Game 7… also on Memorial Day. 21 years later ALMOST TO THE DAY… it was a miracle that the Warriors were able to storm back and push the series to a 7th and final game, as they were down 3-1 but not only down — they looked completely out of it. Somehow, they dug deep and Steph Curry and Klay Thompson knocked down some ridiculous 3 point shots. It was a nice dramatic game but the Warriors eventually won 96-88. It’s hard to compare it to the Pacers-Magic game 21 years ago, but it certainly was special in its own unique way.

I just wish they would bring back that classic NBA theme regardless of which station the games emanate from. There’s nothing comparable to John Tesh’s amazing Roundball Rock score!

HOOP IT UP

Why not try the Konami code here?
Why not try the Konami code here?
Up, up, down, down...
Up, up, down, down…
Gonna replicate the Memorial Day Miracle from '95
Gonna replicate the Memorial Day Miracle from ’95

All NBA teams and players are here, including that year’s All-Star selections. The Shooting Stars and Supreme Team are five player teams that consist of the best five players from each conference. Think of it as a Dream Team. You can also edit it to form your own fantasy team. More on this later.

Find out who's hot and who's not tonight
Find out who’s hot and who’s not tonight

Give ‘N Go has an interesting quirk where players are rated per stars. Three max. This changes from game to game randomly. It basically indicates how the player is “feeling” that game. The more stars, the higher chance he’ll have at making baskets. It’s a unique feature that factors in the “human” element of players’ feelings on a game by game basis. You can still have a good game with a guy who has zero stars, but it’s tougher. Hey, maybe his wife cheated on him that day, who knows! Like a box of chocolate, ya never know what you might get.

Hoping to see lots of stars was just part of the fun
This is an example of a time you want to see stars

I can’t think of any other 16-bit basketball game that gauges how a player is feeling on a game-to-game basis. It’s fun firing the game up and hoping to see many stars across the board. As it was randomly generated game by game, it added an extra element of spice.

Sometimes it would spur me to sit a starter for a bench player — say if the starter had zero stars and the capable bench player was feeling particularly spry with three stars. Good stuff.

C'mon, you know it's coming. Oh yeah...
C’mon, you know it’s coming. Oh yeah…
MODE 7 MADNESS!!!
MODE 7 MADNESS!!! *Monster Truck Voice Guy*
A long time ago in a galaxy far, far away...
A long time ago in a galaxy far, far away…
The game nails it in the presentation department
The game nails it in the presentation department

Miller is cocked and ready to shoot [That's what she said -Ed.]
Miller, cocked, ready to shoot! That came out wrong
You gotta love how big the players are. There’s a nice ‘thickness’ to them [That’s what she said -Ed.] and they really do look like the actual stars themselves. Can you tell that’s Reggie Miller there? Quite easily, I’d wager. Look at the defensive stance of that bloke over there — very realistic eh? One hand guards the ball, the other guards the passing lane. Hey, I aced Beginning and Intermediate Basketball in my day, ya know? Picked up a few tricks along the way ;)

If it's Reggie, it's good. It's Miller Time
If it’s Reggie, it’s good. It’s Miller Time

“JUMP, YA BUM!”

Miller soars up with the greatest of ease as Nick Anderson is caught with sand in his shoes. Great visuals, eh? Now this is basketball! Player mechanics are accurately mimicked.

Nothing like the dramatic bounce of the ball...
Nothing like the dramatic bounce of the ball…
Gotta love those lucky bounces :)
Gotta love those lucky bounces :)
Run back to your invisible bench and coach
Run back to your invisible bench and coach
"The Pacers have to do a better job of converting those dunks"
“Pacers have to do a better job converting those dunks.”

“And after one it’s a real tight ball game we have here today, Bob.”

“Indeed. If this is a sign of things to come, fans I hope you’re all strapped in — it’s gonna be one heck of a ride!”

“What a great first quarter of action, Bob.”

“Can’t ask for much more on this beautiful Memorial Day, 1995!”

“It just may come down to a buzzer beating last second shot for one of these teams…”

Will the "Dunking Dutchman" live up to his name?
Will the “Dunking Dutchman” live up to his name?
Perhaps next time, then
Perhaps next time, then
Never know what these players are thinking or saying during the course of a game!
Never know what they’re thinking during the game
"THE POWER OF CHRIST COMPELS YOU!!"
“THE POWER OF CHRIST COMPELS YOU!!”

GiveNGo28

Pacers really surged ahead in that 2nd quarter
Pacers really surged ahead in that 2nd quarter
Speed depends on the player's actual FT % from that NBA season
Speed depends on the player’s free throw %
Damn, times are tougher than I thought!
Damn, times are tougher than I thought!
Not quite the Memorial Day Miracle barn burner, eh?
Not quite the Memorial Day Miracle barn burner, eh?

Life is like a hurricane
HERE IN… Duckburg
Race cars, lasers, airplanes
It’s a… DUCK BLUR
Might solve a mystery…
Or rewrite history!

DUCK TALES!

Ahem, sorry… [You’re fired -Ed.]

Love seeing the stats at the end. Sorry no Shaq
Love seeing the stats at the end. Sorry no Shaq
A solid all-around team performance, with Miller leading the charge
Everyone contributed, with Miller leading the charge

NEAT STUFF

NBA Give 'N Go_00009

Nothing humbles the opposition quite like a big time block. I love how that one Magic player is running back up the other side of the court… thinking his teammate has got the basket. Uh, I’ve got something to say about that…

This must be awkward...
This must be awkward…
"BALLS!"
“BALLS!”

NBA Give 'N Go_00000

Thankfully, NBA Give ‘N Go gives players an option. When going for a slam dunk, you can press the shoot button to change the dunk animation into a layup midway through!

Very handy indeed
Very handy indeed

It keeps the opposition honest, and because the game is so block friendly, this scoring alternative is a God send, especially in two player games with a buddy.

Pump fake...
Pump fake…
Hustle around...
Hustle around…
Cock the ball back...
Cock the ball back…
... and destroy that rim!
… and destroy that rim!
Few things are as satisfying
Few things are as satisfying
Rodman's liable to shoot from right there, the nut!
Rodman is liable to shoot from right there, the nut!

As I said earlier, players look like the real players. Here you see Dennis Rodman in all his crazy madness. Unfortunately though, the game does not account for the size differences. John Stockton is just as tall as Patrick Ewing. Shame about that, but oh well, what can ya do? [Play NBA Jam -Ed.]

Gotta love the Garden
Gotta love the Garden

One of the really neat things about Give ‘N Go is seeing all the different NBA arenas. Though they’re not as unique as, say, baseball parks, some of them definitely have their own sense of history and atmosphere. It’s one thing this game definitely has over any other SNES basketball title, such as the NBA Live and NBA Jam series.

This is my go-to court to play on
This is my go-to court to play on

But my absolute favorite is easily the All-Star court. With its brightly colored court, it just makes it fun to shoot at all odd corners of the floor. I don’t know what it is about that, but on this court, I just love pulling up for 17, 18 foot jump shots. Something about shooting on that solid purple floor is mighty addicting…

The two Dream Teams add some replay value to the game
The two Dream Teams add some extra replay value
Have at it and have it your way
Have at it and have it your way

SOME NOT SO NEAT STUFF

North American owners got gypped!
North American owners got gypped!

Don’t know why but the Japanese version of this game is battery-backed, while the US version received a super crappy password feature to save the regular season games. Talk about absurd — look how long the password is!

"Um... I just got out of the pool. No really!"
“Um… I just got out of the pool. No really!”

HUH! Yep, sometimes players will shrink for a very brief period of time. It doesn’t affect gameplay — at least so far that I’ve been able to witness — it’s more of a sight gag if anything. I guess it’s just the SNES straining from the odd time to time. Give ‘N Go is no Killer Instinct or DOOM in terms of pushing the system to the limits, but it also wasn’t Super Tennis.

Look at the Pacers' 3 point percentage...
Look at the Pacers’ 3 point percentage — 3 for 17?!

It’s easy hitting 3 point shots in the 1st quarter. After that, oddly enough, it becomes hard even if you’re a 3 point specialist like Reggie Miller. Not saying it’s impossible to nail 3 point shots past the 1st quarter — it just becomes much harder. Why this is, I have no idea. But it does put a bit of a damper on the game. See, the Magic hit 1 out of 2, but I kept chucking threes into the 2nd half of the game, and I kept missing them (even with a dead-eye shooter such as Reggie). Not cool.

MORE NEGATIVES

  • - Rim physics aren’t realistic (then again, it IS an arcade game)
  • - Whoever is running down court has a disadvantage. The rim on the bottom half of the court isn’t visible at all times
  • - Stat tracking leaves something to be desired. No assists — what?
  • - Guards are as tall as centers. Those who can’t dunk in real life can dunk in the game
  • - Alley oop system can be abused
  • - Gameplay is not as quick as NBA Jam or NBA Live. It may feel too slow for some folks. Personally, I think it still plays fine in spite of the less-than-stellar speed

MORE POSITIVES

  • + I gotta give PROPS to the announcer. He’s pretty wacky. “REBOUND AND JAAAM!”  (adds to the early-mid ’90s arcade feel of the game)
  • + Speaking of the sound, unlike many basketball games, Give ‘N Go actually incorporates music during the game. I found the upbeat melodies to be pleasant
  • + Visually, the game’s quite ace. Players are huge and easy to make out. Amazing little details like Dennis Rodman’s wild hair and Horace Grant’s goggles give the game a sense of “life” and personality. Plus the NBA courts are nicely detailed
  • + Another praise for the 0 to 3 star rank system. On any given night, any player can be a capable threat. Some nights your star players will feel like superstars. But on other nights however, perhaps your 10th man on the bench is feeling particularly spry. It’s all randomly generated and you never know who’s feeling hot (or not) on any given night. Cool feature if you ask me! It’s nice too that 0 star players can STILL have a big game for you… 3 stars only mean he’s THAT much more capable
  • + Rarely slows down. Impressive considering the size of ten big players running around
  • + Can edit your own Dream Team of stars and scrubs however you like
  • + Menus and game presentation is absolutely top-notch and crisp
  • + It’s RUN ‘N GUN on your SNES! Or at least, halfway close enough. 4-player games rock :)
  • + GameFan gave it scores of 84 and 86%. Super Play rated it 85%

CLOSING THOUGHTS

There's a nice simple charm to this game :)
There’s a nice simple charm to this game :)

I still remember fondly the day I rented this game in late ’95 for me and my brother. Back in the day he always had me rent the games he wanted, but for a change, we both couldn’t wait to play this. We loved it. It was a long wait, but Give ‘N Go did not disappoint. It brought home the large colorful graphics, the squeaky sneakers, massive slam dunks, monster block shots and thrilling games that came right down to the final second. It’s not without flaws though: the game plays slower than other SNES basketball titles. It’s hard to make 3 point shots after the 1st quarter, the alley oop feature can be abused (though easily fixed by agreeing to have a “1 per quarter” limit or so), player sizes are all the same so Stockton can dunk (yeah right!) just as well as Shawn Kemp, and so on. But you know what, this was never the perfect basketball game to begin with. What it was — and as I found out recently — what it *IS*… is a damn fun basketball game with an impeccable arcade-like feel. In many ways I liken it to Super Baseball 2020. Taken for what it was intended to be, it does its job well. I have as much fun with NBA Give ‘N Go today as I did over 20 years ago. Anytime I can say that, that game’s all right by me. It’s not the first basketball title I pull off my shelf to play, but it’s a nice alternative to the NBA Lives and Jams of the world, for sure. Give ‘N Go does an admirable job of bringing the zany arcade experience home.

Can't wait for Warriors-Cavs 2.0!
Can’t wait for Warriors-Cavs 2.0!

Hard for me to believe it’s been 21 years now since that epic Memorial Day playoff game between the Pacers and Magic. It was the game that cemented me as a basketball fan for life. What a mad finish! And what a shot by Rik Smits!  From the classic NBA on NBC tune to the countless strangers huddled around that Radio Shack monitor cheering and booing, it was one hell of a way to kick off the final summer of my preadolescence. Some images, some sounds and some smells stay with you for a lifetime. May 29, 1995 was such a day for me :)

NBA Give ‘N Go is a fond reminder of the good old days. When times and things were a bit simpler. When you could walk into an arcade hall not five blocks from your house, smell the piping hot cheese and have your ears tickled by the innocent laughter of children. Not only is it a nostalgic blast, I find Give ‘N Go still holds up to this day. It plays on the slower side but it’s also presented in a light that makes it stand out compared to any other SNES basketball game. Better late than never? Yes. Or perhaps I should say, “YES SIR!” [Pack yer things -Ed.]

Graphics: 8.5
Sound: 7.5
Gameplay: 7
Longevity: 8.5

Overall: 7.5

Bronze AwardBronze Award

SmitsGWSSmitsGW

X-Men: Mutant Apocalypse (SNES)

Pub: Capcom | Dev: Capcom | Nov. '94 | 16 MEGS
Pub & Dev: Capcom | November 1994 | 16 MEGS

Yesterday saw the release of the latest X-Men movie: X-Men Apocalypse. As I sat in my seat waiting for the lights to dim and the first trailer to play, I couldn’t help but think back 20+ years to the time Capcom released X-Men: Mutant Apocalypse on the SNES. All in all, I enjoyed the movie but felt it was a bit disappointing. Is that foreshadowing for the game itself? But as always, I’m getting ahead of myself a bit. Let’s rewind the clock back some shall we…

THE MARVEL SUBCULTURE OF THE ’90S

A staple of many childhoods in 1991
A staple of many childhoods in 1991

If you were a child of the early ’90s, chances were you somehow got mixed up in the superhero subculture. It was simply a sign of the times. From trading cards to cartoons to toys to video games, superheroes and super villains dominated the scene. My brother, our friends and I used to hang out at this card shop, Triple Play. It was right next to the local library and a mom and pop rental shop. What a great time to be a kid! We spent hours of our childhood down at the card shop, buying the newest Marvel ’91 series and trading them. When we weren’t trading or buying them, we played the Street Fighter II arcade cab right in the store. It was just an amazing time to be a young kid.

Who didn't love the bar stats on the back?
Who didn’t love the bar stats on the back?

My favorite thing about the Marvel ’91 cards? Hands down the enticing stats on the back of the cards. This is where my obsession with numbers and ratings probably first developed, and a large reason (EGM is another factor) as to why I personally like to rate video games. To me numbers have always been a fun snapshot at things. I remember Fin Fang Foom’s stats were off the charts. He had something nuts like three 7’s. Fun times.

It's 'uncanny' how bad this game is
Uncanny how bad this game is

As a kid I remember thinking to myself how badly I wanted to play a really good superhero game, particularly at home. Uncanny X-Men (NES) definitely failed to deliver on that front.

wolverine-nes

NES Wolverine? Better than Uncanny X-Men, but nope.

silversurfer

NES Silver Surfer? Heavens no.

capamnes

NES Captain America and the Avengers? Try again.

Remember wasting hours and quarters with this game?
Remember wasting hours and quarters with this game?

My wish for a good superhero game came true in 1991 with the arcade quarter muncher, Captain America and the Avengers. I was counting down until the inevitable Super Nintendo port. Unfortunately…

... we got this steaming pile of turd
We got this steaming pile of turd

When the port arrived, I nearly cried tears of sadness. It was such a watered down attempt and easily one of the most disappointing arcade ports to ever hit the SNES. My dreams were crushed. But a year later…

Now that's more like it!
Now that’s more like it!

The X-Men arcade game is one of the most iconic multiplayer arcade games ever created. When it hit the scene in 1992, it took everyone by storm, pardon the pun. I was eagerly anticipating the SNES translation but alas, it was never meant to be.

The cab was a monster. Unlike anything ever seen
The cab was a monster. Unlike anything ever seen

Just look at that hulking beast. Six player cabinet. It was truly worthy of the superhero name. My friends and I loved dumping quarters into this machine and we pumped hours into this one like none other. I always used Colossus. That was my guy!

One of the coolest cartoons ever
One of the coolest cartoon series ever

That same year, Halloween 1992 to be precise, the X-Men cartoon hit television screens the world over. And our Saturday mornings would never be the same again. There was only one thing missing: a proper Super Nintendo representation of the X-Men. Finally, two years later, X-Men: Mutant Apocalypse was announced for the SNES. Better yet, it was developed by ever reliable firm, Capcom. Surely the Big C wouldn’t let us superhero fanboys down, would they? Surely console owners would finally get a good superhero game? Well, for the most part anyway. Let us delve in, then…

MUTANTS ON A MISSION

X-Men - Mutant Apocalypse (E)_00000

Right off the bat you have the choice of using one of five different members from the X-Men force. Each mutant has his or her own unique mission to complete. Each level is designed with that mutant’s abilities well in mind. After you finish off the first five stages, the game allows you to select any mutant to use on the final handful of levels. I like that each mutant has his or her own unique mission to begin with, and I like how Capcom allows you to select them in whichever order you please. It’s very Mega Man-esque. Let’s begin with my favorite of the group…

Wolverine knows how to make an entrance
“Here’s Johnny!”

Wolverine always knew how to make one hell of a dramatic entrance, didn’t he? Things start off hot as the savage mutant comes bursting out of a elevated window. Now that’s what I’m talking about!

Ryu and Ken would be proud
Ryu and Ken would be proud

Each character has a few special moves that are executed via Street Fighter II-esque motions. As expected from a firm such as Capcom, the controls are tight and responsive. Pulling off special moves left and right is as easy as 1-2-3. I particularly love Wolverine’s Dragon Punch. I always thought to myself as a kid that it blows the real Dragon Punch out of the water on account of the flesh-cutting adamantium claws. Sorry Ken, not even your Burning Dragon Punch stands a chance.

Love the massive sprites
Love the massive sprites

This is a recurring mid-boss that you’ll encounter throughout the game. I was intimidated as hell when I first saw it as a kid, but it’s more bark than bite.

I'm a sucker for the red flash
“Come here, bub!”
Rock climbing must be a cinch for him
Rock climbing expertise

Wolverine can interact with his environment in the way of scaling tall walls. It’s not implemented as much as I would have liked, but the few bits you get to do it it’s undoubtedly satisfying.

OUCH, double whammy!
OUCH, double whammy!

Not only does that enemy get the worst of Wolverine’s claws, but he also got knocked into the razor-sharp robotic fingers for extra damage. Small moments like this delight — it’s a shame then that they’re too few and far between.

"Give me a hand will ya?"
“Give me a hand will ya?”
NIGHT OF THE SENTINEL!
NIGHT OF THE SENTINEL!

A giant pissed off Sentinel guards the end of Wolverine’s stage. Goons and cronies will come at you from both sides, so dispatch them quickly. The laser beams create a somewhat spooky look for the Sentinel. A nice, creepy touch.

Just another mantelpiece
Just another mantelpiece

Shades of Contra III

It felt so good zapping bad guys
It felt so good zapping bad guys

Cyclops, not surprisingly, is slower to control than Wolverine. He’s also a bigger target which makes avoiding hits a bit more difficult. But he has one thing on Wolverine: long distance attacks. His optic blast is basic, but effective.

Watch the background
Watch the background
And line yourself up accordingly
And line yourself up accordingly

Somehow, this never gets old :)

What goes up...
What goes up…
... must come down
… must come down
Let 'er rip: Cyclops is pure devastation
Let ‘er rip!
Shades of M. Bison's Scissors Kick
Shades of M. Bison’s Scissors Kick

Gambit’s long legs allow him to take out the opposition within a very generous radius. The coolest part is seeing two bad guys approaching you, from both sides, and knocking them out in stereo with the Scissors Kick.

Even cooler is attacking them from below
Mega Man Gambit ain’t

Even cooler is when you deliver death from below. You just can’t beat it.

What a lovely night
What a lovely night
I love the preview in the background
Lovely background
Shoot and slide
Shoot and slide
Love how he flinches!
Make that bastard flinch like hell!
You don't bring a gun to a card fight
Don’t bring a gun to a card fight
Imagine Beast teaming with Blanka
Shades of Blanka
Where have I seen this before...
Where have I seen this before…
It's a pretty epic fight while it lasts
You again, huh?

