Super Adventure Island (SNES)

Pub: Hudson | Dev: | April 1992 | 8 MEGS
Pub: Hudson | Dev: Produce | April 1992 | 8 MEGS

This month marks the 25th anniversary of two amazing Super Nintendo games (in North America). Contra III: The Alien Wars and The Legend of Zelda: A Link to the Past. Both are phenomenal games and undoubtedly two of the greatest titles from not just the 16-bit generation but quite frankly, of all time. This month also sees the 25th anniversary of a less celebrated game. As you might have already guessed, it’s Super Adventure Island. Let’s take a closer look at how Master Higgins fared in his very first SNES outing.

BOX HAUNTINGS

Still to this day I'll never forget this box art...
Still to this day I’ll never forget this box art…

There are certain video game boxes from my youth that have left a permanent mark seared into my memory bank. Hudson’s Adventure Island for the 8-bit NES is one such example. Released in September of 1988, Master Higgins entered the consciousness (and homes) of many youthful lads. Higgins was no Mario, but I always liked the chubby little bastard. Then again, I always had a thing for the underdog. And in a world of 8-bit digitized mascots, Master Higgins was locked firmly in that role.

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Simple as can be, but that was part of the charm back then, no?

This box -- the stuff legends are made of...
This box — the stuff legends are made of…

But perhaps no NES box art haunted me more in my youth than that of Adventure Island II. Released in February of 1991, any little boy that saw that box immediately wanted to play it. It perfectly conveys a sense of daring adventure coupled with glorious dinosaur action. I remember thinking there was even a crossover of sorts — with Rocksteady from Ninja Turtles fame as that beast hiding in the bush there! Ah, the innocence of youth and a pre-internet age.

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Features the ability to ride various new friends. Fun little game.

BUT WAIT — THERE’S MORE

This was oddly released AFTER Super Adventure Island
This was oddly released AFTER Super Adventure Island

The series jammed on with Adventure Island III coming out September of 1992, a full five months after the 16-bit SNES rendition. Master Higgins enjoyed a decent following so Hudson kept cranking them out.

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Master Higgins rides again…

The Japanese only sequel
The Japanese only sequel

Strangely enough, a Japan only sequel was released for the Famicom in June of 1994. Adventure Island IV came out only four months prior to Super Adventure Island II for the SNES. That’s pretty crazy when you think about it. It was a good year for Master Higgins, apparently.

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Adventure Island IV took on a more adventure platformer style.

Of course, many gamers know the origins of Master Higgins. That whole Wonder Boy backstory. But let’s dive into our featured game, Super Adventure Island!

THE STORY GOES…

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Master Higgins is chilling with his girl on a beautiful starry night, just minding his own business (and trying to get the business), when out of nowhere comes the dastardly Dark Cloak. Tina was planning to get stoned on this night, but she didn’t mean it THIS way! The Evil One chortles at your misfortune, ruining a perfectly good night. Whistling for your ever trusty feathered friend, you take off for bloody vengeance. It’s not original by any means, but I kind of enjoy these overly simplistic storylines back in the 8 and 16-bit days.

Happy 25th anniversary!
Happy 25th anniversary!

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Never trust a bird for transportation. Nice blatant usage of Mode 7, though.

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Chubby Higgins looked great in 16-bit. The yellow bar indicates the time remaining in the level, not Higgins’ health. This is a one hit and you’re dead sort of game. Collecting fruit adds to the timer. In classic Adventure Island form, the skateboard returns.

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Collect the boomerang multiple times and you can throw more than one. Collect them several times and you upgrade to a projectile shot. Now you’re playing with super power. Sorry.

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Annoying mechanic I detest: being forced to switch to whatever weapon you touch. Sometimes they’re placed in ill-advised places when you don’t want them but it’s impossible to avoid. Not even Higgins’ new super jump (hold down + jump) can save the day in some cases. So boo on that. But yay for the exit, which looks a lot like a cool little yo-yo, or a shrunken down Captain America shield!

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Beware of rolling boulders and sizzling lava pits.

BOSS NUMBER ONE

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Super jump over the flames. Purple projectiles make short work of it.

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Before there was a Tony Hawk, there was a Master mutha effin’ Higgins.

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Tropical beach setting suits this game to a tee. But, what in the world is that green mutant beach bum thing there? It’s kind of a weird game…

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Pastel freaks rejoice!

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Remember to say hi to Jonah for me…

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Inside the belly of a whale — now that’s what I call an adventure.

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Nothing like seeing that glorious exit, even if the levels aren’t long.

BOSS NUMBER TWO

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Parodius flashbacks… hmmm…

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Platforming rule #52: There must be a tree level of some sort. I love the little ledge there. It’s the “small” details… [You’re not the LEAST BIT funny -Ed.]

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Sometimes there’s hidden fruit lying around. Fire away at random to discover them. The timer can be a bitch in certain stages. Finding these “forbidden fruit” can make all the difference.

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Things start to get a tad “spooky” here.

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Always kind of fun to play a game and see the exact level the box art cover was based upon.

BOSS NUMBER THREE

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Super Adventure Island follows most of the platforming tropes but then it pulls this intriguing little number out of its hat. A very unique and challenging boss fight. Reminds me a bit of Godzooky…

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Y’know… if either you or your bird friend were smart, you’d fly directly to the last level. Just saying. The boomerang projectiles are the best since they curve back to you, taking out enemies from behind even!

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Similar to the tree level seen earlier, this one is a vertically scrolling stage. I can appreciate the variety they attempted.

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Speaking of variety, here’s another blatant spot of Mode 7 for ya.

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Another swimming level, and a beaut she is, too. Love the colors of this game.

BOSS NUMBER FOUR

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Bonehead here looks like a complete badass but is quite easy if you crack the code (and skull). Any boss that wields a light saber gets bonus points in my book. Send his Jedi wannabe ass to the grave!

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Donkey Kong Country has one of the best winter looking stages in all of SNES history. I dare say Super Adventure Island has a fairly underrated looking winter stage in its own right. Probably underrated because the game is so damn tough and few ever make it this far…

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Always been a sucker for a good looking winter stage. Oh and skis? Who needs bloody skis?! Certainly not Master Higgins.

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Mister beach bum again? Tsk tsk. At least give him a jacket. Well, on the bright side, I really like how this game often previews the next stage at the end of a level. It’s a small touch but it goes a long way. At least as far as presentation is concerned.

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Mickey’s magical castle this ain’t. Tread softly and watch out for spikes.

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Disappointing to see more older enemies randomly. The enemy roster is a bit lacking. Almost like they were rushing Super Adventure Island to market. Speaking of market, grab those pineapples and if you squint you’ll see the sweet exit calling your name.

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Lumiere — is that your cousin?! Touch the green star for a bonus bit.

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Master Higgins sure knows how to make a dramatic exit.

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Oooohhh. Ahhhhhh.

BOSS NUMBER FIVE

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Welcome to Dark Cloak’s first form. Nice Badtz Maru impression there.

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Feeling a little stiff there, are we?

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Master Higgins gets the last laugh.

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Someone could use more fiber in their diet…

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Scratch that. Someone could use a diet, period.

