World Heroes 2 (SNES)

Pub: Takara | Dev: Saurus | September 1994 | 24 MEGS
Pub: Takara | Dev: Saurus | September 1994 | 24 MEGS

Yesterday marked 25 years since the original World Heroes hit arcades worldwide. Released on July 28, 1992, World Heroes was one of the earliest Street Fighter II competitors on the scene. At best, it was viewed as an amusing alternative but ultimately fell way short of challenging Street Fighter II. Exactly 10 months later, ADK released World Heroes 2 on April 28, 1993. Six new fighters were added to the fray, boosting the roster count to a whopping 14! Keep in mind this was a good six months before Super Street Fighter II came along with its massive lineup of 16 fighters. World Heroes 2 was a huge improvement on the original game. I loved it in the arcades and started counting down the days until the inevitable Super Nintendo release…

25 YEARS OF WORLD HEROES

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Was it really 25 summers ago that I poured hundreds of quarters into this silly little fighting game? Wow, 25 years. I became a fan from day one. While I loved and respected Street Fighter II, there was something about World Heroes that clicked and resonated with me. Maybe because it was an underdog, or maybe it was the cheese and violent dark humor. Whatever it was, the summer of ’92 was awesome. Lines for Street Fighter II: Champion Edition ran out the door, leaving me to enjoy World Heroes without any waiting or fanfare. My bro bought Street Fighter II for the SNES that same month. So I would play Street Fighter II at home and World Heroes at the arcade. What a freaking sweet summer. 25 years… damn.

Neo Geo Nook!
Neo Geo Nook!

May 1993. It started out as just another innocent night. Accompanying my dad to the local Safeway grocery store, my old man would buy the goodies as I would be off in the corner playing on the one arcade machine they carried — a Neo Geo MVS. Throughout the early ’90s, that spot in the corner was mine. It was there that I played King of the Monsters, Super Baseball 2020, Sengoku and World Heroes more times than I can count. On that night I was hoping to get another solid 10-15 minutes in with World Heroes. With several quarters in my pocket courtesy of my generous pop, I was good to go. I strolled over to that infamous Neo Geo nook. Looked up at the panel where they display the four Neo Geo games, hoping to see World Heroes once again.

But there was no World Heroes.

My jaw dropped when I instead saw World Heroes 2. HOLY SHIT. At the time I had *NO* idea a sequel was even in the works. It totally caught me by surprise! Then I saw the demo. I had to once again pick up my jaw off from the floor.

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The star of the first game, Hanzou, was surveying the new challengers. What a brilliant way to introduce the new cast to your audience. It seemed so larger than life that it absolutely freaking blew me away.

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Dramatically, the scene would shift back and forth from a close-up of Hanzou’s grill staring down the new fighters and then switch back to the new cast as seen from Hanzou’s point of view.

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The speed of the shifting began picking up as we scrolled through the new lineup of contenders. It ended by taking us to the WORLD HEROES 2 title screen. It was the greatest intro I had ever seen up to that point. I was so hyped! The new fighters looked so cool, especially that voodoo man and the pirate. Even the small touch of those ominous clouds was awesome!

Nowadays that intro may seem a bit tame. But back in mid 1993, as a nine year old kid who had no idea a sequel was even in the works, this was a gawd damn work of art.

So many choices...
So many choices…

I remember hoping that my dad would never come back! I even watched the intro twice. Then I dug into my pocket to fish out a quarter. I was overwhelmed by the choice of 14 fighters, but ultimately went with Mudman. I always had a thing for outcasts and weird fighters so Mudman became my guy. I managed to get by Shura before getting my ass kicked by the evil pirate, Captain Kidd. I played until my dad called me over. He had to pry me away from the machine. It was like crack to a kid. I remember thinking two things as I was leaving Safeway that night… 1). I can’t wait to play more and 2). I can’t wait for that inevitable glorious SNES release!