What makes Beast unique from the others is his ability to hang from ledges. It sort of makes the game feel a bit like Metal Storm, at least, for a few minutes anyhow. An interesting gimmick that isn’t fully fleshed out due to the shortness of this level (in fact, all the levels are criminally short).

You gotta go through 3 Sentinels
What’s worse than a Sentinel? 3
"A feat with my feet that could lead to your defeat!"
“A feat with my feet that could lead to your defeat!”
A nice foreshadowing for what's to come
Lovely foreshadowing…
Olivia Munn, I mean, Psylocke gets blasted out of the air
“Y’all done f*cked up now…”
Nice, Capcom. Nice
Nice, Capcom. Nice
"Hey bozo, over here!"
“Hey bozo, over here!”
Move it, Olivia Munn! Er, Psylocke
Sweet Jesus
Sweet Jesus

Who doesn’t love a good old fashioned screen-filling boss? We all have our own form of video game fetishes. For me it’s definitely towering end-level bosses and…

Paint the town red
… seeing them flash red like mad

I know. I need to seek professional help [Please, take all the time off you need… -Ed.]

Passwords are given once you get past the initial 5 stages
Passwords are given later on

You also get to use whichever character you want for the game’s remaining stages. Of course, different characters are more effective in certain stages. It’s fun to explore but I just wish the levels were longer.

Here comes the Brood...
Here comes the Brood…
X-PLOSIVE ACTION! ... sorry
X-PLOSIVE ACTION! … sorry
The Brood debut 3 years after Alien
Brood debut 3 years after Alien
Atmospheric level this is
Atmospheric level this is
Say hello to the matriarch
Say hello to the matriarch

Shortest level ever [Har har -Ed.]
Shortest level ever [Har har -Ed.]
No seriously, it really is. Walk about 20 feet over and then it’s boss time. What the flipping heck, Capcom? Makes you wonder if development on this game was rushed for it to hit store shelves in time for the Christmas season push…

Of all mutants, TUSK!?
Of all mutants, TUSK!?

Some of the choices boggles the mind, but on the bright size, the Tusk sprite looks pretty damn awesome. Look at how he towers over Wolverine. Heck, you can even see his bulging muscles. Great attention to detail for an otherwise forgettable boss.

Yeah, don't stand underneath that
Yep, don’t stand underneath that

Speaking of bright sides, at least there are a few fun little gimmicks thrown in here. You can knock Tusk into the lava BUT do watch out for that falling lift!

"Come and get me, bub!"
“Come and get me, bub!”

Just for fun, I like scaling the wall and making the bastard try to reach me. It’s oddly entertaining but then, the little things tend to be that way, don’t they?

Wanted: DASH button
Wanted: DASH button

The next level forces you to move swiftly as a lava gives chase. This is where the game sure could have used a dash option. Thankfully each of the characters have some sort of dashing special move you can pull off as a substitute for a lack of a dash button, except for Cyclops (who I definitely don’t recommend you selecting here).

Is it just me or is it HOT?!
Is it just me or is it HOT?!

Get stuck in front of a pillar though and you’ll have to smash your way through. This can cause for some intense moments to say the least!

I'm sweating bullets over here...
I’m sweating bullets over here…
"GET OUTTA MY WAY!"
“GET THE HELL OUTTA MY WAY!”
Thank God that's over with...
Thank God that’s over with…
"Oh for f*ck's sake!"
“Oh for f*ck’s sake!”
"Move it or lose it, bub!"
“Move it or lose it, bub!”
They never listen...
They never listen…
Cutting it way too close!
Cutting it way too close!
His Tornado Claw never gets old
His Tornado Claw never gets old
Meet Apocalypse...
Meet Apocalypse…
... wait, that's it?
… wait, that’s it?

For a big bad boss whose name is featured in the game title itself, the encounter with Apocalypse is a bit underwhelming to say the least. His special moves all sort of look weird and as it turns out, he’s not even the final boss. After defeating him you’re transported back to the Danger Room for more training. It’s a bit jarring… almost like Capcom said, “Oh crap, we need to throw in a little more shit because this game is way too short!”

Enter Omega Red
Enter Omega Red
And Juggernaut
And Juggernaut
Ugh, I hate this level...
Move it, Logan!
Exodus was such an annoying boss fight
Exodus can be VERY annoying

After this it’s off to face the final bad guy of the game: Magneto. Good luck.

WHAT THE CRITICS SAID

EGM's biggest issue ever, December 1994
EGM’s biggest issue ever, #65, December 1994

I have fond memories of EGM issue number 65. It came right in time for the holiday season of 1994 (what I consider to be an epic year both personally and in terms of gaming) and clocked in at over a massive 400 pages! I always said EGM sold their souls to the devil… for EGM in my humble estimation was never the same again after producing this tree-killing monster of an issue. I remember the joke that this issue was bigger than some small towns’ phone books! And I believe that. It had a badass cover featuring X-Men: Mutant Apocalypse. The critics were not too kind to this game. EGM gave it ratings of 8, 8, 8 and 7. But GameFan, who was notorious for handing out high scores like free condiments, gave it shockingly “low” scores of 78, 75 and 70%. Super Play Magazine, who were much harder graders in general (not to mention they weren’t huge fans of the beat ‘em up genre) rated this game 52%. Public fan reception has been a little more positive though. Most gamers would agree that this is a pretty good game, especially by X-Men standards at that time.

Size matters
Size matters. Oh, how the mighty have fallen

CLOSING THOUGHTS

It's fun to tear sh*t up
“EAT THIS, BUB!”

I enjoyed playing this game back in 1994, and revisiting it again this past week leading up to the new X-Men movie has been, for the most part, an enjoyable experience. It’s definitely not Capcom’s best effort and certainly feels rushed at times, but it’s still quite fun to play through the game using the various characters and utilizing their unique special moves. The graphics are big, bright and bold — it has that classic SNES look to it where you just know at a glance that it was made in the year 1994 (if that makes sense). It has a pretty rockin’ soundtrack to boot. Not in the same league as say a Mega Man X or a Donkey Kong Country but I dare say it more than holds its own. Control is tight and crisp, but the levels are way too short. Just as you’re about to sink your teeth into a stage, it ends. It leaves you with sort of an empty feeling. It’s fun while it lasts, but it never lasts long enough to kick the game playing experience into that extra gear that very good or great games have. Had Capcom spent a little more time fine tuning this aspect, this game could truly have been one of their many SNES classics. Instead, it’s simultaneously disappointing yet fairly solid in spite of its flaws.

Where's Colossus when ya need 'im?!
Paging Colossus…

I don’t mind single-plane beat ‘em ups, although I prefer more traditional “free roaming” ones such as Final Fight or Streets of Rage, but it works here. The inclusion of special moves done via Street Fighter II motions is pretty neat, and there’s a little more platforming here than seen in most typical beat ‘em ups. Instead of each mutant having a “clear all” attack that takes a little health off their health, each one has special mutant powers that can be executed without penalty or limit. I thought that was a pretty cool twist on the whole beat ‘em up trope. X-Men: Mutant Apocalypse feels like a bit of an amalgam of three classic genres: beat ‘em up, action platformer and in some cases, hints of a 2D one on one fighter. There were certainly instances (like the fight with Juggernaut) where I started daydreaming about this game actually being a legit Street Fighter II clone. Man, too bad Capcom didn’t incorporate a bonus mode where you can pick any of the superheroes and villains to duke it out, Street Fighter II style. Sure, it wouldn’t be terribly polished, but we got such bonus modes in NES Double Dragon and SNES Combatribes. Mutant Apocalypse would have done it better. Anyway, it’s not fair to criticize a game for not including a mode that thinks outside the box, but it is an indication that the game could have been more (generally speaking) and that Capcom didn’t let this one “cook to perfection” for one reason or another. Still, it’s a rock solid title that’s worthy of a spot in any Super Nintendo collection. It’s just a shame it wasn’t even better but hey, it’s hard to complain much when you see all the gems Capcom gave us during the vaunted SNES era.

Graphics: 8
Sound: 8
Gameplay: 7.5
Longevity: 6

AwardOverall: 7.5
Bronze Award

 

Super Play’s Top 100 SNES Games

The SNES Bible? Pretty damn close, if you ask me
The SNES Bible? Pretty damn close, if you ask me

Super Play Magazine was a UK publication that ran 48 issues from 1992-1996. It’s been referred to by some Super Nintendo fans as the “SNES Bible.” About 10 years ago I was lucky enough to win an auction for 45 of the 48 issues. It’s a magazine worthy of the hype — it’s the perfect companion to any SNES library. I read through the issues in order cover to cover from Halloween to Christmas back in 2006. It was awesome. But nothing compared to the moment I reached issue #42. For right there on the front cover it boasted something that made my heart race just a bit faster. A Top 100 list. Now, I know everyone has varying opinions on “top” lists. But for me, as long as the list is done in good fun and the author doesn’t act like it’s the end-all, be-all, then it’s all good. I find top lists fun to browse through. Ever since I read EGM’s Top 100 Video Games list in their 100th issue (November 1997), I’ve loved the idea of lists. As a matter of fact, for the past 10+ years I’ve been actively working on compiling a list of my own personal SNES favorites. I hope to share that at some point before 2017 is out. But for now, I’m proud to convert over Super Play’s Top 100 list from April 1996.

As you read through this list, may you recall fondly why the SNES is one of the very best of all time. And hey… may you even find a game or two you never heard of, or overlooked, or disregarded in the past. It’s all part of the fun and joy that comes with reading a ‘Top’ list. So then, without further ado…

One of my most viewed pages ever on the first site
One of my most viewed pages ever on the first site
Sit back, crack open a cold one and enjoy
Sit back, crack open a cold one and enjoy

100. COOL SPOT (Virgin) 82%

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Before Dave Perry was selling the cartoon rights to garden-based invertebrates for millions of dollars, he was designing platformers like this for Virgin. It’s a twist — and there has to be a twist, or the game’s Just Another Platformer, right? — is Spot’s size: he’s a veritable Tom Thumb in the game world, making for a lengthy supply of size comparison japerings. The graphics are topper too, mind, and as a whole it stands as one of the few non-Mario platformers worth anything more than a passing glance.

99. SAMURAI SPIRITS (Takara) 84%

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If any game company is synonymous with any one particular type of game, it is Takara and beat-‘em-ups. The two go together like Princess Di and divorce papers, and while the Japan-based coders have released many disappointing examples in their time — World Heroes and Art of Fighting, to name but two — Samurai Spirits (AKA Samurai Shodown) is one victory. This SNES version lacks the screen-scaling of the coin-op/Neo Geo original, and it’s not as polished as we would have liked, but it retains enough of the original’s flavor to make it worthwhile.

98. HEBEREKE’S POPOITTO (Sunsoft) 86%

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Sunsoft’s second ‘tribute’ to Super Puyo Puyo (their first was Hebereke’s Popoon) sees them getting just that little bit closer to its greatness. Popoitto uses the same link-four-colors concept and peppers the gameplay area with a number of nasties which have to be removed before you can even think about moving on to the next stage. And before you ask, no, we’ve no idea what Popoitto means, either.

97. UNIRALLY (Nintendo) 85%

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The only SNES-only game from Scottish coders (and Dream Team members) DMA Design, Unirally (or Uniracers) is a fine example of original gameplay and innovative graphics. Using a process not far removed from Rare’s ACM, the unicycles call upon countless frames of prerendered animation to give a splendidly vivid, if occasionally headache-inducing, look to the thing. Perhaps the fastest game around, the enjoyment of hammering around loops and twirls is heightened by the split-screen two-player mode, which makes all the difference.

96. SPIKE MCFANG (Bulletproof) 85%

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Originally released in Japan as Dracula Kid, The Twisted Tales of Spike McFang is cuteness incarnate. It qualifies more as an arcade adventure rather than an ARPG, and its action-led style allows it to be a diverse little package, one moment seeing you white-water rafting, later seeing you walking rafters battling spiders. The magical attacks, based around a playing card theme, are novel, and it all adds up to a very original title.

95. DONKEY KONG COUNTRY (Nintendo) 90%

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It’s interesting to note that when Nintendo gave Rare the license to produce a game on their behalf, they chose not to let them have Mario to play with, but Donkey Kong — a character with nowhere near the same amount of kudos nor following as the platform-pounding plumber. Did they not trust our Warwickshire-based chums to turn in an effort to do Mazza justice? We could pontificate all day. What’s important is that Rare did a decent job, especially when you consider at the same time they created a new era of SNES graphics to boot.

94. THE LOST VIKINGS (Interplay) 84%

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Heaven knows where Interplay found the inspiration for this, a platformy puzzle-type thing starring three rough-hewn bearded geezers, but here the game is, and a compelling little thing it turns out to be too. You tackle each level in a sort of back-and-forth fashion, switching between the vikings in turn as you reach bits which require their individual skills to overcome. Yes, it probably sounds a bit cruddy, and admittedly the whole thing has something of a Commodore 64 game feel to it, but it’s original.

93. SUPER PARODIUS (Konami) 86%

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Essentially Gradius on hallucinogens, with delightfully remixed versions of a number of well-known pieces of music and boss characters to make you weep with disbelief, this is an old shoot-‘em-up with lots going for it. If you’re not familiar with Gradius, well, what the heck have you been doing for the last ten years? Pressing flowers? We shall explain: It’s a forced horizontally scrolling shooter whose most novel contribution to the genre is the concept of ‘multiples’ — little pods which follow your ship and act as companions. Do you see?

92. DESERT STRIKE (Electronic Arts) 90%

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Fact: the only people who claim that military hardware is fascinating are dull people. (Unless we’re talking fantastical military hardware, of course — give us a 50 foot tall assault suit and watch us smile). And so it comes as little surprise that Desert Strike, in which you fly a modern-day combat helicopter, is not as fast-moving or exciting as fantastical shooters. Dessy might fairly be termed a thinking man’s shoot-‘em-up, in fact, but its challenge and distinctly un-PC themes make it hugely appealing.

91. KIKIKAIKAI (Natsume) 88%

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Capcom’s Gunsmoke and Commando coin-ops paved the way for countless games presented in the same vein, and Kikikaikai (AKA Pocky and Rocky) is one of the finest examples you’ll see on the SNES. More difficult than its slightly prettier sequel (which was published by Ocean in the UK under the name of Pocky and Rocky 2), it chronicles the exploits of a young, reifu-throwing sorceress and her cuddly raccoon companion. As you’d expect from a game with a name like this, it’s packed to the rafters with Japanese weirdness, and we love it dearly.

90. SIDE POCKET (Marubeni) 86%

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The game popular with fat lager-fiends and sponging students alike proves almost as playable in its SNES form as it does after a few cherryades down at the local watering hole. It’s a great interpretation is Side Pocket, made all the more enjoyable by the fact that you don’t have to get 50 pees from the bar nor argue over who’s going to rack them up this frame. Oh, and it has one of our favorite speech samples ever (an ill-sounding woman who announces the title of the game as if she herself has had one too many cherryades).

89. SUPER STAR WARS (JVC/Virgin) 89%

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When ex-editor Matt Bielby said that the music in Super Star Wars was “almost good enough to justify the price of the game on its own,” he wasn’t just being his typically over-enthusiastic self: this is a landmark in SNES music, capturing the mood and feel of the motion picture like no other film license game before or since. It’s easily the most fun game of the trilogy, too, with a fatter-than-Jabba wodge of levels, endearingly recognizable graphics and slick platform shoot-‘em-up gameplay.

88. BREATH OF FIRE (Capcom) 80%

It took a long time getting a Western release (18 months, to be precise), but the wait turned out to be just about worthwhile. Forget about it providing anything like the involvement of Square’s FF series because it comes across more as a clone than a fully-fledged attempt at taking them on equal terms. Instead look at it as an above average RPG with its own fair share of talking points, notably its clever day-to-night transitions and a healthy clan of likable, if rather underdeveloped, characters.

87. WORLD MASTERS GOLF (Virgin) 80%

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There’re enough golf games on the SNES to fill a pair of Jimmy Tarbuck’s plus-fours, but this, the first effort by a UK development team (Arc Developments, if you’re interested), leaves them all choking on sand as it chips delightfully out of the bunker and straight into the ‘cup.’ With corky Mode 7 flybys, four courses (Aldan Forest, Cranfield Lakes, Marston Beach and Victoria Plains), a workable ‘three-press’ power bar system, and generally pleasant presentation all-round, it’s everything the ardent fan could ask for.

86. XANDRA’S BIG ADVENTURE (Namco) 85%

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If you’ve ever opened a packet of Jelly Babies, picked out a green one, held it between thumb and forefinger and thought, ‘I wonder what it would be like to be this green jelly feller,’ then you should A) consider taking up some form of medical help, and B) buy Xandra’s Big Adventure. Xandra, see, is a little guy made of green jelly, and he takes up a pitchfork in an umpteen level platformer that’s filled with the kind of innovation you’ll only find in Japanese software. Keep an eye out for Whirlo, the European version which wasn’t released in the UK.

85. ULTIMATE PARODIUS (Konami) 85%

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There’s little to say about Ultimate Parodius other than that it’s an improvement over the original (yes, even though it scored one percent more in our review) but not quite up there with the latest installment (yes, even though we gave that game two percent less) which you’ll find further up the list. It’s all a trifle confusing, we admit, but at the end of the day the review scores here are pretty irrelevant — some of the older games have aged better than others, and… oh, just trust us, okay?

84. JURASSIC PARK (Ocean) 89%

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Licensemeisters Ocean inevitably snatched the rights to Spielberg’s T-Rex of a movie and surprised us all by delivering a game which is not only entertaining but fairly original, too (which is more than can be said for Sony Imagesoft’s Jurassic Park 2). Incorporating Gauntlet-esque outdoor bits with a selection of indoor sections rendered á la Wolfenstein, JP presents a series of tasks which add up to a well-rounded arcade adventurey challenge.

83. PUGSLEY’S SCAVENGER HUNT (Ocean) 90%

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Ocean were one of the first UK-based outfits to really get behind the SNES, and it didn’t take them long to coax wonderful things out of it. Addams Family Values II: Pugsley’s Scavenger Hunt, to give it its full name, was early evidence that Brit coders could do stuff to rival the best of what Japan had to offer, with its magnificent use of color and ingenious presentation (check out the level which takes place inside Granny’s crystal ball for proof). While not nearly as player-friendly as any Mario game, this hasn’t aged badly at all.

82. RAMPART (Electronic Arts) 79%

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The best video games, some say, are those where more than two or more people can take part at once. While RPG fans would contest this claim with their biggest +1 Swords of Chaos, Rampart illustrates perfectly just how much can be gleaned from a concept once you throw another player into the mix. A two-player conversion of Atari’s three-player trackball coin-op, Rampart‘s a game which tests both fast-paced shooting accuracy and Tetris-like building skills. It is a unique game and has unjustly gone dismissed by most SNES owners.

81. SECRET OF EVERMORE (Square Soft) 81%

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The long-awaited attempt of Square Soft’s American arm to produce something to rival Secret of Mana turned out, perhaps inevitably, to fall some way short of those magical standards. There’s still quite a bit here to get excited about, of course, notably the combat system (smooth and fast-paced), the atmospheric sound effects (Wil likes the noisy market scene) and the alchemy principle (whose mix-and-match spell-making replaces the more common simpler methods in just about every other RPG). And it’s out in the UK.

80. NFL QUARTERBACK ’96 (Acclaim) 89%

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To quote Tony’s flatmate Will Groves, who guest reviewed this in issue 40, “As usual, non-gridiron fans will take a lot of convincing but anyone who knows the game and has enjoyed Madden in the past might want to consider sacrificing just a tiny bit of the Fat One’s on-field experience for the more managerial/coaching experience of NFL QBC ’96.” What the scruffy urchin’s trying to say is that this is the best American footy game on the SNES. He just gets a little bit mixed up sometimes, bless him.