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Platforming Rule #57: Final boss must have a “true” form. You can’t actually harm Dark Cloak with your weapons. Avoid becoming a pancake and have him loosen up the bricks…

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Higgins isn’t the fleetest of foot so this can be quite challenging. But if you manage to set things up just right, it’s very satisfying to see the end result.

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“Discount Ganon” is about to feel the heat…

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“Discount Mario” celebrates a hard fought victory. Huh, I’m in the mood for some bacon all of a sudden.

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Nothing like a crap ending to reward your efforts in such a difficult game. Nice transition, though. But yeah, can you say tank job?

WHAT THE CRITICS SAID

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EGM gave Super Adventure Island ratings of 7, 8, 9 and 9. Super Play gave it a 75% score. It seems to have a fairly favorable reputation as a simple, basic platformer. This was further aided by its early release.

CLOSING THOUGHTS

A sign of the times this was
A sign of the times this was

Super Adventure Island relies on its basic simplicity and charm. It very much has a “back to the basics” feel to it. Gone are the various creatures Master Higgins can ride from 1991’s Adventure Island II. Instead it’s just you, your jumping skills and a pair of weapons that can be upgraded. Oh, and the skateboard makes a token cameo here and there. There is some variety thrown in, including a mine cart riding section, swimming levels and vertically scrolling stages. The one hit deaths can get a bit aggravating, but it’s not impossible to beat with a little dedication.

That's gonna leave a mark
That’s gonna leave a mark

Graphically, the game is loaded with bright, colorful visuals. Each level has a different look and feel to them thanks to the rich colors. The music was composed by Yuzo Koshiro and to no one’s surprise is very good. The control is where the game falters a bit. Master Higgins is a bit stiff. Sure he’s a chubby lad but so was Mario and Mario moved just fine. There is a sort of stilted feel to Super Adventure Island. You get used to it after a while but at the same time the game is made more difficult by Higgins’ limited movement.

Oh poor Tina
Oh poor Tina

All in all, Super Adventure Island is very much a sign of the times. It’s been 25 years now since it came out, and this is how gaming kind of was back then before things got overly complex. There’s a charm to the game, despite how flawed it may be. It’s kind of a guilty pleasure, in fact. And a quirky little relic from the days of old. The sequel, Super Adventure Island II, is leagues better. But for those looking for an old school, straight forward, super simplistic platformer, you could do far worse than Super Adventure Island.

Graphics: 8
Sound: 8
Gameplay: 6
Longevity: 5

Overall: 6.0

Happy 25 years, Higgins
Happy 25 years, Higgins

Hook (SNES)

Pub: Sony | Dev: Ukiyotei | October 1992 | 8 MEGS
Pub: Sony | Dev: Ukiyotei | October 1992 | 8 MEGS

Hook tells the story of Peter Banning, a 40 year old man who works hard to provide for his wife and two little children, Jack and Maggie. Peter is very much grown up and has lost sight of his imagination. In the magical realm of Neverland, Peter Banning is better known as Peter Pan. This video game adaptation is a side-scrolling platformer with pretty visuals and a soaring soundtrack. It does move a bit slowly at times, but there’s an overall whimsical magic to it all. Let’s revisit Neverland shall we?

THE STORY GOES…

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And the adventure begins -- NEVERLAND HERE WE COME!
And the adventure begins. NEVERLAND HERE WE COME!

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Sky Blazer fans will likely appreciate this effort
Sky Blazer fans will likely appreciate this effort

LEVEL ONE

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Almost looks a bit like a Capcom game, doesn't it?
Almost looks a bit like a Capcom game, doesn’t it?

When I got back into the Super Nintendo in early 2006, I’d heard quite a few positive things about Hook being a solid underrated little title. I passed over it in rental stores back in the day because Hook the film never grabbed my fancy. However, seeing as how a large reason why I got back into the SNES was due to my overwhelming desire to play platformers, Hook looked very appealing all of a sudden. Upon firing the game up and seeing this first level here any worries that this was just another “bad licensed video game” went straight out the window.

Oh my dear Lost Boys, you did this to yourselves...
Oh my dear Lost Boys, you did this to yourselves…

The colors were so vibrant and lush. The sound and music came straight from the movie. It looked and sounded like a Capcom SNES game, and more times than not, that’s a good thing. Pan moves around a little slowly, however, which is my biggest gripe with the game. But far from a deal breaker. The game instantly clicked for me as I maneuvered Peter Pan around the first stage.

No Lost Boys were harmed or injured in the making
No Lost Boys were harmed or injured in the making

Don’t worry, you don’t actually hurt the Lost Boys. It’s just a friendly game of tag… with your dagger. But see how they freeze in place? No harm done… really. Shout out to Thud Butt! My man!

Think happy thoughts, think happy thoughts...
Think happy thoughts, think happy thoughts…

Just like the movie, Pan can fly but he needs to find Tink first. Watch your flight meter. The flight system is handled much smoother here than what we saw in Ukiyotei’s SNES follow-up, Sky Blazer.

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Rufio, the stand-in leader of the Lost Boys, is your first boss encounter. He doesn’t believe you are the actual Pan, so show him who’s really the boss around here!

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LEVEL TWO

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Cherries fill your health bar by one. Apples fully restore your health.

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Here monkey monkey...
Here monkey monkey…

Smee, a fitting name for a weird little critter, guards the end of this forest. All the boss fights in Hook are quite easy. Nevertheless they’re still fun.

LEVEL THREE

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It’s hard to articulate but there’s something about the look of this stage that simply does it for me. It just fits in with the whimsical nature of Hook — there’s a child-like charm to it all.

Sometimes you just can't beat simplicity
The charm comes in how basic Hook is

There’s a simplicity to the game in which I greatly admire. I guess, like Pan himself, we’re all grown ups (and some of us are in some way) searching for remnants of our childhood in the midst of a cruel world. A spark or ember of when life was simple and carefree.

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If you’ve read my work for some time now then you know I’m a huge fan of the little details. I love the look of the trees in this level — they add a nice touch to this stage.

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Certainly is. Although Pan moves a bit slow, you’ll soon get used to it. It’s really not that bad after a while. Plus he can run and fly to collect bonuses like this with the greatest of ease. Overall, the control is pretty good.

LEVEL FOUR

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Ah, our old friend Tink appears right at the beginning. That must mean we’re in for some flying lessons…

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Is it just me or do those tigers remind anyone else of the tigers from Mega Man 5? Alas, I digress. Your flight meter drains rather quickly so make haste! If you don’t waste time you should be able to make it to the next “Tink refill station” just in the nick of time. These spots are perfectly placed to avert frustration and promote a sense of satisfaction.

They'll try pushing you into the bombs!
They’ll try pushing you into the bombs!

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I like how this stage really focuses on Peter’s flight ability. Even the boss fight requires flight precision! It’s levels like this that help to keep the game varied and interesting.

LEVEL FIVE

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Although level five has no boss, it’s super fun to navigate and has a decisively adventurous atmosphere. It’s a great stage to play through in the middle of the night in particular…

But don't jump too high either!
But don’t jump too high either!