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Fast forward a year. It’s now mid 1994. One night I was at The Wherehouse with my dad to rent a game for my brother. As my dad was checking out the game, I thumbed through the new GameFan magazine they had sitting on the rack. Imagine my ecstasy when I saw the World Heroes 2 preview! I even let out a small cheer under my breath. My wish from one year ago is finally coming true. Soon, I’d be able to play World Heroes 2 from the comfort of my own living room :)

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GameFan was the shit back in the day. Their layouts were legendary. Their World Heroes 2 preview made it look like such an elite game. I was thrilled to see their hype for the game. It was the opening preview in the Planet SNES section. Guess which game was second… Super Metroid! Everything about it blew me away. 1). It was finally coming out on the SNES. 2). It beat out Super Metroid for opening preview and 3). GameFan’s ringing endorsement made World Heroes 2 look like a BIG deal. I studied that two page preview for 10 minutes and held my dad up, pleading with him that he had to buy this game later that summer. The old man was nice enough to humor me.

The hype train rolled on
The hype train rolled on

A couple months later GameFan ran another piece on it. I recall reading through this once again at The Wherehouse and eagerly shoving the magazine preview into my dad’s face. As great as the summer of 1992 was, the summer of ’94 was even bigger. I had just finished 5th grade, it was the best year of my childhood, my best friend Nelson and I were thick as thieves, the SNES was at its peak, and so was the bond between me and my out of town gaming crew. Now we had a whole summer before us to enjoy all these wonderful things. I remember Nelson and I spent a large chunk of our time playing World Heroes on SNES that summer as a way to prep ourselves for the sequel. It was simply a great time to be a kid.

Yes, this is my actual Takara card!
Yes, this is my actual Takara card!

To prep myself even more, I joined the Takara Masters Game Club. I wanted any insider news I could get on World Heroes 2 and all other future Neo Geo SNES ports. The bottom of the card states, “The bearer of this Takara Masters seal is a unique and praiseworthy gamer. Anyone who presents this card should be shown the utmost respect and offered all the privileges due to a game player supremo.” That shit always cracked me up.

Back side of the Takara Club card
Back side of the Takara Club card

I called Takara one day in the summer of 1994 to specifically inquire if the arcade intro would be included in the SNES port. After waiting for what seemed like an eternity, I finally hung up. It saddened me a bit when I first fired up the SNES port and found the intro missing. Hey, there’s only so much from a 146 MEG arcade game that you can cram into a 24 MEG Super Nintendo cartridge!

[Don't forget us! -Saurus]
[Don’t forget us! -Saurus]
1994 was indeed a banner year thanks to hits like this
1994 was indeed a banner year thanks to hits like this
It had WAY MORE features than the arcade
It had WAY MORE features than the arcade
To be specific, this is for the Death Match
To be specific, this is for the Death Match

FUN TIP: If you choose seesaw for life gauge and you play the 2 player mode under Normal Match, it can serve as sort of a Practice Mode ;)

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New to this sequel is the ability to send an opponent’s projectile back at them by blocking at the last possible second. This can go back and forth several times until the projectile disappears into thin air.

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I never liked this change all that much. It prevents you from advancing after a slow fireball. On the bright side, it gave fighters without a fireball more of a fighting chance. It added extra balance to the roster, making guys like Muscle Power and J. Carn more formidable.

COLOR ME BADD

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Each fighter has six colors to choose from. This is exclusive to the SNES port. Great job, Saurus! Some of the new colors are even better than the original colors… while others are a bit more… ahem, bizarre. More on that later.

Not only do outfit colors change but some special moves match the color of your costume! For example, take a look at Hanzou and Fuuma’s Dragon Uppercuts below.

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Having six costume color choices is awesome, sure. But it’s made even more awesome when some of the fighters’ special moves are color coordinated.

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Saurus you crazy bastards, you! :P

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Hanzou’s ninja stars even changes colors accordingly! Nice.

He's green with envy [Oh no you dih-ent -Ed.]
He’s green with envy [Oh no you dih-ent -Ed.]
16 fighters. Six colors each. You had a whopping 96 combinations to toy around with. It was all part of the fun and something I wasted hours on back in the day!