79. WORLD LEAGUE BASKETBALL (HAL) 84%

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Way before NBA Jam strode onto the court with its size-16 Nike Air Maxes, this was the best basketball sim on the SNES by a fair chalk. Making full use of Mode 7 to spin and scale the court — and induce vomiting in ex-editor James Leach’s case (yes, really) — it gets a trifle confusing following the action for the first hour or so of play, but give it time and it gels to form a mostly satisfying sports sim.

78. THE CHAOS ENGINE (Bitmap Bros) 89%

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Most video game programmers are happy to remain anonymous apart from a credit at the end of their games. Not so the Bitmap Brothers, who insisted upon getting their mugs in anywhere and everywhere. Their desires to be famous aside, they make good games, and this is one of ‘em. It’s Gauntlet for the ’90s, except with only two players and, well, much fewer levels. What’s especially commendable is that if you don’t have a human companion kicking about you can opt for a CPU-controlled variety, whose behavior is remarkably convincing. This game is known as Soldiers of Fortune in North America.

77. OGRE BATTLE (Enix) 80%

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It was hard to believe that sound as lush and graphics as sumptious as those in Ogre Battle could belong to a mere strategy game. Even a slight lack of involvement during the actual battles couldn’t deter a pointy-hatted Zy from extolling its virtues. Should you be fluent in Japanese, you could replace Ogre Battle’s entry with its oft delayed sequel — Tactics Ogre which surpasses it in every department. As there seems to be no sign of it appearing here though, Ogre Battle still wins out as the best-looking fantasy strategy game available.

76. JUNGLE STRIKE (Electronic Arts) 83%

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The Strike games — Desert, Jungle and Urban — fall into that horribly cliched category of you’ll either love them or hate them. Some gamers — mostly hardcore arcade fans — simply can’t abide the way they limit your munitions and fuel, meaning that you’re always working against the clock and a finite amount of times you can pull on the trigger, while those of a more strategic bent find the approach invitingly taxing. Us? We’re quite partial to a spot of Strikeage, and feel this is the best of the trilogy on the SNES.

75. MORTAL KOMBAT II (Acclaim) 90%

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Perhaps the biggest grumble ever — bigger even than “Waaagh! Why aren’t we getting such-and-such RPG in the UK?” and “Why can’t I ‘be’ the bosses in Street Fighter II?” — must be “Why isn’t there any blood in Mortal Kombat?” Such gripes were more forgivable then most, though — after all, the gore and violence was MK’s main selling point, despite whatever Williams would like to believe to the contrary. This MK2 conversion pulled over all of its coin-op counterpart’s juicy bits to become a worthy little fighting game.

74. STREET RACER (Ubi Soft) 91%

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There have been many occasions when we’ve found our jaws collecting fluff off the carpet. And second only to Ollie’s ability to consume an entire packet of chocolate digestives in three seconds flat in the jaw/floor interfacing department is the four-player split screen mode of Street Racer. Four independent Mode 7 windows running at speeds in excess of Super Mario Kart, thanks to its “Look, ma! No Super FX chip!” coding, cement Racer‘s inclusion in the Top 100.

73. EARTHWORM JIM (Virgin) 91%

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Created by Dave Perry’s hand-picked team of programmers and designers, Shiny Entertainment (of whom Nick Jones, who programmed SNES Alien 3 while still at Probe, is one, video game trivia fans), Earthworm Jim can justifyably claim to be the first ever game to come close to looking like a cartoon. It could also lay claim to being one of the most imaginative games to reach the SNES, and proves that it is possible to make video games genuinely humorous.

72. SUPER SMASH TV (Acclaim) 84%

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Super Smash TV was the first game Ed ‘Mortal Kombat’ Boon produced when he joined Williams’ coin-op division, a fact which should give an insight into its nature. Yes, destruction, death and carnage are the objectives in this update of the classic early ’80s coin-op Robotron 2084. The coin-op used two joysticks, one for moving your blokey, one for aiming your shots, and the SNES joypad’s four-button arrangement made the conversion as playable as anyone could have hoped. The two-player facility is the icing on the cake.

71. SUPER FAMILY TENNIS (Namco) 83%

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If Super Tennis had a multitap option, this game probably wouldn’t have made it into the Top 100, but it doesn’t, so it does, if you follow. With a more limited range of shots than ST, its graphics and presentation nevertheless surpass it with some ease. The animated backdrops are especially noteworthy and demonstrate the kind of attention to detail missing from the likes of Jimmy Connor’s Pro Tennis Tour, David Crane’s Amazing Tennis and Wil Overton’s Office Cardboard Racquets and Sellotape Ball Tennis.

70. LEMMINGS 2 (Psygnosis) 88%

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Green hair, blue capes, big feet — yep, Ollie’s mates really are a weird bunch. Boom, boom. Anyway, what we have here is the sequel to the world’s most popular puzzle game after Tetris. This follow-up introduces the idea of breaking down Lemmings into tribes, each bearing characteristics unique to that breed, thus making each more suited to certain types of levels than others. What makes it all worthwhile is that an awful lot of thought has gone into putting the all-new levels together — an all too rare occurrence in a sequel.

69. MORTAL KOMBAT 3 (Acclaim) 85%

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After hauling MK2‘s blood-soaked carcass back into the workshop, Williams returned with a game that’s bigger, juicier and more stuffed with secret bits than an MP’s private life. While the characters occasionally feel more lightweight than those of the former game, and the presentation lacks its punch, if you’re going to bother with any of the Mortal Kombat series you really should make it this one. As a conversion it’s sound, and you’ll not go far wrong with it if you bear in mind it’s not trying to be Street Fighter II.

68. DIDDY’S KONG QUEST (Nintendo) 82%

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When we put Rare’s latest platformer head-to-head against Yoshi’s Island last issue it slowly became apparent that Brit designers still have a lot to learn from our chums across the oceans. Judged purely on its own merits, DKQ is nevertheless a perfectly serviceable example of one of gaming’s oldest themes, with especially gorgeous graphics — perhaps the best ever seen on the SNES, in fact — and a difficulty level that’ll keep you pumping away at the joypad for hours. Or at least until you break it through sheer frustration…

67. POP ‘N’ TWINBEE (Konami) 84%

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No, we don’t know why it’s called what it is, either. What we are certain of, though, is that it’s the second best of the pitifully small amount of vertically-scrolling shooters on the SNES. The Konami trademarks are evident from the moment the first ground-based nasties — a group of living pineapples, no less — scroll into view, and it retains a cute, messed-up-in-the-head spirit all the way through. Its low point is the difficulty setting (which, is low), but with the three elements of gameplay, graphics and sound in such full effect, you hardly care.

66. SENSIBLE SOCCER (Sony Imagesoft) 91%

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While neither as fast or comprehensive in scope as the Mega Drive or Amiga versions, SNES Sensi is still accomplished enough to deftly sidestep every single one of its competition… well, except for ISSD, of course, which stands in its path like an impassible brick wall. Simplicity and speed are the two factors which distinguish it, and although it will feel more like a game of pinball than football to the uninitiated, everything eventually becomes second nature after repeated play. Just like football in real life, really.

65. PARODIUS 3 (Konami) 83%

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The third — and best — installment in the series offers an incredible 16 characters to choose from — eight male and eight female (er, we think, although it’s difficult to sex spacecraft) — and, unbelievably, the most outstandish elements ever to make it into a game. If you missed the review last ish, you won’t have seen the karaoke-singing panda in a dress or the lipstick-shooting, bra-wearing robot boss. Which, come to think of it, you’re probably better off not seeing.

64. FLASHBACK (Sony Imagesoft) 91%

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We don’t welcome conversions from other formats, generally speaking (unless that format is a coin-op), but we’re willing to make an exception for this, Delphine’s follow-up to Out of This World, which comes to the SNES via the Amiga. An early exponent of the graphical technique of rotoscoping — where a real person’s movements are recorded to generate game animation — it’s a platformer with heavy adventurish overtones. The animated cut scenes work well, and it’s sad to contemplate never seeing its like on the SNES again.

63. R-TYPE III (Irem) 83%

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Masters of the scrolling shooter Irem finally proved they had what it takes — they’d already given us the lackluster Super R-Type and GunForce — with this, a game that isn’t, surprisingly, a conversion of a coin-op but a totally original effort. Using Mode 7 in just about every way imaginable it provides one of the few examples of games of this type worth investing any time into. While most others are as predictable as Anthea Turner’s inane grin, R-Type III starts out originally and continues to try to improve on itself over and over.

62. UN SQUADRON (Capcom) 91%

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A loose conversion of their coin-op of the same name, UN Squadron is one of Capcom’s finest SNES games. Based on the anime and manga strip Area 88 — which was used for the game’s name in Japan, incidentally — it’s a horizontally-scrolling shooter in the classic mold, with all the usual power-ups and attack wave/boss structure we’ve come to expect since the likes of Gradius set the agenda. Novelty bonus points come in the form of a shop where you buy new weapons and the opportunity to pick and choose your way through the levels.

61. CIVILIZATION (Koei) 88%

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Civilization looks like a pile of nob. It also plays like a bit of a clinker when you start out. But give it a chance and it’ll grab hold of your attention like a pit bull terrier to the seat of a postie’s trousers. You start as a leader of a tribe whose purpose is to build it up over the years into a flourishing society. Along the way your scientists invent various items and concepts with the goal being to make it into space by the year 2001. To some this will prove as boring as Brian Walden, but Sim City fans will lose themselves in it for weekends at a time.

60. SUPER ALESTE (Toho) 87%

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At a time when few thought the SNES could cut it in moving lots of details around the screen, Super Aleste came along and delivered non-believers a punch to the throat they wouldn’t be forgetting in a hurry. We are talking Sprite Central — so much so that it occasionally gets a mite tricky working out what’s going on — and this technical achievement coupled with the seven types of weaponry make for a most enjoyable brains-off, triggers-on blaster. The downside? Oh, you had to ask, didn’t you. It’s not massively difficult. Damn. This game is known as Space MegaForce in North America.

59. OUT TO LUNCH (Mindscape) 84%

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Of all the ideas anyone could come up with to build a game around, cooking must rank as one of the least likely to turn out any fun. But Out To Lunch is fun with a capital ‘F.’ It’s jollier than Father Christmas, more compelling than an opened tube of Pringles, and as welcoming as an open-armed Claudia Schiffer. The secret of its success? It doesn’t try to blind you with over-the-top graphics or convoluted storylines — instead it delivers good traditional gameplay values polished up with dinky presentation and amusing graphics.

58. THEME PARK (Ocean) 91%

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Trust Bullfrog — creators of such adrenaline-pumping titles as Populous, Populous 2 and soon, Sim Hospital — to come up with a game which asks you to manage a funfair. It’s not nearly as dull as it sounds, of course — funky presentation, groovesome graphics and super-addictive gameplay ensure that it’s rarely anything less than fascinating. Perhaps not destined for the classic status which Sim City has earned itself, Theme Park nevertheless shows what the cream of the UK’s development talent can offer the world.

57. NBA JAM: TOURNAMENT EDITION (Acclaim) 90%

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A super conversion of the smash-hit coin-op which puts action ahead of strategy, resulting in a fast-moving game. While we’re here, have you ever wondered why Acclaim games such as this and the Mortal Kombat series have so many hidden options and cheats? Well… it’s because during the months that follow a game’s release, players seek them out and send them to mags like Super Play, which duly print them, giving the game bonus coverage, some times for up to three months. Free advertising, see?

56. SPARKSTER (Konami) 89%

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Originally something of a celeb on the Mega Drive, the opossum hit the SNES in some style in 1994. Not as celebrated as it deserves to be, Sparkster is one of the funkiest platformers we’ve had the pleasure of playing, with bosses bonkers enough to make your hair fall out and Special Bits stacked up to the ceiling. Such as, you ask? A giant robot boxing match in space, rotating missiles almost a screen in height and beautiful watery reflections. You’d best play it on a difficulty setting trickier than Normal, though…

55. MICRO MACHINES (Sony Imagesoft) 83%

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It was inevitable that, after producing countless budget-priced racing games on 8-bit computer formats (remember the likes of BMX Simulator?), Codemasters would get around to exploiting the theme on a console. The result, first seen on the NES, was a revelation, and this more-or-less straight conversion offers as many larfs as ever, with some parallax scrolling and an enhanced multi-player option being the only real enhancements. Micro Machines is simple, addictive racing fun the way your mother used to make it.

54. NHL ’96 (Electronic Arts) 90%

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If you’ve ever visited the local ice rink only to be bundled over by a four-foot-tall 10-year-old as he zigzags around at around 60 MPH, you’ll appreciate this opportunity to zip around an expanse of frozen water without the risk of battered knees and a pride to match. More than that, though, it’s the latest and best of EA’s top-selling ice hockey series, with super-slick gameplay and as many options as you could wish for (although we wouldn’t have said no to being able to leave the ice, pick up some chips from the fast-food bar).

53. MICRO MACHINES 2 (Ocean) 88%

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Like the original Micro Machines, except with more tracks, more vehicle types and more, well, fun. Some of the new course designs are a bit on the clumsy side, but it matters not. That’s all there is to say, really. Um… How about a joke? Okay, a man goes into a pub with his pet giraffe and buys a pint of beer. After drinking it, the poor animal collapses and dies, spurring the landlord to say,“Hey, you can’t leave that lyin’ there!”, whereupon the bloke replies, “It’s not a lion, it’s a giraffe.” No? Erm… it loses a lot when it’s written down.

52. PRINCE OF PERSIA (Konami) 89%

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If turbans and voluminous ‘loons turns you on, you’ll be gagging for a bash on POP, whose lead character sports some of the most attractive Arabian duds going. This plaformy slasher is very much an acquired taste: its controls are notoriously fiddly to get to grips with and the hazard-packed levels don’t suffer fools gladly. But put in the effort and be prepared to indulge in no small amount of hair-tearing along the way and you’ll get a great deal out of it.

51. MICKEY’S MAGICAL QUEST (Capcom) 89%

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Whether you’re swimming through the sap of a tree or fighting a boss character who rotates as he skates in a half-pipe made of ice, the graphics in MMQ never fail to raise at least one eyebrow. Its rock-solid platform gameplay is spruced up by Mickey’s ‘magical’ ability to change between outfits as the game progresses, allowing him to play with such diverse personas as a mountaineer (with grappling hook) and a firefighter (with working hose). Not overly taxing, but one of the prettiest and most charming games in this list.

50. TOURNAMENT FIGHTERS (Konami) 90%

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At a time when every man and his dog was scrambling to clone Street Fighter II’s legendary gameplay, it was left to Konami to do the job right. Their blatant rip-off, featuring the pizza-crazed foursome and a selection of adversaries from the animated series, worked because, unlike the many clones which altered SFII’s core gameplay in order to differentiate themselves, it didn’t really try to be different — its only major gameplay change being a power-move bar. Stonky special moves places this among the best SFII rips going.

49. SUPER BOMBERMAN 2 (Hudson Soft) 91%

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Every fan of Bomberman had their fair share of ideas about what they wanted to see in this sequel. Whether they were pleased with what they got — player-coded bombs, various new power-ups, and the biggy, playing areas in the main game option which scroll over large areas — remains another thing altogether. Whatever the case, SB2‘s battle mode is enough in itself to make this a worthwhile undertaking, especially when you consider that, like many of the games here, it’s kicking around now for less than 20 golden round ones.

48. BUST-A-MOVE (Taito) 84%

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‘Do’ing a puzzle game is hard. It either goes very right (see Kirby’s Avalanche) or very wrong (see Zoop). Bust-A-Move (or Puzzle Bobble in Japan or in the arcades) belongs very much to the former category. Its one-player mode is fairly forgettable but its two-player option has been known to force an office to grind to a halt for an afternoon, such is the volume of competitive juices it’s able to squeeze from participants. It’s a simple link-the-colors affair, but its speed and accessibility make it essential to anyone who’s always got a pal handy.

47. SOLSTICE II: EQUINOX (Sony Imagesoft) 91%

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There are few things worse than having to listen to a self-appointed video game expert bang on about how 8-bit games remain far superior to any others since. But 8-bit games have their uses, and the most obvious is in influencing games of today, which is why Equinox works — because it took an excellent 8-bit game theme (the isometric 3D ‘arcade adventure’) and made it better. Apart from its showstopping soundtrack (another Tim Follin masterpiece), other stand-out points are its unusual color scheme and high level of challenge.

46. SOUL BLAZER (Enix) 89%

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As one of the few Zelda-alikes to come anywhere near touching Nintendo’s work of genius, Soul Blazer dates back to 1992. You play a fresh-faced young adventurer whose task is to return a withered kingdom to normality. The action may seem repetitious at first, but the enormous range of characters — with numerous animals including a dog named Turbo — and a consuming quest make this one of the most addictive and rewarding ARPGs to hit the SNES. You’ll have to dig hard and deep to find it these days, but it’s worth it.

45. KILLER INSTINCT (Nintendo) 85%

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Although the formula ‘Street Fighter II + Mortal Kombat 2 + ACM graphics = top-selling game’ could be construed by skeptics as lazy design, Rare’s first attempt at a one-on-one beat-‘em-up is constructed with such professionalism that it’s difficult not to enjoy it. Yes, the concept of combos in excess of 40 hits borders on the ridiculous and the characters on show lack the charisma, and therefore appeal, of Kenneth and co., but KI is proof positive that Street Fighter II’s playing style — which it clones — cannot be beaten.

44. BREATH OF FIRE 2 (Capcom) 81%

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When resident RPG-head Zy Nicholson says that a new example of the breed has “friendly menu-driven combat, superb real-time effects, isometric battle scenes and some likeable weirdness” you know it’s worth more than just a cursory examination. And this BOF2 most definitely is: still shorter on quality than Square’s best output but strong enough to placate his fellow pointy-hat wearers. Which is, dear readers, why it earns the right to ease it buttocks into one of the 100 comfy chairs at Super Play’s Table of Excellence.

43. FRONT MISSION (Square Soft) 88%

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Foregoing their usual magic and monsters stronghold Square came up trumps with this future war strategy game based around the infamous ‘Mobile Suit.’ With a superbly polished menu system and wonderful isometric battle fields, Super Play soon warmed to what could have been a rather dry stats fest. For a game that’s yet to be released outside Japan, potential players should be comforted by the fact that Square have, in an effort to Westernize the story, written all the menus in English. All this and Tommy Chong too.

42. EARTHWORM JIM 2 (Virgin) 85%

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It would have been easy for Shiny to fart out any old sequel, but at almost every turn this shows what happens when you spend good money on good programmers and designers: you get a good game. From avoiding stairlift-bound grannies to rescuing puppies by bouncing them onto marshmallows, EWJ2 goes out of its way to further push the platform game envelope. Luzz a top soundtrack and a decent level of challenge into the mix and you have something which bodes well for Shiny’s imminent efforts on the Nintendo 64.

41. ILLUSION OF GAIA (Enix) 88%

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This charming pseudo sequel to Soul Blazer provides ample proof of Enix’s mastery of the action RPG niche. You don’t have to worry about a list of stats the length of your arm; just pick up your sword and go. As with Blazer, there’s a selection of NPCs who brighten up the proceedings considerably, and the lead character’s ability to change into a super-powered form at various points ensures that there’s always something new waiting just around the corner. It’s out in the UK as Illusion of Time — go and look for it right now.

40. EARTHBOUND (Nintendo) 88%

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The fact that this is the only game on the SNES to feature a signpost advertising ‘DRUGS’ should be enough to convince you that it’s not just yer everyday RPG. If the word crude could have been invented to describe its graphics, the words quirky and ingenious might well have come into being to relate to its other parts. Its combat system is limited, but the storyline, tripped-out visuals and subtle soundtracks ensure it’s never anything less than totally entertaining.

39. SUPER BOMBERMAN 3 (Hudson Soft) 89%

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What Hudson Soft seem to have failed to realize during their updating of Bomberman is that the game is at its most fun in multi-player mode, yet this third part contains less battle screens than the only-quarter-as-big original. What’s just as frustrating is that the enhancements on offer in this third part — kangeroos to ride and an ‘after-death’ play-on feature, to mention the most important ones — only hint at Hudson’s design talents, and you can’t help yearning for more. But it’s still Bomberman, and Bomberman is brill.