Remember how in Sky Blazer you slip through the foliage of trees and bushes? It’s easy to spot the similarities between that game and Hook.

Your head is smaller than its mouth -- yikes!
Your head is smaller than its mouth — yikes!
Too close! Thank God for all those DDPYOGA sessions
Thank God for all those DDP YOGA sessions
Thankfully swimming is a cinch
Thankfully swimming is a cinch

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Another cool moment There’s just something special and precious about these old 16-bit games that resonate deeply with me. Hook is as fun to play as it is to look at!

LEVEL SIX

Hook has a lovely presentation to it, no?
Hook has a lovely presentation to it, no?

We’ve seen forests, oceans and caves. So of course, what’s left but the standard ice level! And it’s quite a good one.

They can only be killed from behind
They can only be killed from behind
Oops
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Easiest boss fight ever. You don’t even have to move an inch after positioning yourself correctly. A little disappointing but I always say it’s better for a game to be too easy than too hard, if forced to pick between the two.

LEVEL SEVEN

Ye standard auto scrolling level
It’s the token auto scrolling level

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This is the strongest attack in the game, but sadly it’s scarcely available. You also lose its power on first hit. Oh well, the game’s easy enough as it is.

LEVEL EIGHT

Best level in the game!
Best level in the game!

Try hitting that ball of flame and see what happens…

Whoa!
Whoa!

Hit the ball and you snuff out the lights. But don’t hit the ball and it’ll chase you. Quite the dilemma. The trick is to balance the two, naturally. This leads for a very cool on and off effect that carries throughout this level.

Thankfully the light goes out only for a little bit
Thankfully the light goes out only for a little bit
Pan's lack of foot speed adds to the drama
Pan’s lack of foot speed adds to the drama
Better think happy thoughts fast!
Better think happy thoughts fast!
Not making any top 10 lists, but it's pretty solid
Not making any top 10 lists, but it’s pretty solid
Endearingly reminiscent of Castlevania this part is
Endearingly reminiscent of Castlevania this part is
I love bad puns... [Well I'm not HOOKED -Ed.]
I love bad puns… [Well I’m not HOOKED -Ed.]
A never ending chase this level is
A never ending chase this level is
Such a lovely level, this
Such a lovely level, this
Finally, a somewhat challenging boss
Finally, a somewhat challenging boss

LEVEL NINE

No, Hook doesn't actually have transparencies...
No, Hook doesn’t actually have transparencies…
They just don't know when to quit
They just don’t know when to quit
An apple a day keeps the bad guys away
An apple a day keeps the bad guys away
Make haste or become waste
Make haste or become waste
Try to find all the extra leaves for extra health
Try to find all the extra leaves for extra health
Easily the toughest level of the game
Easily the toughest level of the game

Level nine is definitely a dog fight, especially compared to the other levels. After level nine it’s on to the final level and the showdown with Captain Hook. Can you save Jack and Maggie?

THANK YOU FOR BEING SO TRANSPARENT

Ukiyotei sure was ahead of their time...
Ukiyotei sure was ahead of their time…

As you saw with a screenshot from level nine, don’t be fooled thinking that Hook features fancy transparencies. It’s just a graphical glitch that only appears in the rom. Thankfully this visual hiccup doesn’t appear with the actual cartridge game.

WHAT THE CRITICS SAID

"Please let them think happy thoughts only..."
“Please let them think happy thoughts only…”

When I got back into the SNES on January 17, 2006, my goal was to buy all the games I ever loved as well as the ones I missed out on. I remember browsing various retro gaming forums reading up on different opinions in my early days. Hook always received rather favorable praise. The ad back in the day stated “The Critics Are HOOKED!” It went on to quote, “One of the hottest action games I have ever played. The music is absolutely beautiful and the graphics are top-notch” (Super NES Buyer’s Guide), “Hook is intelligently made from start to finish. Its execution is excellent” (Game Players, Nintendo Guide) and “Hook’s multi-layered, smoothly scrolling visuals inspire comparisons to Super NES legends such as ActRaiser and Super Castlevania IV. The music is so good, you’ll want to crack open the cart and see if there’s a Compact Disc inside! Five star gameplay. Hook succeeds in every way.” (GamePro). EGM gave it scores of 8, 9 and 9. Super Play rated it 72%.

CLOSING THOUGHTS

Sorry, Wolfe. Pan proves you CAN go home again
Sorry, Wolfe. Pan proves you CAN go home again

Hook is a simple fun little game. It weighs heavily on the easy scale. The ten levels are short, and some don’t even feature bosses. Most of the bosses are a cake walk. Yet I can’t help but like this game. I’m not a fan of the movie but there’s something basic and charming about this game. It takes me back to the good old days when action games were magical and whimsical. Sure you got your clichés, but really, what would a game of this type be without them? Hook is a pleasure to play through thanks to some rather atmospheric stages, vibrant visuals and a banging soundtrack straight out of the movie. It also features one of the coolest intros in SNES history, instantly transporting you to a land of magic and wonder.

Never lose your own sense of self and wonder
Never lose your own sense of self and wonder

Don’t get me wrong, I’m not saying Hook is one of the best games you might have never played. I wish Pan moves a smidgen (or two) faster. I wish it was a bit more challenging. And similar to Sky Blazer, when the levels start to reel you in, before you know it it’s over with. It would have been nicer to see meatier levels. The gameplay is not shabby, just good enough in most places to be satisfying overall, but not quite good enough to take it a notch above the norm. Therefore, Hook falls short of being a very good game. Still, I don’t hesitate to recommend Hook to all SNES gamers. Too lightweight to be considered for heavyweight contention, Hook nevertheless put a smile or two on my face. Like Peter Banning himself, most of us are now grown-ups. Yet deep down, there is still a little child inside each one of us. This video game does a good job representing that. Playing Hook reminds me of a simpler time where junk emails don’t exist but pixie dust and flying sure do! Better than the movie, and better than most movie to game adaptations, Hook deserves a spot in any Super Nintendo collection.

Graphics: 8.5
Sound: 9
Gameplay: 7.5
Longevity: 6

AwardOverall: 7.5
Bronze Award

 

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I don’t know who this might be for but I feel compelled to share this. Could be YOU… if you’ve had a ‘ship pass in the night’ recently, my heart goes out to you. Myself, been there too many times to count. May I suggest some further reading/viewing? This might bless you: Jesse’s Girl. Take care, and always, chin up!

Mighty Morphin Power Rangers: The Fighting Edition (SNES)

Pub: Bandai | Dev: Natsume | September 1995 | 12 MEGS
Pub: Bandai | Dev: Natsume | September 1995 | 12 MEGS

I’ve definitely been on a Power Rangers kick as of late. The 2017 movie that came out three weeks ago was surprisingly better than I thought it would be. The last two games I reviewed were Mighty Morphin Power Rangers and Mighty Morphin Power Rangers: The Movie. Both games have their fair share of imperfections. But you know what they say about the third time… and I’m happy to say Natsume finally knocked it out of the park. This time they completely skipped the Power Rangers and instead focused on the Zords. Power Rangers meets Street Fighter? Sign me up! Unfortunately, this game received extremely limited exposure back in 1995. I barely remember it myself, and even to this day I feel it largely flies under the radar. Uninspiring title aside, Mighty Morphin Power Rangers: The Fighting Edition delivers one mighty punch.