MEET THE HEROES

Love the way the newbies stare down the originals!
Love the way the newbies stare down the originals!
12 was the biggest number prior to World Heroes 2
Anything more than 12 back then was big
Super Street Fighter II introduced 16
Super Street Fighter II introduced 16 in late ’93

Most fighting game sequels back in the mid ’90s featured two or four new fighters. Not so here. You get SIX. 14 fighters made this the biggest fighting game roster back in April of 1993. It felt like ADK went all out and didn’t hold anything back. This is how you do a sequel right!

Fuuma's eternal rival
Fuuma’s eternal rival

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One of my favorite backgrounds, combatants battle in a bamboo forest on a moonlit night. Brown leaves drop from the sky as the warriors scratch and claw for victory. A couple gravestones can be seen to the far right. Hanzou’s parents, perhaps? A nice touch to add mystique and intrigue to this beautifully atmospheric stage.

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Master of the Iga Ninja arts, Hanzou can throw a shuriken, or three. His ever reliable Dragon Uppercut and Spinning Blade are back as well. New to his arsenal is the Leg Lariat. It works well as a long range anti-air attack.

Hanzou's eternal rival
THE RED DRAGON RAGES!

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Fuuma loves to show off his superior fighting expertise in front of his friends. It’s a nice stage but I do miss his funky monkey pals from the first game.

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Fuuma and Hanzou’s moveset began to receive some differentiation here. Fuuma’s Spinning Blade attack now moves in a wild up and down fashion, which perfectly fits his more flamboyant fighting personality. He can also throw opponents in mid-air as well as perform his Dragon Uppercut in mid-air.

The ORIGINAL Bruce Lee clone!
The ORIGINAL Bruce Lee clone!

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Like Fuuma, I prefer Dragon’s previous stage. It’s hard to beat fighting in front of a Shaolin Temple after all. On a side note, Dragon was billed from China in the first World Heroes. ADK however changed Dragon’s birth place to Korea starting with World Heroes 2. But somehow the SNES port shows China’s flag instead of Korea’s. In my heart, Dragon will always be Chinese, damnit!

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Dragon can still punch fools into oblivion as well as throw them in mid-air. As if that wasn’t enough to convince them NOT to jump, the Dragon Kick will surely make them think twice. His new attack is a nifty lunging kick. Oh, and don’t you love the Incredible Hulk version of Kim Dragon? I know I do. Bruce Banner meets Bruce Lee…

Invisible walls don't hit back
Invisible walls don’t hit back
The Ferocious Leader of the Mongol Empire
The Ferocious Leader of the Mongol Empire

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This little backdrop does a great job of evoking memories of all those classic old kung fu flicks you watched as a kid on lazy Sunday afternoons. I almost expect to see Jet Li or Donnie Yen come flying out at any moment…

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Sadly, the portly Julius Carn got a bit gypped here. No new special moves to speak of, although he did receive a pretty cool new throw and his Mongolian Dynamite looks better than ever. Still irks me though that it doesn’t set his victims on fire. ADK finally fixed this in the fourth and final game, World Heroes Perfect.

She's a real swinger. Sword swinger, that is
She’s a real swinger. Sword swinger, that is

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Travel right back to the 15th century with this great looking stage! Much prefer this over her traveling circus backdrop from the first game.

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Janne’s Aura Bird comes in baby or adult form. I always loved how the World Heroes games changed the size of their projectiles based on the strength of the button pressed. It wasn’t just speed that came into play but size as well. That was pretty unique for its time! Her new move, the Justice Sword, is a solid anti-air attack that can hit up close or from a distance. Again, depending on the button you use. ADK never got credit for giving a single move multiple purposes. The classic standbys are back as well: the Flash Sword (another good anti-air attack) and arguably the most painful looking move in the game, the Sword Hop.