38. CANNON FODDER (Virgin) 89%

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Cocky coders Sensible Software plucked the little chaps out of Sensible Soccer and plopped them into a military warzone to produce one of the most enjoyable and original games to reach the Amiga. The SNES version is as accurate a conversion as one could wish for, and the guide-the-soldiers gameplan remains as playable as ever. Best appreciated with a SNES mouse, the only flaw to be found in it rears its head in a later level where success seems to lie as much with luck as it does with out-and-out skill.

37. SUPER CASTLEVANIA IV (Konami) 91%

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Simon Belmont may be the most unlikely name for a hero since Cecil (out of FFII), but this, his first 16-bit game, is a showcase title. It’s something of a slow starter, however, and you’d be forgiven for playing the first couple of levels and going away wondering what the fuss is about. Stick with it, though, and its true colors make themselves known in the form of a barrage of memorable pieces of music and some of the cleverest use of Mode 7 ever seen. It’s rock hard in places and you’ll feel a proper smug bugger when you finish it.

36. AXELAY (Konami) 85%

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If technical achievement was the point of reference for this Top 100, Konami’s old but golden shooter would trample all in its path. From start to finish, Axelay is an extraordinary game. Alternating between vertical and horizontal-scrolling levels, each is as memorable as the next, whether it’s the lava-flooded wastes of level four or the subterranean caverns of level five (complete with stunning echo effects). A graphical and sonical tour de force, it’s hampered by a difficulty curve which will challenge only the most noviciate of gamers.

35. STARFOX (Nintendo) 93%

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When Argonaut invented the Super FX chip it was the equivalent of Pamela Anderson discovering cosmetic surgery. The first fruit of the marriage between 16-bit SNES and 32-bit RISC chip is, like F-Zero, a piece of gaming history that no SNESite can afford to have missed. Inspired by Namco’s Starblade, it’s polygon shooting at its finest as you and three animal chums team up to take down the evil Andross and his cohorts through levels based both over land and in space. Miyamoto’s influence makes all the difference.

34. SHADOWRUN (Data East) 85%

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Grim. Gritty. Grimy. Um… Greasy? [Just get on with it -Ed.] Okay, here is a game which should have kick-started an entire series of similar SNES games if there was any justice in the world, but instead remains just the high point on the C.V. of Australian coders Laser Beam. A ‘cyberpunk’ adventure, it’s an isometric 3D actioner where you wake up to find yourself with no memory and must proceed to unravel a tale by cybernetically enhancing your body, ‘jacking’ into ‘matrixes’ and whatnot. Oh, and there’s tons of killings.

33. ACTRAISER (Enix) 90%

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When the great SNES versus Mega Drive debate was at its height, Actraiser was wielded in the SNES’s corner as an example of just how superior the Nintendo mchine’s sound capabilities are, thanks to Yuzo Koshiro’s masterful soundtrack. Audio thrills aside, there’s a corky game in here too, presented as a selection of platform slashing levels accessed via a main map section, itself an enjoyable God game-type thing where you must tend to the world’s populace. The long-awaited sequel was pump, incidentally.

32. F-ZERO (Nintendo) 86%

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The Amiga had Marble Madness, the Mega Drive had Super Shinobi, and the SNES had this. What are we talking about? Killer apps, of course — games which sell their machines on their merits alone. Any hardened gamer witnessing F-Zero‘s stunning exploration of Mode 7 had to have a machine of their own. There’s no two-player option, the courses are bland when compared to those of Super Mario Kart and it’s only a paltry four mega bits big, but it’s lightning fast and gloriously playable.

31. CHRONO TRIGGER (Square Soft) 90%

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We awaited this game’s arrival — the product of Akira ‘Dragon Ball’ Toriyama, Yuji ‘Dragon Quest’ Horii and Hironbu ‘Final Fantasy’ Sakaguchi — with such abatement of breath we nearly kneeled over our keyboards and expired. And when it arrived, it nearly lived up to those lofty expectations, with a roster of smashing-looking characters and a natty time-travelling storyline. The only criticism to be leveled at it is the lack of character depth and overall lightweight nature when compared to the Final Fantasy series.

30. TINY TOONS ADVENTURES (Konami) 89%

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Years before Yoshi’s Island planted its innovated feet on the SNES, Konami’s Tiny Toons title — known as Buster Busts Loose in the UK — was doing fresh things with the stale-as-last-month’s-Holvis genre. As early as level two you come across a section where the game holds up while you’re required to take part in a bit of rope skipping before you can pass, while later levels include a game of American football and a space-based bit where you can totally invert gravity. It’s all over rather too quickly, though, but we still love it tons.

29. SIM CITY (Nintendo) 84%

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Did you like Lego? Do you still play with it secretly now? Do you still play with it openly now? Whatever the case, if you have even an inkling of interest in building things you’ll love Sim City. It’s not a game for everyone, but those willing to put in the time will discover an addictive experience. Mario creator Shigeru Miyamoto had a hand in this version, incidentally, giving it benefits over other versions including the green-haired helper-outer Doctor Wright and a great preset game scenario featuring a mighty Bowser attack.

28. ROCK ‘N’ ROLL RACING (Interplay) 88%

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If you’ve ever been stuck on a twisty country lane behind a flatcap-wearing octogenarian in an Austin Maxi, you’ll have no doubt fantasized about having a whacking great assault cannon mounted on your bonnet. This is the sort of game you need to play to relieve such frustration. It’s fast, slick and has about the most impressive guitar effects we’ve ever heard in a game, courtesy of real rock classics re-interpreted by game music genius Tim Follin. It has a fabbo simultaneous two-player too. Gaming rarely gets more fun than this.

27. SUPER PUNCH-OUT!! (Nintendo) 90%

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We like boxing. Not for real, of course (our soft faces are too delicate for such behavior), but watching it on the telly and doing it in video games. Especially when the video game is Super Punch-Out!!, Nintendo’s long-in-the-making update of the NES title Mike Tyson’s Punch Out!! Yep, simulated pugilism doesn’t come any more entertaining than this. Well, not unless you count Taito’s Real Puncher coin-op, which would prove as much fun, if only we could persuade Wil to be the one standing in front of its scanning camera [Oi! -Wil]

26. PLOK! (Tradewest) 90%

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Apart from having the finest harmonica samples ever to grace the SNES (er, although we’re not aware of any other competition), Plok! manages to lift the trophy of Best UK-Produced Platformer, too. It achieves this accolade by being original. Plok, for example, is like no other game character, able to fire off all of his limbs until he’s reduced to just a helpless torso. His charm is joined by a selection of vehicles to bomb around in, collectible special-power outfits and the best black-and-white levels we’ve ever seen. And we’ve seen a few, by crikey.

25. GOEMON 2 (Konami) 90%

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Although only available in Japanese form — sales of the Western version of Goemon 1, Legend of the Mystical Ninja, proved too low to warrant the ‘trouble’ of translating the sequel — if you only buy one import cart, make it this one. Although it looks similar to LOTMN, the platform-based sections are more detailed than before (and include a number of vehicles you can hi-jack and use to plough through the weirder-than-before nasties) while the all-new Mode 7 mecha Goemon sequences offer new gameplay. A Konami klassic.

24. TETRIS BATTLE GAIDEN (Bullet Proof Software) 86%

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‘Gaiden,’ as many Super Play readers will know, is a Japanese word meaning ‘side story.’ Tetris Battle ‘Side Story,’ then, includes two modes: a battle option, which allows you to collect pods with which to build a spell meter; and a ‘straight’ Tetris mode, which turns out to be the best version of Tetris available on any format anywhere, ever. Surprisingly, the battle mode is a fine and worthwhile twist, too. In all, classic stuff.

23. SUPER BOMBERMAN (Hudson Soft) 92%

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To invent a new game style is one thing, but to create one which your competitors find near-impossible to rip off is another — which is what Hudson Soft did in creating the Bomberman concept. Diehard fans agree that the first in the series is the best, with a battle mode simple enough to ensure that all the family can join in, while allowing experienced players to get to grips with grass-roots Bomberman gameplay. You could lock four people in a room with this game for 24 hours and they’d still come out smiling. Probably.

22. STREET FIGHTER II (Capcom) 94%

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When SFII arrived in arcades in 1991, many gamers took one look at its six-button controls and wrote it off as something of a novelty — this was, after all, a time when three fire buttons were just about the limit in coin-ops. It didn’t take long for the game’s potential to shine through, though, and it became one of the biggest earners in the history of arcade gaming while the accuracy of this conversion did a similar amount of earning for Nintendo, selling SNESes by the shelfload. The inability to ‘be’ the bosses removes some of the magic, though.

21. STUNT RACE FX (Nintendo) 93%

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Only Nintendo’s second Super FX title, SRFX (AKA Wildtrax in Japan) is just as remarkable as their first. If you thought polygons came in only two varieties — dull and duller — you’ll change your mind once you see this. The four vehicles — coupé, 4×4, 2WD and truck — all have personality and individualistic levels of handling and engine performance and the skill required to drive them is something that only comes with practice. Characteristic tracks and fab Stunt and Radio Controlled modes make this a driving game like no other.

20. FINAL FANTASY II (Square Soft) 90%

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There are many games that, without Super Play‘s championing of them, would go unnoticed by the general SNES-playing community. Final Fantasy II is one example, serving to introduce those lucky enough to track down an import copy to the delights of turn-based combat and Square’s deftness at weaving tales of magic, war and high drama in a fantastical setting where people with big eyes and even bigger hearts rule the day. The story, soundtrack and finely-tuned gameplay compensate to make it essential playing to all RPGers.

19. CYBERNATOR (Konami) 91%

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Unique among shooters, Cybernator has a level of detail normally the sole presence of the most hardcore Airfix modeller — who could forget the little blokeys who run around at your feet peppering you with their peashooter-like weapons, just begging you to turn your giant machine guns onto them? Or the three-screens-high end-of-game boss? Sadly, a sequel never materialized, but we’re looking forward to Gun Hazard, by the same team.

18. SUPER STREET FIGHTER II (Capcom) 96%

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We’ll never know why Capcom chose to produce ‘plain old’ SSFII on the SNES when arcade-goers at the time were enjoying the souped-up SSFII Turbo (or ‘X’ as it’s known in Japan), and it remains one of the most frustrating happenings in the machine’s history. With four new characters (Fei Long, Dee Jay, Cammy and T. Hawk), new backdrops and new moves for the old fighters, to name but a few improvements, SSFII is deserving of its place, but players coming to it after Turbo will expect speed, and its absence rather dulls the experience.

17. DOOM (Williams) 92%

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If you work in the back room of a butcher shop, Doom may not be nearly as appealing as it is to the average Joe on the street. We’re talking major slaughterage, see, dealt out with a series of chuff-off weapons that make Arnie’s arsenal in Commando look like air pistols. Judged as a conversion, this is more complete than the 32X and Jaguar efforts, and although the lower screen resolution sometimes makes it look like an ugly bugger, the Doom playability remains intact, making it one of the most challenging and impressive games of ’95.

16. INTERNATIONAL SUPERSTAR SOCCER DELUXE (Konami) 94%

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Football games aren’t difficult to write — chuck in a bit of grass, a few sticks at each end and get some players running about and you’re half-way there. What’s difficult is making them intuitive to play and deep enough to keep you coming back. ISSD shoots and scores in both of these departments, with playability that’s as silky as Silky the silkworm’s silk pajamas and so many options that you’ll probably never get around to all of them.

15. ZOMBIES ATE MY NEIGHBORS (Lucas Arts) 89%

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We had little expectations for ZAMN when it turned up in 1993, a fact which made the discovery that it was utterly fantastic all the more pleasurable. Describing it as a maze game makes it sound dull, which it most definitely isn’t. The detail, soundtrack, weapons system, two-player simultaneous mode, showstopping bosses, atmosphere… sigh, we just can’t find anything wrong with it. Well, apart from the fact that they didn’t have the balls to give it its full title in the UK, preferring the less ‘offensive’ Zombies instead. Cuh.

14. SUPER TENNIS (Nintendo) 92%

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Tennis. Tennis. TENNIS. TeNniS. Nope, no matter how it’s written, tennis just doesn’t sound exciting at all. But that’s just what Super Tennis proves to be: the most enjoyable sports sim going. Translating a fast-moving sport such as this is tricky, but the programmers have somehow done it so well that it feels beautifully intuitive. The graphics look a bit basic by today’s standards, but then, as they say, who looks at the mantelpiece when they’re stoking the fire?

13. KIRBY’S AVALANCHE (Nintendo) 91%

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At a time when it looked like no-one would ever topple Tetris from its position as the greatest puzzle game in the history of all things, along came Compile with Super Puyo Puyo (later repackaged and renamed as a Kirby title for the US market). The idea is simple: groups of two colored blobs fall from the top of the screen which you can rotate and move left and right, just like you can with a Tetris piece. Match four like colors and they disappear, sending rogue blobs to your opponent’s side. So ace in two-player mode it’s unbelievable.

12. CONTRA III: THE ALIEN WARS (Konami) 90%

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Truly a landmark in SNES gaming, Contra as good as turned Nintendo’s 16-bit machine into a coin-op. If it’s Memorable Gaming Moments you’re after you’ll be wanting to play through this and be stopped in your tracks by a flyby bombing raid which sets the whole level aflame. Or maybe it’ll be the giant Mode 7 crab boss which scales in and out of the screen as it attempts to jump on your head. Or… or… There are simply too many. Perhaps the most exciting game on the SNES — this is one classy, timeless blaster.

11. SUPER MARIO COLLECTION (Nintendo) 96%

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Four of the finest platform games ever created come together to form a package which no gamer with any degree of self-respect should be without. In the order that they appear, then, Super Mario Bros. is the game that started it all, and is fabbage; Super Mario Bros: The Lost Levels is a tough data disk-like extension to part one; Super Mario Bros. 2 is the odd one of the troupe, and pretty good; and Super Mario Bros. 3 is the daddy of them all and nearly as good as Mazza World. Not as slick as the NES originals, but one helluva package.

10. PILOTWINGS (Nintendo) 92%

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9. SUPER METROID (Nintendo) 92%

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8. SECRET OF MANA (Square Soft) 94%

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7. LEGEND OF THE MYSTICAL NINJA (Konami) 90%

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6. FINAL FANTASY III (Square Soft) 95%

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5. YOSHI’S ISLAND (Nintendo) 94%

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Unless you’ve had your head buried in the garden for the last ten months, you can’t have failed to know what this, the sequel to Super Mario World, is all about, and just how highly we regard it.

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To call it merely a platform game is to call Super Play 41 sheets of printed material, of variable size and weight, glued together. At every turn the game seems to make an effort to be different, whether it’s in simply giving Yoshi the power to launch eggy projectiles or in presenting level layouts which take you all around the block and back again or in any one of countless set pieces that your average platform game would kill for just one of.

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At 16 mega bits, Island isn’t the largest game to ever dock with the good ship SNES, but what you get for your meggage is nothing short of breathtaking. Play it and remember just why you got into video games in the first place.

4. SUPER MARIO WORLD (Nintendo) 94%

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Launched alongside the machine in 1990, the portly plumber’s debut SNES outing still has a considerable edge over any similarly styled platformer on any other format since. A tap or two of Miyamoto’s magic wand is what made it so great, of course, and it is the ultimate illustration of the ‘great graphics do not a great game make’ adage.

3. SUPER MARIO KART (Nintendo) 93%

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Unlike any other Mario game, SMK didn’t arrive on the SNES gaming scene in a hail of publicity. Rather it slipped in unnoticed through the back door. When gamers woke up to its utter brilliance, however, it remained firmly jammed into cartridge ports the world over for weeks at a time.

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What makes it so good? Playability, pure and simple. There is no other driving game which comes close to it in delivering seat-of-the-pants, lean-into-the-corners action. Forget about driving a formula one race car around Silverstone: take Koopa for a spin around a Bowser’s Castle track, leaping lava pits, dodging enemies’ cunningly-aimed projectiles and searching out those elusive red shells, and the magic that only Nintendo seem able to provide becomes patently evident.

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With eight characters of differing abilities to choose from, three engine classes, 20 varied tracks, an ingenious Balloon game and a time trial mode, this is the most complete driving game package we’ve ever seen. Can it ever be beaten? We’ll just have to wait for Super Mario Kart R on the Nintendo 64…

2. STREET FIGHTER II TURBO (Capcom) 96%

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The sequel to the game which kicked a genre up the arse and dragged it into the ’90s, Turbo must surely be the most played game in just about every SNES owner’s collection. The first of the series to allow players tobe’ the bosses, it successfully transfers over every aspect that made the coin-op such a barnstormer. What makes it such an evergreen title is its depth of play: two players who’ve fought against each other on countless occasions can sit down and not be sure of the outcome of any particular match-up, such is its flexibility and scope for variety.

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Unlike any other game, being able to play a Street Fighter II title competently is an essential skill in any gamer’s repertoire and, like riding a bike, once you’ve picked it up it never goes away. This version must be applauded for its accuracy as a conversion — for a 20 megabit cartridge game on a console to come this close to the umpteen-times-as-expensive coin-op is no mean feat, and the game will be fondly regarded when most of today’s ‘super console’ titles are but faded memories.

1. THE LEGEND OF ZELDA: A LINK TO THE PAST (Nintendo) 93%

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Okay, we’ve stuck our collective neck out and put Zelda III at the top of the tree, and now you want us to justify our decision. Fair enough. There is, quite simply, no other game which is as complete. And when we say complete, we mean playable, taxing, enthralling and rewarding — every factor which should be looked for in a video game. While many great games stumble on occasions throughout their duration, Zelda III remains constantly engaging throughout. Right from the start, when Princess Zelda’s telepathically-transmitted cries for help set you out on a quest to save her, everything falls into place like a good book. From then on, the scope of the thing unfolds at a fairly uniform pace, giving you extra abilities here and there which in turn allow you to uncover more and more secrets of the game world. And that’s probably its secret: you start out with a limited range of abilities but grow in experience and power as you progress, meaning that unlike, say, a platform game, where you’re asked to perform the same skills throughout, you have to learn and exploit new ones continually.

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While its graphics rarely rise above the level of perfunctory and its soundtrack occasionally tires (especially when you’ve spent an hour or so in a particular area trying to fathom out the solution to a certain problem), Zelda III‘s gameplay remains wholly absorbing. It’s linear, sure, but then this is an action RPG. The proof of the pudding is that it could be released today, some five years since its original appearance, and still appear as fresh as the likes of new games like Yoshi’s Island. What’s perhaps most telling is that Zelda III transcends boundaries: a platform fiend or a driving game nut will find it as inviting as a hardcore RPG-head. If you haven’t played it yet… do you really own a SNES?

CLOSING THOUGHTS

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There you have it! 100 of the best SNES games according to Super Play Magazine. Lotta great games on there, no doubt, but also some glaring omissions (most notably, Teenage Mutant Ninja Turtles IV: Turtles In Time). I hope going through this list gave you some new titles to take note of… either ones that you perhaps have previously dismissed for one reason or another, or maybe even some titles you had never even heard of before. As stated earlier, I’ve been working on my own top list for over 10 years now, and am hoping to launch it at some point in late 2017 if all goes well. It’s always fun to compare your own opinion with that of others. Speaking of which, regardless of which titles you feel are missing from Super Play’s list, or which titles you think are ranked way too low/high, there’s no denying the boatload of amazing SNES games out there.

Glaring omissions? Games you think the Super Play boys (that came out wrong…) ranked (way) too high or low? Feel free to share your thoughts in the comment section below.

PS- For more Super Play, check out The Super Play Drama.

The Super Play Drama

-JANUARY 8, 2006-

On this day I was considering getting back into the SNES scene after having been gone since the mid-late ’90s. I was making my daily gaming board rounds when I saw an intriguing topic over at the DigitPress forum.

“Super Play Magazine! Who read it? Who misses it?”