FUN BUT FLAWED…

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THIRD TIME IS A CHARM!

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Classic logo, lightning strikes and that Power Rangers theme. Never gets old.

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Choose from the Thunder Megazord or Mega Tigerzord in the Story Mode. I like the authentic Japanese feel and style of this game. They didn’t Americanize it like they sort of did with Mighty Morphin Power Rangers: The Movie.

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Terrific art style! Really gives it an anime-esque feel :)

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Where’s my OG Megazord?! Oh well, I guess you can’t have it all…

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Thunder Megazord is a good choice for beginning players. He plays a lot like the prototypical Ryu “clone.” This updated model appeared in Season Two and replaced the original Megazord. It’s more powerful but I’ll always prefer the first one.

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Bottom bar goes back and forth. Perform a special move when your power bar is full and your character will perform a powered up version of said special move.

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Thunder Saber Combo can connect for multiple hits.

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Depending on whether you press Y or X, the Thunder Megazord will perform either a Rising Uppercut or an Uppercut Barrage. I love it when fighting games give you two variations of a special move depending on the button you press. That always scores extra points in my book!

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Unleash the Thunder Crush when your power bar is flashing. Every character, sans Ivan Ooze, has a super special move. Use the double Hadoken motion to pull off these screen filling jaw dropping killer moves. Well, at least they were mighty impressive back in 1995. Hell, they still are to me!

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Mega Tigerzord appeared in Season Two after Tommy received his White Tigerzord. As a fighter I find him to be a weaker choice than Thunder Megazord. His moves aren’t nearly as fun or effective.

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Knock the competition out with his Wind-Up Punch. In the mood for something a little more flashy? Try his White Tiger Thunder Bolt.

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Phoenix Strike in all its glory — just like from the TV show. Nice.

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Ninja Megazord appeared in Season Three. As its name suggests, it’s the most nimble and athletic of all the Megazords.

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Slash ‘em up!

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Opponent feeling a little froggy? Employ the Spinning Rise! Try dropping a Fire Bomb while they’re laying on the ground.

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Blanka would be proud.

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Leave it to a Ninja Megazord to have a ninja clone super special, eh?

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Shogun Megazord also made its debut in Season Three. It’s the biggest Megazord in the game. This is because it combines five Zords who are already massive Shogun warriors to begin with. Therefore, you get this towering behemoth! He is extremely slow, but very powerful. He also cannot be thrown. It’ll take a skilled player to use him effectively.

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Sword Cyclone can rail off multiple hits. His Fire Wave covers damn near the entire screen, making it difficult to jump over.

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Check out his powered up version of the Fire Wave. Nasty! Best of all, it’s directly inspired from the TV show itself.

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Massively engulfing fiery column of death. How fitting.

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Silver Horns was a one time villain that appeared in Season Two. But this marks his second Super Nintendo outing. He was also a boss in Mighty Morphin Power Rangers: The Movie (the video game of the movie, not the actual movie). He’s an impressive sprite — nearly as tall as Shogun Megazord itself!

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Watch out for his snapping Ground Pincers.

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Pincers can also get you on the ground or in the air.

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Horny’s Lightning Strike comes straight from the TV show.

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Defeating any one of Lord Zedd’s cronies leads to this beautiful cut scene, just as seen in Season Two.

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Lipsyncher is an agile sucker. She can also double jump. And she has by far the best looking stage in the game. For a one time villain who appeared as a throwaway enemy in Season Two, that’s not shabby at all.

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Fighting games that give you two variants of the same move depending on which button you press will always earn extra points with me. Here you can send the musical notes straight out or up in the air to discourage would-be jumpers. Nice.

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Insert token quick athletic “chick kick.” Fighting game rule #52.

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Envelop your foe in a giant Energy Sphere before giving them the butt tackle of the century.

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Ah, Goldar. One of my favorite classic henchmen from childhood lore. As a kid he initially scared the crap out of me with his gravelly voice and nightmarish look. It wasn’t long though before I realized his overall incompetence, which shifted him from being scary to endearing. However, for all his bumbling ways, there is something very unsettling about him at his core. He may be incompetent but you would piss your pants if you ever met him in a dark alley. I despise the Goldar design from the 2017 film. They stripped him of all his personality and iconic look. But this game got it so freaking right. We’ll always have the memories! *shakes fist*

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Goldar shoots piercing laser beams from his eyes, even in mid-air.

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Flutter around for a bit if you wish. You can launch some surprisingly quick striking attacks from this position. Goldar has the best looking Dragon Punch in this game by a country mile. Try the powered up version…

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Macho Man Randy Savage would be proud. Throw in the sword for a little extra slice[I C WAT U DID DERE -Ed.]

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Maybe it’s just me but I love these simple screen-filling blasts, even if they might be a little generic.

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Lord Zedd… what can I say? He ranks right up there with the likes of Shredder and Skeletor as absolute iconic childhood villains. He had kind of a Freddy Krueger vibe to him, and due to parent complaints they actually had to tone him way down. He appeared in the summer of 1994, early on in Season Two, and took over for Rita Repulsa as lead dog.

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Reminiscent of M. Bison from Street Fighter Alpha lore. His fireball looks very similar and he can even teleport like Bison. This is completely cruel.

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LORD ZEDD WAS NEVER THIS COMPETENT IN THE TV SHOW!

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Watch out for his Magnetic Hand which, as you probably surmised, will reel you in. His Lightning Bolts can strike near or far. His powered up version actually moves a bit forward and can strike for multiple hits.

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Fingertip Spears — it’s right out of a nightmare! Lord Zedd throws up a big fat middle finger to generic giant energy blasts with this creepy little number. It looks like a mutated brain and octopus. Ugh!

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You thought it was over? HA! Ivan Ooze shows up, obliterates what’s left of Lord Zedd’s carcass and challenges you to the ultimate duel. He is God tier. But thankfully, the computer doesn’t know how to use him very well. Natsume had some mercy on our poor souls…

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Mister Ooze can make himself invulnerable for a little bit. His energy columns are done with a SINGLE press of a button. Unfair and brutal!

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Throw in an Energy Wheel and Homing Fireballs for good measure.

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Endings? No such thing here. You just get that screenshot for your efforts. A code is given at the end if you beat the Hard mode though, which allows you to play as Ivan Ooze in the 2 player mode.

ODDS AND ENDS

I personally prefer FACE OFF
I personally prefer FACE OFF

The options screen displays a curious option. FACE DISPLAY. What the heck, I first thought to myself. I love the little face displays in my fighting games! So why in the hell would they give me an option to turn that sucker off, eh?

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Ahhhh. Say no more, fam. I got you. Those are the biggest face displays I’ve ever seen in a fighting game! Sure, it looks cool and all, but I don’t like how they obscure the bottom part of the screen. Plus, with face display on you lose out on the cool combo meter. It’s always fun to see “15 HITS” pop up on your TV.