Told 'cha she's a swinger
Told ‘cha she’s a swinger
WHAT CHU GUNA DO, BROTHER?!
WHAT CHU GONNA DO, BROTHER?!

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ADK’s attempt to reduce Muscle Power’s resemblance to Hulk Hogan didn’t stop with the slight alteration in his look. In an effort to further differentiate the two, ADK dropped the wrestling ring in favor of a construction site. Boo! The wrestling ring inside a steel cage suspended high in the air was the perfect over-the-top background for Muscle Power. Oh well. As Hulk Hogan himself would say, “What chu gonna do, brother?!”

Ever saw Hogan hit a dropkick?
Ever saw Hogan hit a dropkick?

The good old Muscle Bomber running elbow is back. His new trick is an impressive leaping dropkick that serves as a pretty decent anti-air attack. Proving you can indeed teach an old dog new tricks. Not sure about that pink hair color, though. Midlife crisis, hmm?

Tornado Break is aptly named
Tornado Breaker is aptly named
Strongest move in the game
Strongest move in the game
Speaking of swingers...
Speaking of swingers…
Round and round he goes
Round and round he goes
Where he stops...
Where he stops…
NOBODY KNOWS!
NOBODY KNOWS!

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Indeed I do. After the first World Heroes came out on the SNES in late 1993, my best friend Nelson held a neighborhood tournament. I played a pretty mean Rasputin in those days but decided to branch out and challenge myself. So I selected Muscle Power. Well, I got my ass handed to me pretty hard. I walked home that day thinking to myself over and over, “Just wait ’til World Heroes 2 comes home next year. His new Giant Swing will be the difference maker. Just you bastards wait!” It’s strange the memories we vividly recall, huh? And that’s the beauty of fighting game sequels. Just one new special move could be a game changer, no pun intended. Good times.

Ah, Raspy. You silly bastard you
Ah, if it isn’t ol’ Raspy. You silly bastard you

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Some people think the purple building in the back reminds them of the castle from Aladdin. But for me growing up, it looked a lot more like the building seen on the cover of Goosebumps book #25, Attack of the Mutant (November 1994). As a kid I liked to think that R.L. Stine was a huge World Heroes 2 fan and was inspired by Rasputin’s stage when he penned Attack of the Mutant. I know, I was weird… [Was? -Ed.]

aladdin-castle-disney

#CHILDHOOD
#CHILDHOOD

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Rasputin could enlarge his hands and feet, making him sort of a pseudo-stretch fighter. His classic giant hand crush returns but brand new is the hand swatter. This might be the greatest anti-air attack in the history of fighting games. Certainly back in 1993 and ’94 it was! Simply press strong punch while standing and Rasputin will knock anyone out of the air. It can also attack the opponent while they’re standing. It was a game changer for sure!

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Rasputin was a trailblazer. The first World Heroes introduced air projectiles to the genre. Not only is Rasputin’s air fireball back but now he can also perform his Spinning Robe in mid-air.

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Being a trailblazer, he didn’t receive just one new special move but rather two completely different moves. The first is the deadly Thunder Ball. It “feels heavy” and hits accordingly so, inflicting more damage than Rasputin’s regular fireball. It also shocks the competition, which is always a fun visual. His second new move is the Cossack Dance, which acts as a bit of an anti-air attack. Speaking of new, a magical glowing aura now surrounds him while standing still. Awesome!

Ah, the first Hero I ever used :)
Ah, the first Hero I ever used :)

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A heavy tank comes plowing through the wall early on as the fighters duel to the death. It creates a great war atmosphere. Bonus points for the ominous red skyline as well. Good shit.

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Brocken’s extendable limbs give him the best reach in the game. Brand new however is when you press down-diagonal and attack in mid-air, Brocken raises his leg upward instead. It’s nice to have that option to keep opponents honest!

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Brocken can now fire missiles from his kneecap. And he’s still the only fighter that can produce both fiery and electrocuted animations. Always loved that about him. His useless but amusing Flying Torpedo is back for shits and giggles. You can see his classic Hurricane Arm in the last shot there, as well as the wall before the tank comes barreling through.