I love awesome retro gaming magazines. When I found out about SEGA SATURN MAGAZINE in 2001, I went on a long hunt before striking gold in late 2003. This Super Play topic, created by DP member theMot, couldn’t have been posted at a better time! I was still on the fence about buying a Super Nintendo, but the topic made me think “OK, if I DO come back, I’ll definitely look for that magazine.”

And of course, I did come back. January 17, 2006 is the official comeback date for yours truly. And so I began actively pursuing a complete Super Play set from that day forth.

The following is a chronicle of my nine month odyssey. It’s a journey that’s simply unbelievable. I always had confidence I would one day own Super Play, but I had no idea it’d be anything like what it turned out to be…

HAVE CONTACTS, WILL TRAVEL

In my history of online gaming-related activities I learned one very important thing as a collector/gamer, the more you network the better off you are. If people know what you’re looking for, you can find it easier. I’m not saying go post an ad so the whole world can see what you want, but you need to do some legwork if you want to attain something that is valuable and hard to come by. Having great contacts can help a lot.

And I had that in a guy located in the UK named James. He was always my go-to bloke. My brother from another mother. I could always count on King James.

James and I had traded several times over the years from 2001-2004, during my Saturn days. Back in the day he helped me get five Sega Saturn Magazines, after I had won a set of 29 off eBay. In addition to hooking me up with random PAL-only Saturn games over the years

He didn’t post often at this one Sega board, but I sent him a Private Message. It began an extremely LONG PM discussion between us…

DANGLING PSYCHIC ASSASSIN TAROMARU

-FEBRUARY 23, 2006-

I sent James the first PM on this day.

I told him if he knew any collectors who had a complete set of SUPER PLAY that I would be willing to trade that person my TAROMARU copy. Psychic Assassin Taromaru is one of the rarest and most expensive Sega Saturn imports. Enjoyed it as I did, I was willing to part with it for a (near) full set of Super Play Magazine. I also asked him if the magazine was like the Sega Saturn Magazine equivalent for the Super Nintendo.

His response

You are correct – Super Play was indeed pretty much the equivalent of SSM but for SNES. Loads of good import coverage, lots of technical features, amazing artwork on every issue (provided by Wil Overton). Hard to find but a great mag. Will see what I can do on that front if you like. Would appreciate Issue 200 of EGM if you can get it for me.

So while James scoured the UK for Super Play, I scoured the States for EGM #200.

THE MATCHMAKER

-MARCH 1, 2006-

Less than a week later, he had already found a potential match! I recall thinking to myself, “JAMES IS DA MAN!”

I may have a lead for you for the Super Play mags. I’ll need about a week but I know a guy that I think has a complete collection of Super Play mags and I know he is into his Saturn stuff so I may be able to work something out for you guys. I’m not entirely sure how many Super Play mags there were – I think it was around 37 or 38, maybe 40. I’m certain he has at least 1 to 35 and maybe some of the last issues too.

Once again, James had come through for me. Right?

WHEELS SET IN MOTION

-MARCH 18, 2006-

It had been close to 3 weeks since James and I last communicated. I was busy buying US SNES games left and right, continually looking for issue #200 and I knew I was in good hands because of our track record. There was nothing to worry about…

On this day James PM’ed me he’ll be meeting his collector friend over brunch to discuss Taromaru for the Super Play magazines, and find out exactly what condition and issue numbers they were.

His message made my day. The wheels were set in motion. Knowing James, I figured it was only a matter of time…

HELL YEAH

-APRIL 24, 2006-

More than a month passed since I last heard from him. Finally I received the following message.

Sorry for the delay in getting back to you. Been unbelievably busy and had some problems with my PC. I’ve met the collector guy. He has the following issues:

1 – 7 inclusive
9 – 28 inclusive
30 – 38 inclusive

Let me know your thoughts. I will continue to ask around for the few missing issues. All issues are in good condition.

I didn’t mind the month-plus delay after reading the good news. YES! That’s exactly what I was hoping to hear — that the collector guy had a large majority of the issues, and not something like 1, 5-7, 11-14, 17, 19, 25-28, 31, 33-35. You know, large gaps. It’s always nice to get nearly all of a set in one fell swoop.

“Let me know your thoughts” ??? My thoughts were HELL YEAH!

NOT SO FAST…

-MAY 2, 2006-

About a week later, James emailed me pictures of the collector’s set as I had requested. I was more than satisfied with how everything looked. I replied to James, “LET’S DO THIS.” Note: if it were years later and say 2013 I would probably have said “TAKE MY MONEY” or rather, “TAKE MY TAROMARU” but you get the point.

I was good to go, right? Not so fast…

25 DAYS OF SILENCE

-MAY 27, 2006-

This was unlike James. In the past he was always so quick on replies. But hey, he had great news when he finally broke the silence on this day.

Sorry for the delay but I can also get Issues 39, 40, 41, 43 and 44 of Super Play for you in addition to the ones listed before.

Everything looks good to go. The trade was Taromaru+EGM #200 (which I found) in exchange for the massive Super Play lot.

The long ongoing PM discussion, which started over three months ago on February 23, was going to finally conclude.

But as with most things in life… things don’t always go as you plan…

GOING DARK(SIDE)

-JULY 31, 2006-

For over two months, James mysteriously vanished. He didn’t answer my PMs or emails. I was worried. I DIDN’T SEND TAROMARU YET. Let me tell you the kind of guy James is. He always shipped first in the past with me and said he would ship first in this transaction as well. That’s the kind of guy he was — he always wanted me to get the item first to see if I was satisfied with it.

So when he disappeared without a trace for two months, I was worried not just for our trade, but for his well-being in general. I mean, it was completely unlike him to go off the radar like that for so long and without a heads up.

In late July, I made a topic at the Sega board asking if anyone there had talked to him since late May.

I didn’t want to “air the laundry” like that, but he left me no other choice.

48 to 72 hours after I made the topic, James PM’ed me for the first time in over two months.

I’m really sorry mate I’ve had some things going on over the last couple of months and the whole trade thing was sadly at the bottom of a huge pile of other things.

I have always had fantastic trades with you and am very happy to continue with this trade.

I was just glad to hear from him and know that he was OK. The fact that the trade was officially back on was only the cherry atop the cake! I PM’ed him back joking “WISE FROM YOUR GRAVE!”

24 hours later he replied.

Haha, nice reference! ;) Have packaged up the mags and will get them posted asap. Will confirm when they are on the way to you and provide a Tracking Number etc if I get given one (depends on the postal method I guess).

Apologies once again for the ridiculous delay – will be good to see this trade through.

NOW I WAS OFFICIALLY IN, RIGHT?

… Keep reading…

ONLY A MATTER OF TIME…

-AUGUST 6, 2006-

Not one week later, I received an update.

Just to keep you updated. The magazines are all packed up (currently in two separate boxes) and ready for posting. However after going to the Post Office to send them via the usual method is going to be way expensive and also means they won’t be insured. So I’m going to look at Courier options which means they should be delivered in around 3-4 days after they are sent, and they will be insured and it should work out cheaper to send. The thing is that I am away with work until next weekend so it will likely be next weekend that I actually send them.

Just letting you know that I am working on this and you will get the mags (eventually).

Just got to work out the details with the Couriers.

I was disappointed, since I figured they were already on the way. No matter, I’ve been waiting over six months now… what’s one more gonna hurt??

MEANWHILE…

I told myself I needed to keep my eyes peeled, keep my options open. So I started searching for Super Play on eBay… hoping I’d find a complete set on offer which I could snipe. JUUUUUUST in case James somehow doesn’t come through…

FIVE DAYS LATER — GOLD

-AUGUST 11, 2006-

In an amazing stroke of luck, I punched in SUPER PLAY MAGAZINE on eBay and expected yet another empty search.

However, on this day there it was!

This is the actual pic used from the 2006 auction
This is the actual pic used from the 2006 auction

Super Play Issues 1-45 (missing # 9) plus 3 official Super Play Binders. Also includes Super Play Gold 1993 SNES Guide. HOLY CRAP! What were the odds, and what is happening here?! It sounds corny but it really, truly did feel like fate.

It was ALMOST the entire set, only missing issues number 9, 46 and 47 — WOW.

I put it on my watch list. It would end in six days… August 17, 2006. Even back in 2006, I had developed a special eBay bidding tactic that I was using since 2002. Tired of multiple bids only to be sniped at the end, I knew what I was going to do. One bid, maximum bid, punched in with about 3 seconds to go. Only way to do it on eBay, playa!

Alas, there was one tiny problem…

The auction was ending at 9:57 AM.

What was the problem? At the time I had to resort to use the library for my online duties. You see, my brother temporarily took our computer to his work place to get it fixed. And smart phones didn’t exist back in August 2006. Nor did I have a laptop at that time.

The library doesn’t open until 10 AM. On the surface, a bad stroke of luck, for sure.

But… when all else fails, AuctionStealer prevails! Note: AuctionStealer is a free site that automatically inputs your max bid without you having to manually do it. The catch, however, is that it inputs that bid with about 11 seconds to go… giving the competition plenty of time to outdo your bid. Therefore, it’s a nice bonus but only a last resort kind of tool.

So I entered my max on AuctionStealer, and prayed for the best…

THE MOMENT OF TRUTH ARRIVES

-AUGUST 17, 2006-

I was in no rush to get to the library and see if I had won or not. Oddly, I kind of put the whole thing to the back of my mind. One part of me felt “My max was so high, there’s no doubt I won” while another part felt “Don’t get your hopes up, some crazier fanatic came by in the last four seconds…”

When I got to the library that day it was roughly 5 PM. I went to my email. Here we go…

GOD BLESS AUCTIONSTEALER – I won! No one placed a bid in the last minute. UNBELIEVABLE!

Best of all, I won it for real cheap too! My bid didn’t reach the seller’s reserve, but she decided to sell it to me for a bit more than my winning bid. The whole ordeal was nothing short of incredible. Something I can genuinely call “once in a lifetime.”

AUCTION STATS

Thursday, August 17, 2006 — within seven months, I procured my HOLY GRAIL. Not bad, considering it took me over two YEARS to get my hands on Sega Saturn Magazine.

Here are some auction stats.

  • I was the 13th bid of the auction
  • The guy I beat out, his maximum was GBP 48.79
  • My winning bid did not meet her reserve, but she sold it to me for GBP 55
  • GBP 55 equated, at the time, to roughly US $104.32
  • My max was GBP 88.88 …. or US $168.11
  • The 3rd highest bidder had a ridiculously low GBP 24.50 max

Why is the last one important? Had the GBP 48.79 guy NOT come along, I would have won at around GBP 25.50. If that were the case, would the seller have agreed to sell it for GBP 30? Doubt it. Maybe when she saw I won at 50 GBP, instead of relisting it she said “What the hell”and gave it to me for 55.

In other words, if it weren’t for the 2nd highest bidder, who knows what would have happen with the reserve thing and all? She might have relisted it and I’d have to play the whole game again! Then maybe the bidders I outbidded would re-adjust their bidding strategy, etc. Lots of crazy scenarios that I’m glad is a moot point!

MORE AUCTION TID-BITS

  • There were four different bidders in all, me included
  • 13 total bids
  • Auction went into the last day with zero bids
  • The 3 guys bidded multiple times in the last 15 hours or so, each outbidding the other
  • Lucky for me, they didn’t understand the power of smart sniping
  • 12 bids between 3 guys before AuctionStealer input my bid — the 13th bid of the auction
  • AuctionStealer helped me snipe it with 11 seconds to go, my 1st and only bid

It’s ruthless, but that’s eBay for ya.

TOTAL DAMAGE

I paid Rachel $183.19 the very next day. Shipping surprisingly didn’t come out to cost an arm and leg — she only charged me 40 GBP. 183 dollars for 45 issues, including the hard-to-find 1993 GOLD issue? Not bad at all! Considering I paid $225 for 29 Sega Saturn Magazine issues in late 2003, this was a real bargain. It came out to be only about four dollars an issue (!)

FINAL AUCTION CRAZINESS

Probably the most important thing why the auction ended so cheaply… her auction title was:

  • SUPER PLAY MAGAZINES ISSUE 1-45 (MISSING ISSUE 9)

I owe lots of thanks to issue 9. Had she own that issue, maybe her title would have been:

  • SUPER PLAY MAGAZINES ISSUE 1-45 SNES

The “SNES” part would definitely would have led to more auction views and “Hmmm, wow, I didn’t know such a thing existed! I’ll bid and try to win it!” type of mentality. Instead, it was left only to those who were actively typing in “Super Play Magazine” on eBay. Back in 2006, Super Play wasn’t nearly as popular as it would become years later within diehard SNES circles. So, thank you issue number nine ;)

Last but not least… after I shared this story on a message board, one guy actually told me the following…

WOW! Believe it or not, I actually had that auction on my watch list, and I was going to bid an INSANE amount of money on it. It could have gotten UGLY. However, I simply forgot what time it was ending, and I missed out! Though, after reading your incredible tale, I must say I’m glad you won ‘em :)

Wow! I got so incredibly lucky with this whole shebang that I can’t believe it. It only drives the point home that there are certain “scores” in one’s collecting life that truly stand out, and stand the test of time. For me, the Super Play snag is definitely it.

48 HOURS AFTER THE AUCTION WIN

-AUGUST 19, 2006-

Ironically, James informed me some “bad news” on this day. Reading his message, I was smiling, knowing my willingness to think outside the box made his bad news a moot point.

I’ve got some bad news buddy. I’ve been talking to various couriers (4 different ones up until now) and it is just too expensive to ship these mags to you. The cheapest I can get quoted is £150 which is over $280 dollars and that doesn’t even include insurance!

Even shipping the slowest method (6 to 8 weeks without insurance) is $250.

I just don’t have that sort of money spare at the moment and it is just too much. I’ve tried every combination of normal shipping: by sea, air, specialist courier. I’ve even tried breaking it down to 5 magazine bundles but no joy.

I’m not sure what to do though as I feel bad about this (especially with your patience over this prolonged trade).

Let me know your thoughts. I’m really sorry about this.

Imagine had I lost the auction. Imagine if I was complacent and never bothered to look for them on eBay. Let this be a lesson to all: BE PROACTIVE! Take matters into your own hands rather than sitting idly by.

I excitedly replied to James telling him about my win. This also cancelled our trade… I now had Taromaru to auction! I made $147 off it (the manual was missing the cover thus why it went for so “cheap”). $90 of that went to fund the incredibly rare and expensive Super Famicom import, Rendering Render: R2.

The last transaction I ever had with James
The last transaction I ever had with James

Yet I still wanted to do a trade with James. After all, I had EGM #200 and he had Super Play #9 (the auction was 1-45, but #9 missing). How nicely did that work out! Super Play 9 arrived in late August. It was my first experience of the magazine, and it blew me away. It was the Sega Saturn Magazine equivalent for the SNES. And I could hardly wait to read the rest.

MEANWHILE… TROUBLE BACK ON THE FARM

I hadn’t heard back from Rachel yet… eventually she emailed me, “Sorry I didn’t ship the mags til September 2nd.”

I was a bit peeved. I paid 8/18, she didn’t send til 9/2 and didn’t tell me earlier!?  It’ll be here sooner or later, I thought. While her feedback was 100%… the number was only 19. Not exactly the most comforting number in the world. Gotta think positive, though, I kept telling myself.

ONE MONTH LATER — NOTHING TO SHOW FOR

-SEPTEMBER 19, 2006-

Sent her an email. Never got a reply. Another unanswered email, and another, and another. I was starting to fear the worst. Maybe this whole thing was simply too good to be true.

PAYPAL WARNING

-SEPTEMBER 24, 2006-

I emailed telling her in advance I’d file a dispute with Paypal on 9/30… the last day for me to do so (45-day window from August 17). I told her it was nothing personal, but only wise for anyone in my shoes to do so.

RACH’S REPLY

-SEPTEMBER 26, 2006-

She emailed back and understood my position. Said she’ll check with her post office to confirm when the package was shipped. It had been only her 2nd email, and I felt better after this. All I ask for is keeping an open line of communication.

DISPUTE FILED

-SEPTEMBER 30, 2006-

No Super Play yet, so I filed the dispute. By October 20 if they do not arrive, I’d be forced to escalate the dispute to a claim, due to the 20 day window period. Silence on Rachel’s end.

ALMOST TWO MONTHS AND NOTHING

-OCTOBER 13, 2006-

I finally hear back from her on this day.

Hi, I have been to the post office and had them look at the records. They say because of an admin issue the mags did not leave there post office until the 19th of sept.

I have gone mad at them and have asked what can be done. They say that nothing can be done because I did not have it tracked.

I have asked them what sort of time are we looking at and they have said 4 to 5 weeks from the sent date which is now the 19th of sept.

So we are looking at the 16th/17th of October which I am very sorry about, as I said I did have a right go at them for this but all they could do was say sorry.

Once again I am so sorry about the delay.

Please let me know on the 16th/17th if you have had the mags.

Thanks in advance.

I was very upset. No tracking number, admin issue, etc. It all spelled doom to me.

Being proactive again I PM’ed James to update him, asking if he’d be willing to send me his friend’s issues, provided I pay the insane $300 something shipping. He said he’d look into it. At this point, I was so desperate to get my hands on a SUPER PLAY set that I didn’t care HOW!

DISPUTE ESCALATED TO A CLAIM

-OCTOBER 20, 2006-

Still no Super Play. On this day I was forced to escalate the dispute into a claim so PayPal could look into it and hopefully refund me $183.

At this point I wasn’t surprised, just frustrated. Though I wanted my money back if worst came to worst — I rammed the fact home with Rachel that I rather have the magazines. “Should they arrive in November or later this month I’d gladly refund you whatever PayPal decides to give me back” I’ve always told her.

KEEPING HOPE ALIVE — WINNING ISSUES 46 AND 47

Also on this day I won off eBay the final two issues of Super Play. Number 46 and 47 — keeping hope alive that Rachel would come through and that I would have a complete set numbers 1-47 including the spinoff Super Play Gold 1993 SNES Guide issue.

What took place four days later… was one for the ages…

VINDICATED!

-TUESDAY, OCTOBER 24, 2006-

I was filling out an application to graduate studies when I heard the mail truck rumbling. I peered out the window. The mail lady got out and went to the back of the truck. I wasn’t expecting ANY OTHER PACKAGE, so I knew THIS HAD TO BE IT!

She rung the door bell. I opened the door faster than a 5-year-old ripping into a present on Christmas morning.

“Can you help me carry this big box? It’s too heavy and I have a bad back,”
she said.

It was then and there I knew that the moment… which I waited about nine months for, with so many twists, turns and heartbreaks… had finally come.

Of course, there still had to be a little drama
.

It’d only be fitting, you see.

“RECEIVED IN DAMAGED CONDITION”

… was stamped on the box. My heart stopped.

The only question left was... how bad was it?
The only question left… how bad was it?

“Wait, it came in damaged condition?”

“I’m sorry, it did. The box was split open. They had to tape it back up, as you can see.”

“Everything is intact, though, right?”

“Oh sure. We can’t take anything…” Her voice trailed off.

And here I’m thinking, “Oh right, sure lady! I’ve heard the horror stories; you don’t gotta play me for a fool!”

But I kept my cool, signed the pink slip and brought the box inside for inspection. How bad was it? I was almost too scared to find out…

WHEW!

Amazingly, everything was intact and in better condition than I thought. The magazines were MINT! No missing pages, no cut-outs; that’s probably the hardest thing to find with old magazines since so many people take such bad care of them. I was lucky, much like with Sega Saturn Magazine, that the previous owner kept them in immaculate condition.

I went to Paypal and happily cancelled the claim. Rachel was honest after all. The box stated it was shipped September 19, as she stated earlier, and not the 2nd.

The nine-plus months of agony had a very happy ending.

I loved how they highlighted lesser known SNES imports

Super Play is an awesome magazine. I love retro magazines — I dig the whole archive thing. It’s truly a diehard SNES fan’s companion. Not only is it well written but it focused a ton on the Japanese side of things. They highlighted plenty of Japanese-only games and reviewed even the obscure ones like Syonen Ashibe. At that time (October 2006) I recently started an “Obscure Super Famicom Impressions” thread that was quickly picking up steam and growing in popularity. I thought I was doing something not many before me did — shining the spotlight on all these lesser known Super Famicom imports. So it blew my mind to see Super Play had done it 13 years before (1993).