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Impressive to see such massive sprites moving around with no slowdown whatsoever! Some SNES fighting games feature sprites that are on, shall we say, the small side of things. You won’t find that here, appropriately so!

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Being that the sprites are so large, one might fear a lack of a proper combo system. Natsume erases those fears with a surprisingly combo friendly fighter (well, for the most part, largely depending on who you pick). For such giant warriors you might assume the worst but there are a lot of attacks that can easily be linked.

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Fighting games from that era often didn’t allow you to strike opponents while they’re on the ground. You actually can in this game. In fact, it’s encouraged — each fighter has a specific ground strike.

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Similar to many other fighting games from the mid ’90s, Mighty Morphin Power Rangers: The Fighting Edition employs four buttons. However, this is where the similarities end. Y is weak attack and X strong attack. These are non-weapon based strikes, usually in the form of punches. B is weak weapon and A strong weapon attack. Damage is incurred when blocking weapon strikes, but not regular strikes. This was different and pretty cool — it emphasizes that the big weapons are strong enough to cause some damage even if you’re blocking. It makes perfect sense and highlights the power of these massive behemoths!

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Throws are always a point of discussion for fighting games. Back in the old days you usually had no counter for a throw. If your rival gets close enough, they can throw you. But here, when both players go for the throw, you’ll both enter a grapple to decide the winner. It’s a nice touch.

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Power bars became popular in the genre around 1995, but this game uses an interesting modification. Instead of powering up your bar each time you attack as in most other fighting games, the power bar here constantly fills itself and empties. If you were to throw, say, Thunder Megazord’s fireball when the bar is near full, his single fireball turns into three. And if you time it precisely when the power bar is full? You produce an even bigger more damaging version! Therefore you have special moves and then you have max versions of each special move. The effects vary and it’s fun to tinker with this system. Timing is critical!

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Here’s his Thunder Saber Combo on max. Doesn’t look different at first…

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Until you see the added third strike tacked on! Be sure to experiment as the max versions are obviously more powerful and effective. This completely changes the strategy and the player who uses their power bar most effectively often wins.

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Better than maxed special moves? Super specials! Your power bar begins at blue. If you do a special move when the bar is full, blue morphs into pink. Do another special move at max capacity and pink turns into green. Repeat. Then green turns into a thunder bar. This is where you’re at optimum power. During this time all special moves performed are automatically their powered up versions. However, the thunder bar lasts for only 8-10 seconds so make sure to pull off your super special in time. I recommend using 2-3 special moves first for optimal damage. Then use your super special. You can see why this modification of the power bar makes this game completely crazy. You could conceivably activate your super special 10 seconds into a match. There are obviously pros and cons to this, but it really makes this game feel different from most other fighting games.

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Nothing like giant robots duking it out in an all-out blast fest!

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Simple yet kind of neat. Lord Zedd is such a badass in this game :)

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Getting a vague sense of deja vu? Natsume used a similar engine to create Gundam Wing: Endless Duel about half a year later in March 1996.

WHAT THE CRITICS SAID

Zordon, no one's here...
Zordon, no one’s here…

Sadly, Mighty Morphin Power Rangers: The Fighting Edition got pretty much zero fanfare in the pages of EGM and GameFan. Oddly, neither publication ever reviewed the game. Hell, they didn’t even preview it! For the quality of the game and the popularity of the show and genre (even though Power Rangers were waning by September of 1995), this really surprised me. Probably one of the big reasons why this game quickly faded into obscurity back in the day. For all the things Natsume got right, however, the game isn’t without its flaws. For starters, see that Zordon stage above? Better get used to it — the four Megazords all share that same stage. That just reeks of laziness. Even worse, although I appreciate the Zordon cameo, that stage is plain dull. They could at least have made it look a little more interesting.

Where's the first Megazord?
Where’s the first Megazord?

My biggest gripe with the game though is its paltry selection of eight fighters (OK, nine technically if you count Ivan Ooze with the cheat code). Hell, Super Street Fighter II and World Heroes 2 had 16 fighters each, and both those games came out a year prior. At the very least, just give me the original Megazord and the Dragonzord. I don’t need Rita (although she would have been nice). But the Dragonzord was my absolute favorite and it’s a shame it never once appeared in three Power Rangers SNES games. That’s a travesty if I ever saw one. Had they included those two and a few other memorable bad guys, this game would rank much higher in my book. Kind of a missed opportunity.

Where art thou? Oh well...
Where art thou? Oh well…

CLOSING THOUGHTS

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It’s a shame Mighty Morphin Power Rangers: The Fighting Edition was given the shaft back when it first came out. Only in the years to come following its original release did word of mouth pick up and people recognized it as a legitimately good fighting game. Natsume could easily have phoned it in. Instead, they crafted a beautiful game with a rocking soundtrack and some remarkably refined gameplay. Their previous two SNES Power Rangers games left something to be desired but you know what they say — third time’s the charm. With its gorgeous visuals, thumping tracks and plenty of spectacular special moves that impress even to this day, The Fighting Edition is arguably the second best Super Nintendo “home grown” fighter, trailing only in my opinion Teenage Mutant Ninja Turtles: Tournament Fighters.

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Sure it could have used a bigger fighting roster, and I didn’t like that four fighters shared the same background, but this game is not only surprisingly competent — it’s a blast. I love being able to play as some of my favorite Megazords and villains from the Power Rangers franchise. The screen often shakes with explosions followed by a dazzling array of yellows, oranges and reds as giant swords clang and massive columns of energy beams come raining down from the sky. The action suits the monster mayhem well, never failing to bring out the 10 year old Power Rangers loving kid in me. If you enjoy fighting games and you call yourself a Super Nintendo fan, you’d do well to check it out.

Graphics: 9
Sound: 8.5
Gameplay: 8
Longevity: 7.5

AwardsOverall: 8.0
Silver Award

 

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Bonus points for a lot of the special moves being inspired from the actual TV show itself. This one being my favorite of the lot :)

Now THAT’S sick.

Recently featured on UpUpDownDown!
Recently featured on UpUpDownDown!
Shout out to Austin Creed AKA Xavier Woods! My man!
Shout out to Austin Creed AKA Xavier Woods. My man!

Amazing combo video, music choice aside.

Mighty Morphin Power Rangers: The Movie (SNES)

Pub: Bandai | Dev: Natsume | June 1995 | 16 MEGS
Pub: Bandai | Dev: Natsume | June 1995 | 16 MEGS

Sometimes a TV show comes along that is so popular that it launches a movie adaptation. Transformers. Teenage Mutant Ninja Turtles. And now, Mighty Morphin Power Rangers. But I’m not talking about the 2017 version. I’m talking about the old school 1995 one. Released on June 30, 1995, Mighty Morphin Power Rangers: The Movie came out right toward the tail end of my Power Rangers fandom. I didn’t catch it at the time because I had pretty much lost interest in them by that time. If only it came out a year earlier! I just graduated 6th grade and the magic of the Power Rangers was all but gone for me at that time. The movie’s release also coincided with the Super Nintendo game of the same name, also released in June of ’95. The first Mighty Morphin Power Rangers game was solid albeit repetitive and flawed (single plane beat ‘em up and 1 player only, not counting the code for a token 1 on 1 option). So this “sequel” added an extra plane and a legit 2 player option. So obviously it’s the better game, right? Not so fast…

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Hearing that classic Power Rangers theme will never get old. Unfortunately, it’s missing the lyrics here that the first game had. OK, not a big deal but right off the bat that’s a bit of a downgrade.

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There’s one extra playable character in The Movie, but right away you can see there’s been a drop in graphical quality, not to mention aesthetics. The first game has this nice simple look to it. The second one, not so much.

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Both games start out with a city type level. Other than the 2 player option for the second game though, the first game has it beat in almost every other category.

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Single plane beat ‘em ups rarely realize their full potential, as I feel beat ‘em ups should allow free roaming space. The Movie adopted Fatal Fury‘s two plane system. Jump in and out of the background and foreground as you see fit. This added some extra depth to the game but I wish they simply made it a free roaming type of a beat ‘em up. On a side note, it’s oddly satisfying to clear the trees there. Similarly, failing to clear the trees elicits an opposite reaction: d’oh!

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Some Putties are about that thug life. Others are about that hug life.

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Exclamation points warn you of impending danger. These parts are kind of fun and highlight the added diversity that a two plane system brings. Still not the biggest fan of it but I can appreciate moments like this.

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Every slain enemy drops a thunderbolt. Collect enough bolts to fill up your power meter. Once you do, IT’S MORPHING TIME!

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Maybe it’s just me but I feel like the art style changed from the streets to this grocery store section. This looks much more like it! Love the little detail of the hapless citizens running for dear life.

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Perhaps I spoke too soon, though. I miss the bombs from the first game.

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They’re so much better! Again, not a deal breaker, but another knock.

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Relax pal, there are plenty of red shirts on the rack there. You don’t have to fight me for the last one or anything! Also, a PSA to not be a hero but to switch planes instead. You’ll be glad that you did!

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Things get rather heated and quick!

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Mirror Maniac channels his inner Ryu. Channel your Haohmaru!

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Watch out for his twin magic trick. Aim for the one with the bright center. 7 years bad luck? I’ll take my chances…

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Stage 2 opens with you riding atop a speedboat. You soon crash into a rock which sends you onto an air force carrier base. Parachuting Putties occasionally drop from the sky. Navy planes zooming by causes them to sway away. Nice.

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Kimberly actually bitch slaps the competition. Watch out for those crawling Putties. They’re a bit unsettling in the way that they drag their bodies like rotting zombies.

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“IT’S MORPHING TIME!”

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Inside the base now, we’re greeted by grenade launching Putties.

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Clever usage of the two plane system. [You can still jump up on a single plane system -Ed.]. Shush, you.

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Rumor has it this is how Sonic Team was inspired to create Burning Rangers. Or not.

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Never bring a gun to a bow and arrow fight.

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Carrot Top, I mean, Cannon Top, is a fun little boss fight. Long range attacks work fine, if you have them. Otherwise, you can either ride the platform or grab the crane up top to get your licks in. Beware of the spikes below.

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Bombs work well, too.

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Grab and kick is my personal favorite method, but you got to watch out for that deadly cannon blaster.

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WHAT IN THE WORLD ARE YOU DOING THERE, BILLY? You know what, nevermind. I don’t even want to know. Skelerena, the boss of this snowy stage, greets you early on for a preview.

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Great. Of all the Rangers I had to pick the least athletic one.

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Exclamation marks warn you of big jumps to come. Oof!

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Yeah, good call to switch to the jock. Sorry Billy, Jason Rocky’s got this.

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Another good clever usage of the two plane system. Still wish it were “free roaming” though.

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Hazards are strewn about to keep you honest.

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Rocky’s so smooth. That Putty went out in glory.

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Jump over single rocks but multiple rocks require plane switching.

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Crap… it’s almost boss time and I haven’t collected enough power yet to morph. Thankfully, the game kept this consideration in mind…

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Should you fail to activate your Ranger mode, the game is kind enough to force you into it at the beginning of a boss fight. I like this detail as you should not be able to beat a monster in teenager mode.

WHAT THE CRITICS SAID

Oops, a bit of a misstep
Oops, a bit of a misstep

EGM gave Mighty Morphin Power Rangers: The Movie scores of 7.5, 5.5, 5 and 5. Many people seem to prefer the first game over this one, myself included. Being released somewhat late in the Super Nintendo’s lifespan (June 1995), it didn’t create the hype or stir that the first game did, if nothing else based on timing and mega popularity. Power Rangers were very much in back in 1994. They were still popular in mid 1995 but the shine was quickly waning. Not unlike the SNES itself.

Like the film itself, it's just OK
Like the film itself, it’s just OK

CLOSING THOUGHTS

Looks like Black Friday to me
Looks like Black Friday to me

Mighty Morphin Power Rangers: The Movie is something of a guilty pleasure for me. It’s not a bad game but I wouldn’t call it a good one, either. It’s somewhere in the middle. The two plane system is cleverly implemented although most of the time I feel it’s a tease and wish they had gone with a free roaming system instead, similar to Final Fight. The 2 player co-op mode is a nice addition but honestly I would rather play the first game. In that one you got to actually pummel the Putties for a bit. Here, it’s one punch and they burst into thin air. You never feel like you’re actually beating them up, if that makes any sense. There’s no chance to land in multiple blows or to polish off a combo with a good old fashioned throw. This took away from the game for me personally.

Long Live The Green Ranger!
Long Live The Green Ranger!

Even though it came out a year later, the first game looks, sounds and plays better. My biggest disappointment with this game was the complete lack of Zords. Sure the first game has three token Megazord boss fights that felt tacked on more than anything else, but at least it gave you a little taste. Let’s face it, Power Rangers just isn’t the same without their giant dino Zords. This game completely misses that mark. Thankfully though, it still plays decently and it’s harder than the first game (whose difficulty was a complete joke). I think Power Rangers fans will find some enjoyment here. Hey, maybe Natsume will get it right on the third try. They say third time’s the charm…

Graphics: 6
Sound: 7.5
Gameplay: 6
Longevity: 5.5

Overall: 6.0

Spoiler: They got it right 3rd try
Third time is a charm indeed…

Mighty Morphin Power Rangers: The Fighting Edition review can be seen here.

“You ooze, you lose.” Nuff said!

Mighty Morphin Power Rangers (SNES)

Pub: Bandai | Dev: Natsume | September 1994 | 16 MEGS
Pub: Bandai | Dev: Natsume | September 1994 | 16 MEGS

If you were a kid back in 1993, chances are you grew up on the Mighty Morphin Power Rangers. It was a huge hit and left an indelible mark on many of us who were born in the early-mid ’80s. Take a group of Saved By The Bell-esque teenagers, cheesy Godzilla rubber monster goodness, larger than life superhero teamwork antics (not unlike Teenage Mutant Ninja Turtles) and you get a smash success. As was the norm back in the early-mid ’90s, this meant the inevitable Super Nintendo licensed game. But first, let’s start at the very beginning.