The magazines also came with their special binders
The magazines also came with their special binders
Too gorgeous for words. Talk about geeking out!
Too gorgeous for words. Talk about geeking out!

LIFE IS ALL ABOUT TIMING…

After sharing my story on a gaming forum, one guy posted he was watching the same auction. He was going to bid an astronomical amount but he simply forgot what time it ended! Had he remembered, this “Holy Grail” might not even be in my collection today, or at the very least, I would have paid a LOT more. It made me appreciate my Super Play win even more. So much of life is being in the right place at the right time!

SPMadness

ON THE HOUSE???

The funny thing is, people ask me when the box arrived what did the postage state. The reason they asked was they didn’t understand how Rachel charged 40 GBP when James claimed it would be far too expensive to ship, at around US $280… so a few folks mentioned, “It doesn’t quite add up.”

She charged me only 40 GBP for shipping, so 55 (winning bid) plus 40 (S&H on her terms) was 95 GBP total, or about $183.19 US at the time. Well… I checked the box after people asked me what the shipping really was… it was….

86 GBP.

So I guess she only made 9 GBP profit? Wow. She never asked me to repay her or even brought it up. I guess after all the drama I went through, it was on the house.

CLOSING THOUGHTS

The SNES Bible? Pretty damn close, if you ask me

I’m a proud owner of the complete SUPER PLAY legacy. I consider this a personal Holy Grail in many ways. I can’t believe what this blasted publication made me endure, but honestly, in the end it was all worth it. It’s an incredible magazine I’m lucky enough to have acquired for so cheap and in such mint condition. Being a diehard SNES fan, this is easily the crowned jewel of my collection. I love my game collection, sure, but man, there’s nothing quite like SUPER PLAY. One of my favorite things to do is to pick a game off my shelf, play it for the very first time, form my own impressions and THEN check out what the ole Super Play boys thought of said game. I love comparing my thoughts to that of theirs — it’s all part of the fun.

As for James, we haven’t spoke since late October 2006. In 2007, the Sega board we used to post at went under some changes and I don’t think he even re-registered. He was slipping away toward the end of the old board anyway. The last word he had with me, he congratulated me on finally receiving the magazines. Wherever he is out there, I hope he’s doing well.

As for Rachel, after I cancelled the claim I left her positive feedback. Likewise. She apologized and told me the magazines belonged to her husband of many years. He obviously took very excellent care of them which I greatly appreciate.

It blows my mind that I’m coming up on the 10 year anniversary since these issues arrived — October 24, 2016. I look back with a real deep fondness. I remember reading all 48 Super Play issues cover to cover from Halloween through Christmas that year of 2006. It was a truly glorious time and I’m very nostalgic looking back at that time. It also coincided with my ongoing Obscure Super Famicom Impressions topic that I posted at several gaming boards, which led to the birth or RVGFanatic.com in January of 2007. It’s nuts to think it’s almost been 10 bloody years. Super Play Magazine has obviously grown in popularity and stature since 2006. It’s no longer obscure like it once was, and as time goes on, it becomes harder and harder to find these vintage issues for a relatively good price and in solid condition. It makes me all the more grateful for such an epic eBay win nearly 10 years ago.

10 years later and I still occasionally read Super Play from time to time. I especially like to read them in the late Fall and early Winter seasons, as it takes me right back to late 2006 each and every single time. Shoot, all this talk of Super Play makes me want to delve right back in. Excuse me — I’ve got some reading to do now…

Doom (SNES)

Pub: Williams | Dev: Sculptured Software | 9.1.95 | 16 MEGS + Super FX2
Pub: Williams | Dev: Sculptured Software | 9.1.95 | 16 MEGS + Super FX2

By September 1995, the SNES was quickly entering the final stages of its life. Although game quality was at an all-time high in terms of what companies could now do with the system, it’s a given that every 4-5 years the new wave of next gen gaming takes over, and the older models quietly fade out in the background. This however did not stop the unlikely conversion of PC smash hit, DOOM. And on the first of September 1995, SNES owners had their own version of Doomsday.

MY MEMORIES OF DOOM 1993-PRESENT

Doom changed the very landscape of gaming
Doom changed the very landscape of gaming

I consider the early-mid 1990s as a very special time. Not only was I in the thick of my childhood, but those years cranked out some of the most iconic and groundbreaking video games around. While the whole Street Fighter II craze was sweeping the nation, in December 1993 a little violent game by the name of DOOM came out and took the nation by storm. Playing as a marine battling a horde of zombie soldiers and demons, Doom was the most intense action game of its day. It made your heart beat a little faster. Palms perspired. Those growls you hear around the corner… that ammo count dipping dangerously low… Doom produced an adrenaline kick like no other. Who could ever forget the first time you experienced Doom? It’s one of those things that you carry with you for life. Kind of like the first time you came across a Playboy Magazine. Doom was a transcendent gaming experience that turned boys into men and soiled more than a few underwears over 20 years ago. It is revered fondly for a good reason.

THE GOOD

One year later, Doom II kicked our asses
One of the most anticipated sequels of the ’90s!

December 1994. One year after the epic release of Doom, we were given the sequel, Doom II. It was only a matter of time. While the clones rushed in and out the door (and backdoor, for that matter), the original king stood mighty, proud and tall and victorious over all comers. But now it was time for round two. A game with more weapons, monsters and mayhem. It did not disappoint! Doom II was a worthy sequel indeed and although my brother and I didn’t own it, we definitely found ways to experience it. Because it was simply something you just had to. No ifs, ands or buts here. Doom II was the SHIT.

Games weren't 'cool' in the mid '90s, but Doom II sure was
Games weren’t cool in the mid ’90s but Doom II was

How badass was Doom II? So badass that I put it on my 7th grade “All About Me” poster. I somehow found this pic here on a computer store ad, mighta been Comp USA (damn there goes a name from the past) or Fry’s Electronic. Cut it out and pasted it on my poster to show the whole 7th grade world. At that time gaming wasn’t considered cool, much. But not Doom IIDoom II broke barriers. You were proud to declare to the entire universe of its greatness. Keep in mind gaming in 1995 was a lot less mainstream and “accepted” than it is in today’s society.

THE BAD

It's a day I still vividly recall, even 20+ years later
It’s a day I still vividly recall… even 20+ years later

A few weeks before Doom II came out, my world changed forever. It was mid-November 1994. It was a cold and dreary, foggy Monday morning. I remember the fog being so thick I could barely see past my first neighbor’s house. I was walking to school with my good old best friend Nelson, and it was another week in the ol’ neighborhood. Little did I know, leaving my house that morning, that when I would return later that day, my innocence would be lost, ripped and shattered.

You never forget the first time you're robbed. It sucks
Bad days always seem to start out innocently enough

2:25 PM. The school bell rang and Nelson and I rushed out. We walked home laughing and talking up a storm, crunching the autumn leaves on the gavel beneath our shoes. We got to the fork where he went left and I went right. We bid farewell and I vividly remember to this very day how much I couldn’t wait to get home from school just so I could play Doom for the 1,000th time. Shoot, I was already daydreaming about firing the rocket launcher on the two Barons of Hell on the Phobos Anomaly map. Nothing was better than coming home from a long school day, tossing your backpack off, and wading over to the computer room where your most favorite video games resided. And I was deep in the middle of my daydreaming when I turned the corner and had the wind knocked out of me. There my house lied in the distance, with a police car parked in the driveway, and two policemen conversing with my mom. I ran over and my mom quickly embraced me, hugging me harder than she ever had in years, with tears streaming down her face. My eyes widened in terror when I looked straight ahead from the driveway, saw the front door wide open, and realized the mess that laid before us. We were robbed. They took nearly everything, including the computer and Doom. That day I didn’t just lose material things. That day I lost a large chunk of my innocence :(

THE UGLY

My brother, on occasion, would do something really nice
My brother occasionally did something really nice

September 1995. As some readers may recall from my Memories of Renting article, back in the day I did 90-95% of the game renting, and most of those times that I did, I was forced by my older brother to rent the titles HE liked. Well, in September of ’95 my bro surprised me one weekend when he left the house and came back with SNES Doom. He thought I would be happy but I was actually pissed. Seeing it, although it did have a cool red shell case, only reminded me of that fateful day where I lost my innocence. After playing it I was DISGUSTED with it. I couldn’t help but constantly compare it to its PC original. And under those given circumstances, I hated the SNES version with a burning passion. So much that I vehemently refused to play it for the rest of the weekend that we had the rental copy. My bro never mentioned it, but I think he was a little hurt by it. He made a nice gesture, but instead of gratitude I showed him contempt and annoyance. And that was the last game I can ever recall him renting for me…

THE SCORE

At the time I thought this was the greatest score EVER
At the time I thought it was the greatest score EVER

December 14, 1996. Two full years after the initial release of Doom II, my dad took me to Staples one night. Yeah, some dads take their kids to Disneyland. Other parents take their kids to Universal Studios. Mine took me to friggin’ Staples. Hey, I’ll give the old man credit. Because on this night I saw a deal that blew my mind. There it was, Doom II, for only $4.97. I rubbed my eyes not once, not twice but trice. I thought maybe there was a 2 in front, or at least, surely a 1. But just $4.97?!?! I grabbed the box, flipped it over and read front and back 10 times over. Was this shareware? Was this April Fools? No, you fool, I thought to myself. It’s December 14, damnit. Holy shit. It was the real deal AND for a real deal. I snatched it up quicker than OJ Simpson driving away in his Bronco, and of course, at less than the cost of a #1 Big Mac combo meal, there was no way my pops could deny me this one. Maybe the old man knew. My brother and I always wanted Doom II two years ago, but we never got it. Now we were vindicated. When I got home and my bro saw the receipt, he just about fell over. I have kept the receipt all these years later. Thing of beauty when an awesome deal drops unexpectedly into your lap. Look at that up there. “YOU SAVED $25.02″ — damn sick! $5.36 for Doom II in 1996? Hey, it happened. Moral of the story… screw Disneyland. Next time I’m taking my kids to motherfukken STAPLES, bitch.

THE SURPRISE

Years later, I was greeted by an old friend...
Years later, I was greeted by an old friend…

In 1999, after being out of the gaming scene for a year or two, I came back STRONG with the Sega Saturn (check out the previous blog post if you don’t believe me). But it wasn’t until 2001 that I became a diehard Saturn fanatic. I amassed a huge collection, and by 2005 was pretty much done with my collecting. Then I took a chance on the Japanese version of Saturn Doom, seeing as how it was released months AFTER the US reject. I was hoping that maybe, just maybe, the frame rate on the Japanese version would be improved. And it was! I recall fondly making usenet posts way back in the day (late ’90s to mid 2000s) on the old rec.video.sega newsgroup, spreading the news that the Japanese version was superior. Hell, I even created a YouTube account way back in December 2005 (yeah, when YouTube was just in its infancy) just to show off how improved the Japanese version’s frame rate was, compared to the lame version we received in the US. It was a discovery that no one had spoken of on the internet yet, and it felt like I was breaking some news there. I love the feeling of spreading obscure gaming knowledge. Man, those were the days… it’s amazing how different the internet has become in the last 10 years, but I digress.

THE REDEMPTION

It was a homecoming for me in more ways than one
It was a homecoming for me in more ways than one

On January 17, 2006, I returned to the SNES scene. I was a man on a mission. I was now a young adult longing for my childhood and to discover “new” gems I missed out on. I bought most of my wanted games in 2006; Doom was never on the original want list. I had some… ahem… sour memories of it you understand, and so never wanted to give it another shot. But finally, in 2010, I said what the hell. It’s time to face old demons [Well played for once -Ed.] and see what’s what. So I bought Doom, replayed it and did so this time with a clear open mind. And I was surprised to find out that I actually enjoyed it a good bit. I had a few four hour marathons with it where I tried my damndest to beat all of the 22 levels in one sitting (because they gave you no other choice). I’ll be damned. My opinion of SNES Doom did a complete 180. Taking it for what it is, I can’t help but marvel a bit at the fact that it’s even up and running on my Super Nintendo. It captures the essence and spirit of the original Doom pretty damn nicely, and that’s the bottom line. In many ways, I felt like I had come full circle with not only the SNES but with Doom as well.

DOOMSDAY

A huge part of me refused to believe it. SNES Doom? HA!
I refused to believe Doom could run on the SNES…

Thankfully, by late 1995 the SNES’ kid friendly mantra of no blood had shifted. Games like Mortal Kombat II, released about one year prior, broke the mold. Doom without its grisly gore just wouldn’t be the same. The SNES port keeps the bloody mayhem intact at the very least. Because when you think of Doom, you instantly think of the carnage. Oh and…

THE MONSTERS

DoomSNES11

FORMER SOLDIER: At one time you swapped war stories with this guy. Now he’s nothing more than a rotting, pistol-toting maggot. So waste this sucker without remorse. He stopped being your buddy a long time ago…

DoomSNES12

FORMER SERGEANT: Similar to above, but with more piss and vinegar. Packing a heavy duty shotgun, you best take these bald baddies out fast or they’ll do more than pelt you. Aim carefully, because if you miss that means you’re likely eating some damage. You need every last health point!

DoomSNES13

IMP: When you think of imps, you might think of a small hideously cute thing that is sneaky and mischievous. Think again! This bastard heaves fireballs down your throat and will claw the hell out of you up close. It’s time to find a shotgun.

DoomSNES14

DEMON: Yes, finally, an enemy with no long range weapon. That’s the good news. The bad news? It moves faster than you might think, and if it bites you, it’s gonna HURTA LOT. The chainsaw works well on these bad boy, and saves the ammo.

DoomSNES15

CACODEMON: This big red bastard takes a lot of bullets to go down. It’s time to upgrade from the shotgun if you haven’t already. Cacodemons make a loud, nasty screech when they first see you or hear of your presence. They launch fireballs that pack a more potent punch than the imp’s. A chaingun works well since the rapid firing bullets prevent this vile creature from sprouting fireballs off at your head.

DoomSNES16

LOST SOUL: Maybe the Doom makers were fans of Ghost Rider? It flies around. It screams. It scorches. And it dies with a few well-placed shotgun shells.

DoomSNES17

BARON OF HELL: Ah, here’s the man. Er, demon, rather, I suppose. Deman? Sorry. I can write and reminisce about this goat-legged horned menace all day long. His debut at the end of Episode 1 has got to rank in the top 10 of all time as far as boss entrances go. It’s an image that has been burned into my retina for over 20 years now. There was nothing like staring at the two pods knowing hell is coming.

DoomSNES18

CYBERDEMON: Remember the first time you ever laid eyes on this bastard? You thought the Barons of Hell were bad news. This guy is basically death on two legs. From his heavy stomps to his lightning-quick rockets coming straight for your head, the Cyberdemon is the stuff nightmares are made of. Before Resident Evil had the Tyrant, Doom had the Cyberdemon. He was a hulking weapon of mass destruction. ProTip: Shoot ’til it dies.

DoomSNES19

THE SPIDER MASTERMIND: Ever since I was a kid, I hated spiders. Just hate the buggers. They make my skin crawl. So when I first came across the Spider Mastermind, I probably screamed like a little girl [I have no doubt you did -Ed.]. Thank goodness for small favors — at least ol’ Spidey wields a chaingun and not the plasma gun. That’s one big motherfukken spider, indeed.

With such deadly demons and maniacal monsters milling about the hellhole, you’re going to need more than quick feet and wit to survive this apocalypse. You’re gonna need top-of-the-line artillery to give you even a snowball’s chance in Hell of winning. Which brings us to…

THE WEAPONS

You start the game out with your fist and a standard military-issue pistol. You better find some upgrades quickly or you’ll become dinner even quicker!

DoomSNES20

CHAINSAW: Anyone who has ever seen the Texas Chainsaw Massacre will smile at the inclusion of this death instrument. Perfect for confined areas, the chainsaw will bring out the Leatherface in you. The only bad thing is it doesn’t actually slice demons in two. Guess you can’t have it all.

DoomSNES21

SHOTGUN: One of the most iconic and memorable weapons in video gaming history. Blowing away zombie soldiers and imps with the shotgun was immensely satisfying. From the sound effect to the reloading animation, the shotgun delivers the good.

DoomSNES22

CHAINGUN: Take your pistol’s puny bullets, and pump them out rapid fire, and suddenly you’ve got a formidable weapon of choice. Pull the trigger and watch the monsters of Hell do one hell of a dance number.

DoomSNES23

ROCKET LAUNCHER: Pure destruction. A specialty weapon in every respect of the word, this can either make your day, or make your grave. Few things rival the sheer joy of watching demons explode into a quivering bloody mess. Just make sure you’re not standing nearby!

DoomSNES24

PLASMA GUN: The “perfect” weapon. The plasma gun has it all: speed, strength and style. As an added bonus, it’s just strong enough to potentially blow the weaker enemies into tiny bloody bits — making this the preferred weapon of Doom 90% of the time.

DoomSNES25

THE BFG 9000: Here is the mother of all shooting game guns.. the BIG FUCKIN’ GUN. Excuse my language, but with a weapon this destructive, it simply cannot be censored or contained. It eats up a lot of ammo, but fire this baby and admire how it can take out an entire room of demons. Besides, any gun that can kill a Baron of Hell in one shot is definitely badass.

KNEE-DEEP IN THE DEAD

Much was sacrificed, but it’s still an admirable effort
Yeah, things get pixelated but what do you expect?
Yeah, things get pixelated but what do you expect?
The SNES port captures Doom's essence
The SNES port does a nice job capturing the essence
The nooks and crannies made me feel uneasy...
The nooks and crannies made me feel uneasy…
This part still gets to me to this day!
Even to this day, this has me on the edge of my seat
It adds a lot to the game's tense atmosphere
It adds a lot to the game’s tense atmosphere
Screw aiming up or down. If you can see it you can kill it
No aiming up or down. If you can see it you can kill it
It never gets old blasting an imp up close with a shotgun
It never gets old blasting an imp up close
Toxic barrels only added to the fun and chaos of Doom
Toxic barrels only added to the fun and chaos
What a way to let off some steam at the end of a long hard day!
Nice way to let off some steam after a long hard day!
Never forget the time I turned around and a demon was chomping on my face
Once I turned around and a demon bit on my face
Ol' pinky has gotten all of us at one point or another
Pinky has gotten all of us at one point or another
What they lack in style points they make up in survival %
They sure brighten up your day
Before...
Before…
... and after
… and after
Remember experiencing this for the first time? Incredible
Remember experiencing this for the first time?
You just had to be there in 1993. Amazing memory
You just had to be there in 1993. Good times
Remember gawking at your handiwork while admiring the computer's glow?
Who didn’t stop to admire their handiwork for a bit?
[Ya know... I was gonna say something but naaah -Ed.]
[Ya know… I was gonna say something but naaah -Ed.]
Demons lurk on both sides but you're more concerned with what lies ahead
This must be Hell’s version of the green mile…
Seeing this back in '93 made me nearly crap my pants!
Seeing this back in ’93 made me crap my pants!
Its design, its roar, its debut... thanks for the nightmares
Its design, its roar… thanks for the nightmares
... well, you know who. Love the Baron's death animation
You know who. Love the Baron’s death animation
The ending of Episode 1 always creep me out...
The ending of Episode 1 never failed to creep me out

THE SHORES OF HELL

Oh I sure hope you have more than a lowly pistol...
Oh I sure hope you have more than a lowly pistol…
An upside down cross in that demonic block looms ahead
Including an upside down cross — yikes!
The source of many jump scares over the years
Indeed, the source of many jump scares over the years
It's an adrenaline rush to kill 10 demons in as many seconds
It’s a rush to pump lead into a room full of monsters
Little details like this made Doom one memorable affair
Little details like this made Doom a memorable affair
You know it's bad when Barons start appearing regularly
You know it’s bad when Barons  appear regularly
You'll especially need it on Ultra Violence or NIGHTMARE
You’re gonna need it, soldier

“I THINK I’M TURNING JAPANESE, I REALLY THINK SO!”