“GO GO POWER RANGERS!”

This was such a big part of many childhoods
This was such a big part of many childhoods

Was the show cheesy? Of course. Was it corny? You betcha. But it was all part of the charm. I was 10 when the Power Rangers burst on the scene in 1993. It was the perfect age I felt. I always say 10 is sort of that magical marker in one’s life. It’s that age where some days you feel like you’re 5 and on certain other days you feel like you’re 15. You’re old enough to get certain things, but still young enough to buy in and be in complete awe of something such as Power Rangers. Today, April 8, marks the birthday of my childhood best friend, Nelson. How appropriate, because Nelson and I loved the Power Rangers to death. Our daily after school routine consisted of sprinting from our 5th grade classroom, Room 21, back to my house as fast as possible in time to catch the opening intro. Oh, and what a glorious intro it was. DAT MUSIC!

SO.MUCH.NOSTALGIA!

Speaking of Amy Jo Johnson, let’s face it. She was a big reason why so many 10 year old boys loved the show. Along with Kelly Kapowski from Saved By The Bell, the Pink Ranger was one of our earliest crushes. Those two and Winnie Cooper from The Wonder Years.

OH YEAH
OH YEAH

Eye candy aside, the show had its fair share of exciting action and drama. For me the peak of the Power Rangers was that whole Green Ranger saga. Who could ever forget it…

Everyone loves the mysterious rebel
Everyone loves the mysterious rebel

But alas, it wasn’t meant to be. Tommy, the new kid in town who quickly became a fan favorite with his athletic ability and badass Dinozord, was sapped of his powers. But wait, there was a new ranger in town… the White Ranger!

But oh, who could this be?
But oh, who could this be?

The big reveal was set to happen the following week. All week long at school we were talking about it. My friends and I started a betting pool. WHO WAS THE WHITE RANGER? This is where I have to give props to EGM. Thanks to EGM, I won the pool and scored a few bucks ;)

Good times
Hustlin’ with EGM!

In 1994 my brother was subscribed to EGM. Subscribers got the magazine earlier than newsstands. Issue 64 came before the White Ranger reveal. I was excited to read it as I loved EGM back in the mid ’90s, but I had no idea I was about to come across a gigantic spoiler…

Whoa! NICE
Whoa! NICE

But then I flipped the card…

HOLY -- !
HOLY — !

I never felt so conflicted in my life before. Granted, a big part of me figured it was Tommy, but no one at school had Tommy pegged! There were votes for Bulk and Skull, even Alpha but surprisingly none of them could fathom that it would be Tommy again. I was upset I was “spoiled” but I was ecstatic about having a guaranteed win. Finally, the moment came. The grand reveal…

KA-CHING!
KA-CHING!

I’ll never forget Josh, the ringleader of our little pool, questioning me that day like the FBI. “No way you could call that on your own! You cheated somehow, right? Like you saw it somewhere?” I guess he wasn’t an EGM subscriber! My brother and I still laugh about this memory every once in a while. Who knew EGM would make me about $7!

I still prefer Green over White. All day
I still prefer Green over White. All day

Obviously, it wasn’t the most honorable moment of my life but hey, I was 10! We all did stuff back then, you know?

THANK YOU for the memories ;)
THANK YOU for the memories ;)

NEARLY 25 YEARS LATER

They don't compare to the originals, but they're solid
They don’t compare to the originals, but they’re solid

It’s bittersweet to see the nostalgic entities of my childhood being revitalized over the past several years. Sweet because it always brings out the inner kid in me. Bitter because it reminds me my childhood is now over 20 years ago and that I’m getting f*cking old! This ’90s revival seems to be a trend in recent years — nostalgia sells. A lot of the 10 year old kids 20 years ago are now 30 somethings with disposable incomes. Goosebumps and Fuller House come to mind. Two weeks ago, Saban’s Power Rangers made its theatrical debut and became the latest ’90s franchise to be relaunched. I caught it on opening night and enjoyed it. It’s not going to win any awards or anything, but it’s a solid origin story with typical Power Rangers cheese. However, I’m not a fan of the Megazord design, the suits, the Putties or Goldar having zero personality. Dat Amy Jo Johnson and Jason David Frank cameo tho! Not to mention, my entire theatre exploded when the classic GO GO POWER RANGERS theme came on. For a second there, we suddenly morphed back into innocent, wide-eyed 10 year old kids. Good times.

IT’S MORPHIN TIME!

Awesome intro! The theme is faithfully ported over and got you pumped!

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Underrated intro — I always thought this was a really cool opening. Love the flaming city in the background,  the crimson red and the towering sight of Rita Repulsa. It made Angel Grove feel like any normal town or suburb anywhere in the USA. Hell, it could have been your town! That second shot is so simple yet so effective. One of the better SNES images that rarely gets its props.

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Select from any one of the five Power Rangers. Each stage begins with you in their original teenager form. But halfway through, you morph into the Power Ranger form. Unfortunately, they more or less control all the same. I’ve always liked the corresponding light that transports each Ranger to the stage. It’s the small details!

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Naturally, stage one takes place in the city. Is there a more classic stage one stereotype? But hey, I’m a sucker for a good city stage. Putty Patroller deception FTW.

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About halfway through, there’s a boss preview and a morphing sequence.

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Unfortunately, one thing you’ll notice right away however is that this is a single plane beat ‘em up. Kind of a bummer as I think the game would have been more enjoyable in a free roaming aspect with no plane restrictions.

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Nothing like picking up a bench and tossing it at a Putty.

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Remember the classic SNES era explosions? Power Rangers does.

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Explosions in SNES games always looked like this, didn’t it?

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Reminiscent of Double Dragon. That makes me one happy camper.

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Bonehead is your first boss. All of the bosses are based upon the TV show. And all of them, like the game itself, are easy to beat.

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Rattle his bones until only his head remains!

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Unleash your bomb. Each Ranger’s bomb features their respective dinosaur. I love how it switches from showing a special attack and your signature dino. Good stuff!

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Although the five Rangers play similarly, it’s still nice being able to select whoever you want before each stage. I always dug the rainbow effect of your chosen Ranger as they enter each new level.

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Trini (played by Thuy Trang) is as graceful as they come. Speaking of whom, it’s sad that Thuy died in a car accident on September 3, 2001. Her funeral was held a week later and was attended by her Power Ranger cohorts. This was a day right before 9/11.

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Transitions like such are handled smoothly. Pass through a wooded area to a warehouse factory of sorts. Trini flies through the air with the best of them.

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Rita’s Putty Patrollers are no match for Trini’s athletic prowess.

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Saber-toothed tiger was my favorite other than Jason’s T-Rex.

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Rather bulky for a petite Asian girl, eh? Shame Natsume didn’t adjust the size of the Rangers. A hint of laziness on their part that isn’t a deal breaker by any means, but highlights the short cuts the firm took when developing this game.

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Cookie points though for hazards that can take out either party!

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Health refills are scattered throughout. Credit to Natsume for a slight twist here. To pick up a refill one had to press a button — this eliminates accidentally walking over it when you didn’t mean to. I’ve always appreciated when games from that era did that.