Get this, not the US version
Get this version instead if you can

Years ago I happened to wonder whether the Japanese version of SNES Doom was any different than its US counterpart. The reasons being twofold. Number one: I recall fondly discovering that the Japanese version of Sega Saturn Doom was released later than its US version and had an improved frame rate. What really hampers SNES Doom in my opinion is the complete lack of a password or save system. At least Wolfenstein 3D gave us passwords level to level. That increases the likelihood that I’ll tinker with a game long after I’ve finished it. It’s always fun to go back to a random level and muck around, after all. Well, SNES Doom afforded you no such luxury. You had to beat the game in one sitting. All 22 levels. That’s a 3-5 hour task for most. It’s just too much. So when I found out the Japanese version of SNES Doom was released in March 1996, a full six months after the US release, I became real curious. Scouring the net for information, I read that the Japanese version does indeed have some noteworthy differences compared to the American version — making the Japanese version superior. Unfortunately, the frame rate remains much the same, but there were still some pretty cool differences. Here, let’s take a closer look at the two versions.

Choose your difficulty level on either US or Japanese version
Choice of difficulty level!
US version
US version
Japanese version
Japanese version

In a nutshell, the main difference between the Japanese and North American version is that the NA port restricts which episode you can start off in. Sure, you can start off in The Shores of Hell or Inferno on the NA port, but the game punishes you by forcing you to select Ultra Violence or Nightmare. And since you start off an episode with only your bare hands and a pistol, it’s essentially a suicide mission. You might as well forget about even trying.

The Japanese version, on the other hand, allows you to start on the last episode even on the easiest difficulty level (I’m Too Young To Die). Although it’s still lacking a save or password system, at least it helps to SOMEWHAT mitigate this glaring flaw of having to beat all 22 levels in one sitting. For this fact alone, the Japanese version is the one to get for diehard SNES fans who simply must have Doom in their 16-bit game library.

WHAT THE CRITICS SAID

Doom has etched its mark in gaming lore. I love it to this day
Doom has etched its mark in gaming lore. I love it still

PC Doom needs no backing. Its place in gaming history has long been cemented, and it’ll be fondly remembered long after all of us are gone. But how did the Super Nintendo port fare? For the most part, people either backed it or they hated it. Gamers either cited the port as an incredible 16-bit effort and a small miracle, or bashed it, questioning the reasoning behind even bringing this over to the SNES as late in its lifespan as it did. EGM was in the latter camp, as they gave it mediocre scores of 5, 55.5, and 6. GameFan was plenty more generous and impressed, rating it 89, 92 and 95%. Super Play Magazine scored it 92% and ranked it as the 17th best SNES game in their Top 100 Best SNES Games list. SNES Doom was one of those love or hate affairs. You either get it for what it is, or hate it for what it isn’t.

CLOSING THOUGHTS

Doom is a quintessential, seminal first person shooter for the ages
A quintessential first person shooter for the ages

As I sit here thinking of the times I’ve had with DOOM over the years, both good and bad, I can’t help but just smile. Doom blazed an amazing trail. It was the first game that really made me feel like I was the character himself. It was an intense, gripping and unrivaled experience. Doom always had me on the edge of my seat. The SNES version is one that I have grown to appreciate and genuinely like as time has gone on. When I first played it in ’95 I thought it was a steaming pile of horse crap. But when I revisited it years later as a young adult, I realized it’s no small programming feat, and when viewed entirely on its own, it’s actually quite good. It captures the spirit and essence of Doom nicely, and that’s what ultimately matters. Graphics took a hit, naturally, but are still serviceable. On the bright side, the music is stellar! It really adds to the tense atmosphere of the game.

Sometimes you learn to appreciate a game as time goes by
The SNES port captures Doom‘s bleeding heart

Other than the annoying few instances where you creep along a wall and get “stuck” to it, the game plays surprisingly well. It’s by no means the definitive version of Doom, but for the SNES it’s impressive. There seems to be two camps: those who enjoy SNES Doom, and those who hate it. It depends on whether you look at it for what it is, or if you look at it for what it isn’t. When I first played the SNES version in 1995, I was looking at everything it wasn’t, compared to the original PC king. But when I replayed it some 15 years later, I did so consciously from a posture of “Let’s see what it does do well rather than what it doesn’t.” And I found myself pleasantly surprised when approaching it from that angle. While I still prefer the SNES port of Wolfenstein 3D (it plays a bit more smoothly), I genuinely feel that this port of Doom doesn’t get the credit it deserves. Although I understand where the critics are coming from, I like to view it from this perspective: is Doom a quality Super Nintendo game or not? My answer to that is a resounding yes. Now if you’ll excuse me, it’s time to go blast some demon ass to Kingdom Come!

Graphics: 7
Sound: 9
Gameplay: 8.5
Longevity: 7

Award3Overall: 8.5
Double Silver Award

Nothing like playing Doom in the dark
Nothing like playing Doom late at night in the dark…

Sega Saturn Saga

Congrats big boy -- you can finally drink legally
Congrats big boy — you can finally drink legally

Today marks the 21st birthday of the Sega Saturn in North America. Insert obligatory “time flies” and “wow where does the time go?” comments here. I have a long and fond history with Sega’s 32-bit beast. It’s my second favorite system of all time (you can probably guess which system is #1 in my heart) and I credit the Sega Saturn as the first system that truly made me a diehard gamer-collector. Being that we toast to the Sega Saturn’s 21st today, I can’t think of a better time than now to share with you how I fell in love with the Saturn, and what it meant to me over the years. This is… my Sega Saturn saga.

A QUICK NOTE BEFORE WE PROCEED

If it weren’t for the Saturn, I probably wouldn’t be into video games today. Although I grew up loving the NES, Genesis and Super Nintendo, it wasn’t until my time with the Sega Saturn that I came to appreciate games on a ‘deeper’ level. Of course, age maturation factored in, too. Unknowingly, the Saturn turned out to be my first voyage into “diehard” gaming pastures. It all started innocently enough before morphing into a savage monster. Sit back a while, young lad, and listen to the tale of the elders.

FLASHBACK TO 1998

My brother and I had a PlayStation in the late ’90s. Sure, I played and liked it reasonably, but my passion for gaming was slowly and surely slipping away around 1998. By the tail end of that year I was barely playing video games at all. The PlayStation did not appeal to me in the way the NES, Genesis or SNES had. I was on the brink of losing interest in gaming altogether.

That’s when fate decided to step in.

... and hit me with a nice, stiff clothesline
… and hit me with a nice, stiff clothesline

At that time my bro was going through his e-fed fad. An e-fed is a group of folks who role play their own wrestling persona and the booker pits the wrestlers against one another, with the victor being decided by who wrote the better promo. The e-fed community was buzzing at that time about a wrestling game available only on the Japanese Saturn… FIRE PRO WRESTLING: SIX MEN SCRAMBLE.

My bro has his game, and I had mine...
My bro has his game, and I had mine…

Just like in the old days when my bro made me do all the dirty work renting his video games, he ordered me to find a Saturn for cheap. Of course, his motivation was Fire Pro. But I had my own: WORLD HEROES PERFECT. I remember seeing the little preview in an EGM issue a couple years back, thinking how cool it would be to own a copy but because it was a Saturn game, and an import no less, I thought I never would. But what was once seemingly a far-fetched fantasy was quickly morphing into reality!

EGM was still a solid read back in ole 1996
EGM was still a solid read back in ole 1996

Here’s the EGM issue I can thank, or blame, for that unconscious desire to one day, somehow, own a copy of World Heroes Perfect. My bro subscribed to EGM in ’96 and I remember seeing Perfect featured in a quick half-page preview in the back of the August ’96 issue. I was indifferent toward the Saturn at the time, and my bro, who made all the game system purchasing decisions, was totally anti-Saturn. So I knew I could pretty much kiss any realistic thought of owning Perfect goodbye. Still, when you’re 13, there’s a certain robust shimmer of hope that nobody can ever deny you, and that includes older brothers who are in charge of, well, everything.

The desire to own a Saturn hit me like a thousand punches
My desire to own a Saturn hit me like a hundred blows

For years the thought and hopes of owning this import title laid dormant in my mind. Until, that is, one frosty winter evening of 1998. My bro literally charged at me and commanded me to go find a Saturn on the cheap. At that precise moment of shock it hit me… I can finally soon play, and own, World Heroes Perfect! *maniacal laughter*

You could say it was a critical moment in my gaming fandom
It was a critical moment in my gaming fandom

Really, were it not for Fire Pro and my brother’s burning desire to own a copy back in the winter of ’98, I probably wouldn’t be into games today. I’m not sure if that’s a good thing, or a bad thing!

After I got over the shock, I sprung into action
After I got over the shock, I sprung into action

We each had our own reasons to get a Saturn. And thus, the search was on!

HOOK ME UP, BRO

I pointed to the half-page preview desperately
“World… Heroes… Perfect-uh… what’s that?”

On a cold December night of 1998, my dad drove me to a local import store that promised to find any game in Japan your heart desired for the low deposit price of $14.99. I fondly remember rushing in that tiny, long strip of a mom and pop store, shoving the EGM issue in the guy’s face and saying, almost out of breath, “Put me down for this game!”

“World… Heroes… Perfect-uh,” the clerk said in a thick Japanese accent. “What’s that?”

Hanzou's favorite number is 31. Clearly...
Hanzou’s favorite number is 31. Clearly…

My jaw dropped ten meters. This fool never heard of these games before?! “Very old Street Fighter II wannabe,” I told him, pointing to the half-page preview. “Can you find it for me?”

“Hmmm,” he pondered, scratching his chin. “I am sure so. Our search and locate skills are the best. I just need one thing from you.”

“What?”

“Fourteen ninety-nine,” he said, a small grin crossing his face as he held out his hand.

With my hopes high, it felt like the perfect night, pardon the pun
With my hopes high, it felt like the “perfect” night…

I glanced over at my dad and just like the good old days, once again like he had done so many times before, he whipped out his wallet and made the magic happen.

I watched intensely as the clerk jotted down my information — name, number, title of wanted game, all that — before asking him excitedly and optimistically, “So, when can I expect to pick it up?”

There was a momentary pause. “Oh, well, there’s a, uhhh, slight chance we might not be able to find it…” his voice trailed off.

So much for best search and locate skills eh?

“But don’t worry,”
he assured. “We usually have success. If not, you get your full fifteen dollars back.”

While my dad paid, I stared at the Sonic Adventure demo running in the corner. It drew a hearty crowd, but I found myself only thinking of one game that fine evening. While everyone and their brother were eagerly huddled by the Japanese Dreamcast console, with its late ’90s newfangled technology, I was just barely getting started on the Saturn!

My love for gaming, like the Phoenix, was resurrected that night
My love for gaming, like the Phoenix, was resurrected

That night as my dad and I walked out of the small import shop sandwiched between a bakery and knick-knack store, I remember soaking in the energy of the night. In less than one month hopefully, I will finally be playing me some World Heroes Perfect! For the first time ever… BOO-YAH!

Only a month or two at the most, right? Right…

PUTTING THE FUN INTO FUNCOLAND

In January 1999, my dad and I entered a FUNCOLAND. Moments later, we walked out with a used Saturn for the low price of $39.99. Cradling the box against my chest as though it were Frankenstein’s heart, I walked out of the store feeling a jolt of adrenaline rushing through every fiber of my body. I just bought a Saturn. A whole new gaming world to explore… hell yeah!

THE HUNT CONTINUES

Meanwhile, no sign of either Perfect or Fire Pro. My bro sent our newly acquired Saturn off to NCSX for the modification job. Weeks later, my dad and I stopped by the import shop to inquire about the status of WHP. The clerk apologized, saying his men could not locate a copy over in Japan. Oh, the high walking in hoping for the best, and the low of having your bubble burst with a ten ton hammer of denial. Hey, at least my dad got back his $14.99, eh?

Here comes a real hero: the intrawebz!
Here comes a real hero: the intrawebz!

Then came the beautiful glow of that little thing known as… the internet. I posted on a SEGA newsgroup stating my desire to buy World Heroes Perfect. I received a response from a guy named “Azaziel” or something other. He was willing to sell his complete copy for $25. It was the very first video game internet transaction of my life (of what would end up totaling 1,000+…)

It all started with a newsgroup dealing… no feedback, no pics. I wasn’t so shrewd back then as I am now [HA! -Ed.], so I didn’t bother asking for those things you see. Really, I relied solely on my gut. Total blind faith. Something told me this would end well. Hell, I even sent cash through the mail. A crisp 20 and a fiver inside a VHS cover. Hey, I was 15 and dumb, OK? :P

A week later, World Heroes Perfect arrived in the mail. I’ll never forget that day. What a high seeing the package sitting pretty in my mailbox! Unfortunately, when NCSX sent our Saturn back there was an error that prevented us from playing World Heroes Perfect. Before my bro could ever send the Saturn back for repairs, there was a slight… snafu

WHERE’S A HERO WHEN YA NEED ONE?

What goes up... must come down...
What goes up… must come down…

That same month we were robbed. It’s horrifying to come home only to find your back window smashed, muddy footprints all over the carpet and the house a former shell of its past glory. The computer, my mom’s jewelry, and all our game systems, including the Saturn — were gone. All the cabinets were left open… like the scene out of POLTERGEIST! I scrambled onto a chair to check if the thieves found World Heroes Perfect or not. It was the only game I kept in a special separate section. Remarkably, there the game sat, on the middle shelf, atop a small red dictionary. All our games were stolen. Except for one. The lone consolation prize in what was a horrific day. I realized then and there, it had to be fate. The tables turned, and now it was *me* who wanted the Saturn most of all, rather than my brother. If this terrible experience taught me anything, besides the fact that being robbed sucks the big one, it was that nothing could get in the way between me and my mission of at long last playing World Heroes Perfect. Damnit, by hook or crook, pardon the pun, I was going to play the bloody game.

All I could do was scan over the manual 50 times
All I could do was scan over the manual 50 times

FuncoLand didn’t get in another Saturn until May 1999. When they did, I jumped on it. My bro once again sent the system to NCSX for modification. OK… round 2, here we go!

Meanwhile, I browsed through the game’s color manual several (dozen) times in anticipation. Hey, I waited this long. A few more weeks won’t hurt…

A PERFECT DAY

Now that's what I call JUSTICE [Sword... -Ed.]
Now that’s what I call JUSTICE [Sword… -Ed.]
On a calm May day in 1999, after the UPS man dropped off our modded Saturn on our porch, all systems were go. Damn I’ll never forget the excitement rushing through my body as the Saturn logo fired up for the very first time. Not to mention those cheesy but memorable ADK tunes blaring in my living room, like it was 1993 all over again! The long wait was at last over. Vindication was finally mine.

Later that summer I turned my eyes to another childhood favorite
Soon, another childhood favorite came calling

Later that summer I frantically searched online for a copy of Fighter’s History Dynamite. I loved Fighter’s History (arcade, SNES) back in the day, so when I discovered the ‘sequel’ had hit the Sega Saturn, I was all over that like a fat boy on cake. Like Perfect, it proved hard to find but I searched high and low, determined to track down a copy.

It was known as Karnov's Revenge in the arcades
It was known as Karnov’s Revenge in the arcades
Enter GameWorld.com
Enter GameWorld.com to the rescue

Note: The text in that picture was originally written in May of 2008. Today, May 11, 2016, it’s close to 17 (!) years now.

Here's the card Game-World sent me with the game
Here’s the card GameWorld sent me with the game

It took a while to finally arrive, but arrive in fashion it did. Tearing the envelope open, a card fell out… I made THEIR day? More like they had made mine!

And their business card. R.I.P. GameWorld
And their business card. R.I.P. GameWorld

GameWorld was a small chain of Texas-based game stores. I’m pretty sure they’re long defunct by now. I ran into a few gamers online over the years who worked for them and had some pretty interesting tales too…

It's the body of the tiger. That's the song right?
It’s the body of the tiger. That’s how the song goes, no?

I still remember the moment vividly when the game arrived. It was an early summer afternoon, 4th of July, 1999, ironically exactly two years on the dot since the Saturn port’s release (4th of July, 1997). At around 1 the UPS man knocked on my door. I popped the game in my Saturn and nearly cried tears of joy as adrenaline overtook my every being. I now owned two Saturn games and not just any two, but two dear childhood favorites whose sequels I had yet to play. Almost too good to be true, and for me, a slice of gaming heaven. Would you believe that for the next two years, I lived off just World Heroes Perfect and Fighter’s History Dynamite? True story. That either makes me nuts or just plain freakin’ sad. Probably both.

The game arrived at my doorstep exactly two years later
The game arrived at my doorstep exactly two years later
Hmm, 4th of July, Dynamite, oh those silly Data East boys
4th of July, Dynamite. Oh those silly Data East boys

An appropriate release date in a pretty obvious way, but also a surprising one in another way. It’s fitting for a game with DYNAMITE to be released on the 4th of July. And how ironic that it arrived on the 4th of July — two years after its release. It’s scary how these unplanned things happen. [Tell me and the wifey about it! -Ed.]. The surprising thing about this release though is that the arcade came out in early-mid ’94, so why even bother porting over such an “old” game by 4th of July, 1997? And it’s not like this game lit up the arcade scene back in 1994! It remains something of a mystery. But hey, I surely wasn’t complaining! I was just happy to own both World Heroes Perfect and Fighter’s History Dynamite. Two games from two of my most beloved series growing up… all mine to play at any time I want… it was almost too good to be true!

I love its simple mid '90s fighting game spirit
I love its simple mid ’90s fighting game spirit
And who could ever forget Ray's infamous BAKE POTATO?!
And who could forget Ray’s infamous BAKED POTATO?!
It was good to see Karnov, an old childhood friend, once again
Good to see Karnov, an old childhood friend, once again

WELCOME TO PLANET SEGA SATURN

I want Karnov at my next summer BBQ
I want Karnov at my next summer BBQ

My gaming life, so to speak, all changed in January 2001. For two years, I lived off Perfect and Dynamite. I probably played one or the other once a week or so. I never really thought of expanding my Saturn horizons, as odd as that may seem. I was, pardon the pun, perfectly content with World Heroes Perfect and Fighter’s History Dynamite. I’m set for life, right?

Looking back, it's crazy to think I lived off just two games
Looking back, it’s crazy how I lived off just two games

That all changed one night in January of 2001.

At my buddy’s house to study for a HUGE physics exam, I saw a Saturn lying on the ground. I nearly fell over. Remember, the PlayStation was all the rage back then, and by 2001 the Saturn was a long, LONG afterthought.

“Hey — you’re the first person I know who has one too,”
I said, pointing to his Saturn. I tried to sound as casual as I could about it. After all, it wasn’t too cool to be pro-Saturn in the year 2001. Still, I probably didn’t do a very good job of that, as it WAS quite cool to see someone else owning a Saturn in the year 2001.

“Oh yeah? I haven’t touched the thing in years.”

The hardcore addiction begins...
The hardcore addiction begins…

What’s this? I noticed Street Fighter Alpha 2 and Bust-A-Move 2 beside the system, both games looking pretty in their big bulky cases… seeing them triggered something inside of me that I thought was long dead. Suddenly, I felt very excited about games again… beyond just the two fighting games I had at that point.

“I still play my Saturn,”
I managed to bravely admit. “Though it’s been a while.” It was true. It had been months since I played Perfect or Dynamite. Love them as I did, two years is a long time to play JUST two games.

“If you want some of the games, go ahead. Take some. It’s cool.”

I nearly fell over. “I can’t do that, man.”

“No, go for it. Really. I don’t play them anymore. Plus I never even bought any of them to begin with.”

“I can’t, really, but thanks…”

“You sure?”

“… I’ll just take these two,” I said quickly as the moment overtook me. I lured Street Fighter Alpha 2 and Bust-A-Move 2 out of the pile. I remember seeing BUG! but not giving a damn whatsoever about it. I just wanted some Street Fighter and BAM 2 action!

The rest of the study session I found it difficult to focus on atoms or Murphy’s Law, and who could blame me. The moment of truth arrived when I came home and fired the games up, one by one. I cheered for every successful Dragon Punch, and I cringed for every “NO! I AIMED THE FREAKIN’ BUBBLE THERE, NOT THERE!” moment.

It truly was like having the arcade game in your living room
It was like having the arcade game in your living room

Street Fighter Alpha 2 in particular blew me away. It played so smoothly and had just the right amount of style and substance. Playing Bust-A-Move 2 was like being back at an arcade hall, plopping a quarter into a simple but delightful puzzler to tide me over until the lines for the latest fighting game died down a bit… ahh, good times.

It was an unbelievable arcade-like experience I had that fine evening. It made me think about what other gems this system has to offer…

As they say, the rest is history.

FUNCOLAND STRIKES AGAIN, NOT BACK

A relic of the past now...
A relic of the past now…

Back in the mid ’90s there used to be a chain of stores across the land known as FuncoLand. It sold mostly used games. You could play games there, and many systems were featured. You could trade in games. Many gamers have varying opinions and memories of FuncoLand, but it’s mostly always been pretty good to me, so I can’t complain too much. My theory was simple: Bring $20, browse for 10 minutes to see if there’s anything worth grabbing, and then get the hell out.

Love me some Galactic Attack
Love me some Galactic Attack

The very next month, February 2001, I was driving to Uncle Jimmy’s house to visit him and my cousin David when I saw FuncoLand’s big bright, colorful, neon sign calling out to me in the dark of the night. I remember being awed by their large luminous sign and being ecstatic about what Sega Saturn gems I might find inside. There I saw World Series Baseball II for just $3.99 and Galactic Attack for $4.99, both disc only. I didn’t hesitate to pluck both of them.

Ranked #86 on EGM's Top 100 Games list November 1997
Ranked #86 on EGM’s Top 100 Games list November ’97

There was also Quake and Fighters Megamix for $9.99 each but I passed (disc only). The clerk gave me a bewildered look when he saw me bringing World Series Baseball II and Galactic Attack to the counter.

“You still playing the Saturn?”

“No… kinda just starting in a way,” I said with a little grin.

He looked at me like I was crazy. And maybe I was… but damnit, if I was crazy, I was gonna have a good time.

Galactic Attack didn't disappoint. Something pure about SHMUPS...
There’s something pure about SHMUPS

Now I had six games in my collection. My library tripled in two short weeks prior to the two years I owned only Perfect and Dynamite! I couldn’t wait to try out Galactic Attack and World Series Baseball II. The sense of thrill of adding more quality titles to the ole collection became an addiction in every respect of the word.

Leaving my newly acquired Saturn games in my glove compartment, I made my way to my uncle’s house. They had to make a run at the grocery store. Told me I could join them or stay back and surf the net.

I stayed back. On that chilly February night of 2001, I searched for info (read: reviews) on my two new Saturn acquisitions. I’ll never forget the moment that evening when I stumbled upon . . .

One of the sites that originally inspired RVGFanatic!
One of the sites that originally inspired RVGFanatic!

My God — hundreds of user reviews! US and Japanese game reviews. The freakin’ works! I was absolutely floored by what they had on offer. I read through all the World Series Baseball II and Galactic Attack reviews until my cousins came back. It thrilled me to read all the good things the reviewers had to say about those two games. Over the years, I frequently referred back to the reviews found on sega-saturn dot com, either before purchasing a game, or just after playing it. Usually it was the latter; reading what others thought of certain games and then comparing that to how I felt was all part of the fun of buying and playing all the Saturn games that I did… and MAN was it a lot of fun.

I’ve definitely read one too many JM Vargas and Dark Falcon reviews! Those guys effin’ rock. Wherever you two are out there in the vastness of cyberspace, I salute y’all. Goes to show you how voice in reviews can go a long way to leaving lasting impressions. Some odd 15 years later, I still remember JM Vargas and Dark Falcon fondly, as well as their friendly ribbing and in-review in-jokes tossed at one another. Good times. You felt as if you knew them. Perhaps the best compliment a writer can ever hope to receive.

My 15 minutes of fame came when I wrote a review for Sega-Saturn.com myself on February 23, 2001. Can you guess which game?

BINGO!
BINGO! How did you guess right?

I was so moved by seeing all the Saturn reviews on the site that I knew I wanted to contribute some of my own. Besides, there was one review of Perfect already up and I felt the guy (fastguy, to be precise) did it wrong. I had to get my viewpoint out there. Looking back, I’m proud to have been a small part of that awesome site. I keep waiting for a successor, but year after year I always find myself disappointed. There may never be another Saturn fansite quite like it.

My second review was for, ah, you guessed it
My second review was for, ah, you guessed it

I also submitted one for Fighter’s History Dynamite the very next day as well (February 24, 2001). Those two reviews that I wrote were actually among the final four or so that was ever published by the site. Seeing my two reviews go up live that Saturday evening, I felt so excited and proud. The reviewing craze was born! Yes, before the days of YouTube, people used to write gaming reviews. Nuts, I know! :P

SO, WHATEVER HAPPENED TO FIRE PRO?

I can ramble on and on about Six Man Scramble
I can ramble on and on about Six Men Scramble

Ah, I’m glad you asked. Funnily enough, I never did buy a copy for my brother. And the reason was he no longer wanted it. His same wrestling e-fed group was now raving about the PlayStation version, Fire Pro G. My bro focused on that instead since he was always a PlayStation guy at heart. Go figure!

I later bought Scramble anyway. Because, reasons
I later bought Scramble anyway. Because, reasons

We played the shit outta Fire Pro G. I loved it as much as he did. AWESOME game. But I owe a lot to Six Men Scramble. Were it not for this game, I probably never would have pursued a Saturn, and I probably would have lost touch with video gaming altogether. Seriously. Yet because of this one game, I went on to have six WONDERFUL years with the Saturn. In 2003 I went ahead and bought a copy for myself. It only felt right.

This was the other hot Saturn import in 1998
This was the other hot Saturn import in 1998

In late ’98 X-Men vs. Street Fighter was ALL the rage. I remember it being talked about in hushed tones. There were really two Saturn imports making a ton of noise online at that time. This and…

As if you had to ask!
As if you had to ask!
Appropriately joined at the hip. Damn good times
Appropriately joined at the hip. Damn good times

CLOSING THOUGHTS

The WORLD is always in need of some HEROES
The WORLD is always in need of some HEROES

I have not played Saturn World Heroes Perfect or Fighter’s History Dynamite for a good number of years now. Not because I don’t want to, but because there’s still so much SNES goodness I want to experience. But, I know there will come a day where that itch will come calling. And I shall answer and scratch. From two Saturn games owned, to eventually, around 350, I have had quite the experience with the Sega Saturn. It’s my second favorite system of all time, and it’s the reason why I’m here now, probably.

The halcyon days... from a bygone era...
The halcyon days… from a bygone era…

A part of me still can’t believe this twist of fate: I started out loving World Heroes and Fighter’s History in the arcade and later the SNES, but never got to play the last game in each series until 1999 with the Saturn. That was around the same time my brother and I donated our SNES to our cousin, David. Many years later, 2006 to be precise, I got back into the SNES, bought copies of the originals, and to this day still love playing any one of them. It feels like I’ve come full circle with this hobby in a way.

With the Sega Saturn turning 21 here in the States today, as FOB once sang, thanks for the memories. While I’ll never view the Saturn with quite the same awe as I did those six years from 1999-2005, it’ll always have a special spot in my gaming heart. Long live the Sega Saturn!

Lagoon (SNES)

Just when you thought it was safe to go into the water...
Just when you thought it was safe to go into the water…

There’s something special about the earliest SNES titles. That first wave of first generation games… games in which developers dipped their toes into 16-bit water for the very first time. Looking back at those early games is very nostalgic for me, as I remember the time well. The 8-bit NES was still alive and kicking in late 1991, and the SNES was just beginning its run here in the US. It was an interesting time of playing your dear old favorite NES while slowly exploring what the SNES could do. One of the earliest titles on the SNES was an action RPG by the name of Lagoon. Developed by Zoom and published by Kemco, Lagoon hit the 16-bit market in December of 1991. Now the last SNES game I reviewed was the epochal Legend of Zelda: A Link to the Past. Gamers in America didn’t get that one until April 1992. So, we had to make do with Lagoon, which was the first ARPG on the SNES North American market. And it came with mostly negative reviews, although there is a small camp of Lagoon backers. But I’m getting ahead of myself. Let’s rewind to the beginning…

THE YEAR WAS 1991

The ad left a lasting impression on my eight-year-old being!
The ad left a lasting impression on my eight-year-old eyes!

At this point in time I wasn’t one for ARPGs or RPGs in general. Those genres were never my thing. My older brother enjoyed them, but I wanted more “immediate gratification.” I didn’t stray far from my platformers and beat ‘em ups. But upon seeing this ad in late 1991 in a GamePro Magazine, I actually wanted to play an action RPG for the first time in my life. I remember being drawn in by the various grotesque looking creatures and demons. The two in-game shots blew my eight-year-old mind. The green orbs seemed to bounce around in my mind and the ghoulish boss on the right was the stuff nightmares are made of. I was instantly intrigued. But of course, Lagoon became like about 300 other SNES games from my youth. As many titles as I played from 1991-1995 or so, there were so many more I always wanted to try out but never did.

One of the best things about this hobby is the ability to finally play all those games you were curious about from your youth. Even though Lagoon has a less than stellar reputation within the retro gaming community, I was still curious to check it out for myself. After all, you never know for sure how you feel about a game until you’ve played it yourself.

THE STORY GOES…

Lakeland. A peaceful kingdom, but not for long…
Two youths looking on in distress
Two youths looking on in distress
Who’s this geezer and what does he want?
A grand scrolling shot of the castle
A grand scrolling shot of the castle
Go Link, er, Nasir!
Go Link, er, Nasir!
One positive most can agree on: the music!
There’s something about first gen SNES titles
Off you go to solve the mystery
Off you go to solve the mystery

THE GAME

Lagoon (U) [!]_00013

Players start out in Atland. Gather some clues from the locals to figure out what’s next on the agenda. It’s very simple stuff, and an ideal ARPG for novices.

Lagoon (U) [!]_00017

An interesting aspect of Lagoon is how unlike many other games of the genre, when you enter a building here you don’t necessarily enter it. In most cases, there is no interior. You just get this type of scene. At first it was a little jarring, and I felt like I was getting robbed. This element gives off a vibe of low budget, but after a while I came to appreciate it. One could view this low budget move as a time saver and the game getting down to the nitty gritty. I came to actually not mind it, which isn’t a great compliment, but for this game and its world, it somehow works.

Lagoon (U) [!]_00024

The shop system is very straight forward and things never get too cluttered.

Lagoon (U) [!]_00026

Equipping weapons and armor is as easy as 1-2-3.

Lagoon (U) [!]_00023

Eventually you find your way to the Mayor’s house where he sheds some light to you. Which is ironic considering you’re the Champion of LIGHT, but I digress. Hey, we all need help on the journey of life (and saving kingdoms, of course). After a bit of chit-chat you realize that Giles is in trouble. His parents named him Giles after having nine months to think about it.

Lagoon (U) [!]_00019

I know, they had nine months to think of a name and…

Lagoon (U) [!]_00022

What’s up with demons and caves, anyway? Well, it’s a good thing we’re armed with a sword that would make Link and the Master Sword proud…

Lagoon (U) [!]_00027

Wait a second! Er, what the HELL is that? Yes, one of the biggest complaints about Lagoon is the incredibly pathetic butter knife you wield. Some sword, huh?

Lagoon (U) [!]_00031

Expect to see this a lot early on. You’ll try to swipe at the enemy, but instead it’ll miss and you’ll end up eating damage. It’s easy to stop here and say, “Man this game blows!” But stick with it a while and realize the trick is not to go on the offensive but rather, wait back and let them come to you.

Lagoon (U) [!]_00030

Once you do that, Lagoon becomes playable and actually somewhat enjoyable. Sure it’s a gameplay flaw, but nobody ever said this game was perfect. It’s just a different type of combat than what most folks are used to.

Lagoon (U) [!]_00032

If you can put up with the short length of Nasir’s “sword,” then Lagoon isn’t a bad game. The dungeons never get too big and confusing, and the game is a pretty simple straight forward ARPG.

Lagoon (U) [!]_00036

One of the best aspects about Lagoon is the ability to save the game anywhere. This makes it an ideal game to play for 15, 20 minutes right before bed. Before you know it, you will have beaten it. Not like it’s a long adventure to begin with, either.

Check out the level up system
Check out the level up system
TA-DA!
TA-DA!

It’s fun to keep an eye on your status. Leveling up increases all of your stats, and there’s a certain satisfaction in watching your character grow stronger by the step. In addition, if you’ve taken damage, simply stand still and Nasir will automatically recover. It’s a pretty cool feature that makes Lagoon that much easier to beat. His magic points will also recover in a resting state. Give it a chance and pretty soon you’ll be hitting a sweet little rhythm of waiting for enemies to run into your sword, resting if need be, checking your status on occasion and repeat. I found it oddly addicting.

Lagoon (U) [!]_00040

Tougher enemies soon appear, giving you more experience points when killed. There’s a definite simplicity to Lagoon that I appreciate.

Lagoon (U) [!]_00037

The best part of Lagoon is hands down the music. It’s the one aspect of this game that is almost always universally praised. It’s funny… in that sense it reminds me a lot of Final Fantasy: Mystic Quest. Both games have a poor reputation but it’s generally agreed upon that the soundtrack rocks. Although Mystic Quest has a slightly better reputation than Lagoon and is the better, more redeeming game.

Lagoon (U) [!]_00045

While the game is far from great, there IS a certain sense of satisfaction roaming the dungeons, killing the monsters, and rocking out to the awesome soundtrack.

Lagoon (U) [!]_00047

Ah, it’s nice to see the sky and smell the air again after being in that dank, decrepit dungeon. Go on to find Giles.

Lagoon (U) [!]_00049

I hope you found the Healing Pot prior. Otherwise you’ll have to do some backtracking and that’s never too fun.

Lagoon (U) [!]_00051

After rescuing Giles, you’re not done yet. You have to guide him back to Atland. This son of a bitch moves like a grandma. If you go too fast he might get confused and lost, so always keep him in the line of sight.

Lagoon (U) [!]_00050

Ah! Move it, you bastard! Thankfully, Giles can’t be hurt even if the enemies touch him. Weird. You would think then that he wouldn’t need you to save him. Shoot, if I were invincible too, the things I could do! Freaking Giles. This must be a rib or something.

Lagoon (U) [!]_00052

Yes, I’m interested in acquiring Little Samson for the NES. And yes, I know it’s a DEMON of a game on the ol’ wallet. Thanks for nothing, old lady!

Lagoon (U) [!]_00053

Now you can open the gateway to access Samson, the game’s first boss.

Lagoon (U) [!]_00054

Shoot, I’m not surprised. With all the crazy dollars that collectors are throwing at Samson these days, one would think he got a little too big-headed for his own good!

Lagoon (U) [!]_00055

Oh shit. You mean, you’re not Little Samson, as in the NES game? Heh, my bad. I’ll just head back out and close the door. Enjoy the rest of your Sunday, big red scary guy…

Lagoon (U) [!]_00058

Yeah, that’s just not a fair fight. God damn it… this is all messed up.

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Samson sheds his helmet once he’s weakened up some. And it’s not a pretty sight, folks. In fact, I dare call it an eyesore…

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Once conquered, Samson screams like an elephant, oddly enough. You get some fancy little explosion pixels going off all over him.

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For your troubles you get your very first magic spell: the Fire Crystal.

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This allows you to shoot fireballs, giving you a much welcomed long range attack. It eats up magic points but as I stated earlier, your MP recovers in a resting state. It definitely helps to flesh out the gameplay of Lagoon, making the pathetic short sword less annoying.

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Hey wait a damn second here… where have I seen you before…

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So you’re telling me there is a Princess, and she was kidnapped. Riiiight…

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After Atland you head to the town of Voloh. Here you’ll meet a strange cat by the name of Thor. He’ll enlist your help to find the tablets.

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As you progress in the game it’s fun to see the length of your energy bar increase as you continually level up.

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There are your typical fire and ice dungeons to navigate and work through. The graphics aren’t anything to write home about, even back in late 1991 when it came out, but they’re alright and serviceable enough.

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One thing I’ve always been a sucker for in video games are the mini-bosses, or the regular bad guys that are bigger and tougher than the rest of the regular bad guys. They look intimidating, but aren’t TOO hard to defeat. And yet they’re always satisfying to kill every single time. Lagoon does a decent job of throwing small, medium and even big monsters your way.

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The bosses were intimidating due to a combination of their size, their menacing sprite work, your puny sword and their massively long health bar. They might be tough at first, but nothing you can’t work around with a little persistence. It’s just a matter of finding their sweet spots. Although it should be noted that during boss battles you can’t heal or use your magic. This could lead to some frustrating moments.

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By the end of the game your health bar should be as long as theirs. Speaking of which, it took me 11 hours to beat Lagoon on my first attempt. It’s a game one could probably beat in under 10 hours (I like to grind here and there). So it’s definitely on the shorter side, which isn’t necessarily a bad thing.

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The game moves along at a brisk pace, much like Mystic Quest. In that way it never wears out its welcome. It’s an easy title to pick up and play. Saving anywhere is a big bonus, as you can always pace yourself rather than being at the mercy of having to go to an inn to save.

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There are plenty of weird locales to hit up, and some entertaining NPC’s to interact with when you’re not bashing baddies and blowing through dungeons.

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As an aside, I also remember Lagoon for being the first game I played following the Teacher’s Fair in March of 2012. At the time I was teaching part time and acting in a Broadway-esque play. My goal was to become a full time teacher. I gathered my portfolio earlier that morning, put on my best suit and shook hands all day long following a two hour morning rehearsal. It was a memorable time in my life as I was living out my passion (acting) while pursuing my real life goal of becoming a full time teacher. Later that night, with over 500 SNES games from which to choose, I picked Lagoon. The urge to finally quell this longstanding childhood curiosity overcame me at long last. So anytime I think of Lagoon, I’m instantly transported back to that exciting time in my life. And yes, I got a full time position thanks to attending that Teacher’s Fair. I’m still teaching at the same school, going on five years. Man, where does the time go?

WHAT THE CRITICS SAID

Lagoon was not well received by the public. Most panned it, calling it a frustrating and boring Zelda clone. Super Play Magazine gave Lagoon a score of 56% when it hit the UK mindbogglingly late in May of 1993. On Youtube there are two excellent video reviews of this game which I highly recommend viewing. One is from The CG Dudes and the other is from Stop Skeletons From Fighting (formerly known as The Happy Video Game Nerd). Both video reviews pretty much sum up my feelings toward this game.

CLOSING THOUGHTS

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Lagoon is far from a hidden gem, but far from a dud as well. A lot of people dislike it, and they’re well within their bounds to do so. However, I feel a lot of the hatred toward this game is due to a lack of understanding rather than anything else, as the game itself is fairly manageable once you get the nuances down and operate within that world. Such qualifiers are signs of a flawed game, sure, but not an entirely wasteful effort. I’ve played plenty worse on the Super Nintendo. Once I understood the mechanics of the game and employed the best strategies, I had a pretty good time making my way through this early first generation SNES title.

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The magic spells really open the game up, and make killing the monsters much easier. I didn’t have to worry about the puny butter knife so much, and shooting various projectiles at enemies across the screen became rather addicting. If you’re looking for something new on your SNES and you’ve already beaten the rest, give Lagoon a chance. It’s a quick action RPG that can hold you over for a week or two. It’s rather flawed, but not without some “first generation charm.”

Graphics: 5
Sound: 8
Gameplay: 5
Longevity: 5

Overall: 5.5

Give it a shot if you've overlooked it. It's not so bad...
Give it a shot if you’ve overlooked it. It’s not so bad…