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Bounce off walls with the greatest of ease. I wish Samus from Super Metroid did her wall jump as smoothly!

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Gnarly Gnome and all his evil ways!

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Seeing all the old faces from the TV show is good for a nostalgic jolt.

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Walter Jones, who played the original Black Ranger, is done totally wrong here. His sprite resembles a primate more than it does a human. Weird!

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There’s something about a classic flashing GO sign that keeps the old school gamer in me all giddy. Man, his sprite looks terrible…

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Sewer stage? No, not stereotypical at all. But hey, at least it’s fun.

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Mastodon > Lion Dinozord. Always and forever OG.

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Nothing like smashing Putties with Zack’s power axe.

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These sections are an absolute blast :)

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Here, Putty Putty…

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Underwater bits in video games are hit or miss. But this is a refreshing breath of air (pardon the pun). The water rises and dips. At times you can only swim but other times you can stand up and kick some Putty ass. Pretty cool.

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Avoid his deadly eye beams and hack away.

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Similar to Bones, Eye Guy battles to the very bitter end.

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Interestingly enough, in the 2017 film the Black Ranger is played by an Asian and an African American played the Blue Ranger.

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Every boy’s childhood crush!

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Chandeliers fall and do not discriminate, taking out anyone caught in their way.

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Kimberly has got legs for days…

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Similar to Trini, Natsume didn’t account for the smaller build. D’oh.

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Leaping over bullets like it’s a walk in the park and firing arrows at Putties like fish in a bucket — the Pink Ranger does it all.

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Kimberly has the best range of all the Rangers. Love that second shot!

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Similar to Gnarly Gnome, Genie fades in and out to keep you honest. He’s got the most attacks of all the bosses. It’s neat too that you can actually knock down his daggers with a well-timed strike. Big fan of that feature!

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Enough fooling around. Time to put that genie back in the bottle!

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Donatello was the brains of the Ninja Turtles, and Billy plays that role for the Power Rangers.

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Turkey leg! What is this, Disneyland?! Hundred hand slap! What is this, Street Fighter II?!

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Yeah, it’s safe to say Billy was never that jacked…

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Nonetheless, he kicks Putty butt with the best of them.

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Watch out for this giant laser beam. I love how it can take out the opposition as well!

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There’s something ultra satisfying about an air throw.

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Nobody ever said the Putty Patrollers were the brightest bulb in the tool shed.

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They’re damn near suicidal!

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Never learn, do ya?

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Classic SNES era explosion. It never gets old.

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What’s up with all the teleporting bosses? Dark Warrior is the hardest.

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Billy’s Power Lance works effectively against Dark Warrior but call upon the powers of the Triceratops when the going gets tough.

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Voltron, er, Megazord may have been all the rage back in 1993, but I always preferred Jason’s T-Rex. I remember it had a few solo battles in the TV series and those always had me on the edge of my seat. It was big enough to battle on its own but often lacked the oomph to finish off the bad guys for good. I would have liked to seen it being featured more in the original series. But maybe that’s just me.

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Megazord in all his clunky glory!

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Stage 6 puts you in the role of Megazord as you battle Mutitus. It’s a perfect choice because he looks absolutely badass towering over the factory!

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Admittedly these giant battles are on the clunky side, but at the same time that added a bit of realism to things? Giant robots surely don’t move with the same grace as super powered humans. It doesn’t control bad or anything, but there’s a noticeable dip in the quality from Power Ranger to Megazord. The battles are still fun in their own unique ways.

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Exactly like how you remember it being in the TV series, a flash of lightning appears right before you jam your Power Sword through the gut of your rival!

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Cyclopsis is the final battle. There is a definite Mobile Suit Gundam Wing influence here!

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Rushing in for the kill, you soon realize Cyclopsis finds his second wind.

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TAKE THAT, BITCH! Cue Power Rangers theme song. End scene.

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Rangers ride off into the sunset, literally.

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Angel Grove’s Juice Bar, just like in the TV series, is the place to be. It even features a cameo from beloved Bulk and Skull. Unfortunately, there is no Zordon, Alpha 5 or Tommy sighting anywhere in the game. Man, I still can’t get over Zack’s sprite. That’s so wrong…

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Hmmmm, come to think of it, we never did kill Rita…

PSST, WHAT’S THE PASSWORD?

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There’s a four code password given at the end of each stage. I always appreciate a simple password system, but this game is so easy and short that the passwords are a bit comical. That’s how short and easy the game is. DAT RAINBOW EFFECT THO!

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Seriously, I love a clean easy password system. No “S or 5?” BS here. By the way, at the end of the game three passwords are given. These allow a 2-player mode where Player 2 controls either Mutitus or Cyclopsis (Form 1 and Form 2). Eh. It’s not really worth playing but again, always better to have more options than not. I would much rather prefer this game to eliminate the single plane restriction and add a proper 2-player mode.

WHAT THE CRITICS SAID

Nothing shattering, really...
Nothing shattering, really…

EGM gave Mighty Morphin Power Rangers ratings of 7, 7, 6 and 6. There was a follow-up of sorts to this game called Mighty Morphin Power Rangers: The Movie. Most seem to prefer this first game, as do I. Despite the “sequel” having a 2-player option, it’s missing the charm of this simplistic single plane beat ‘em up.

CLOSING THOUGHTS

Fun game with some memorable visuals!
Fun game with some memorable visuals!

Mighty Morphin Power Rangers isn’t going to blow anyone away, but I remember thinking it was a pretty good little licensed game back in 1994. I still feel that way about it to this day. It sports some spiffy looking graphics that is pleasant to the eye. Although little details like all five Rangers having the same muscular build obviously detract a little from the overall package. The music is very good, especially when the Power Rangers theme comes on. The gameplay is simple as can be. It’s a single plane beat ‘em up so it’s very simplistic, but they threw in some fun little varied moments to keep things somewhat fresh. These include swimming sections, wall jumping and even having to contend with a gigantic laser beam that will ruthlessly slice anything caught in its vicious path. It does get a bit repetitive but that’s the nature of these type of games. It’s a shame the Rangers don’t play more differently. But I still like the ability to select any of them on any stage. It kind of reminds me of X-Men: Mutant Apocalypse in some ways.

OH NO! MY CAR!
OH NO! MY CAR!

Most Power Rangers fans are pretty pleased with how this game turned out. It’s faithful to the TV show and plays relatively well. It’s just a little too short and too much on the easy side of things. Still, there’s a simplistic charm about this game that somehow makes me revisit it once every couple years. It’s completely mindless and sometimes can get a bit repetitive, but I always enjoy popping it in for a few moments. It’s just a reminder of a simpler time when video games weren’t overly complex and the Power Rangers ruled the world. It’s by no means a masterpiece, but you’ll definitely appreciate it if you were ever a fan of the TV show.

Graphics: 7.5
Sound: 8.5
Gameplay: 7
Longevity: 6

Overall: 7.0

Thanks for the memories. R.I.P. Trini (Thuy Trang)
Thanks for all the memories! R.I.P. Trini (Thuy Trang)