Controlling the flight is 90% of the fun!
Controlling the flight is 90% of the fun!
The Rowdiest Rebel of the High Seas
The Rowdiest Rebel of the High Seas!

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An animated zombie skeleton watches the fight from a large mound of gold. He even loses his head at the end of each round. The gold glitters and glistens. It beckons to the heart of the greedy. A proven distraction, Captain Kidd uses this to his advantage.

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Captain Kidd was the first fighter I can recall to have two different projectiles. And I’m not talking about a cheap high and low Tiger Shot. A shark and a ghost ship?! Blew my mind back in the day! His Shark Upper is a great anti-air deterrent and his Hyper Kick is good at surprising the opposition. Slightly reminiscent of Guile’s Flash Kick, Kidd’s Spiral Kick is a dandy two hit number.

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My theory as a kid: ADK couldn’t decide on giving him a shark or a ghost ship. Both fit him perfectly. In the end they didn’t have the heart to scrap either so they said screw it we’re reinventing the rules — who says a fighter can’t have two totally different fireballs? And it’s not just for cosmetic purposes, either. Each one serves a different purpose! The Shark Knuckle is done Sonic Boom style and the jab version allows Kidd to follow up. The Pirate Ship Blast is done Hadoken style (no charging required!) and due to its insane amount of coverage can nullify both low and medium projectiles, making it arguably the greatest projectile ever. It’s no wonder everyone loved Captain Kidd back in the ’90s, even the most ardent of World Heroes critics admitted that he was a great addition to the franchise.

You can get caught in some insane projectile wars!
You can get caught in some insane projectile wars…
HELL F'N YEAH IT DOES
HELL F’N YEAH IT DOES
The Raging Warrior of the North
The Raging Warrior of the North

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I have such fond memories of this stage. I remember seeing this stage first thing upon walking into the arcades with my best friend Nelson. At the time World Heroes 2 and Super Street Fighter II were fighting for arcade supremacy, and I just remember walking into that arcade hall only to be greeted by the soft Norwegian tune and seeing Erik kick the stuffing out of his opponent all over his viking ship. A long line formed behind Super Street Fighter II but World Heroes 2 respectably held its own. It’s just one of those childhood memories that stick with you for some bizarre reason. So anytime I see Erik’s stage or hear that soft Norwegian tune, I’m instantly transported back to that innocent Saturday afternoon at the arcades with my best friend circa late 1993 :)

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Another fighter with a weapon, ADK wasn’t afraid to make up their own rules. I always liked Erik’s mini Tidal Wave projectile. It was the first projectile I remember executed with a kick button as opposed to the traditional punch. Bizarre! Also loved the way it crashed into opponents; hey, a tidal wave is no joke. Erik makes good use of his horns and is the only fighter in the game able to shock and freeze the competition. A fun addition to the roster!

Japan's Teenage Prodigy
Japan’s Teenage Prodigy

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Don’t get caught admiring the beautiful cherry blossom trees. If you do, Ryoko will throw you before you can say Bonsai.

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Ryoko is a tough target to hit, being so small. Her quick Flip Kicks strike fast and have two variations. One acts more as an anti-air while the other serves as a lunging strike. It all depends on whether you press the light attack buttons or the strong ones. She can bounce off walls and is able to ignite a ball of energy from the palm of her hands.

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Ryoko can throw fools with the best of them. I like how ADK flipped the script here on your typical stereotypes. This big throw is as damaging as Muscle Power’s Tornado Breaker. Probably didn’t expect that from a 16 year old girl, eh?

Muay Thai Master of Mayhem
Muay Thai Master of Mayhem

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A rather peculiar stage that perfectly epitomizes how the World Heroes franchise has never taken itself TOO seriously. At first glance it appears to be a normal looking “serious” stage until you notice the monks scurrying in the background. Not only scurrying with their quick feet (an animation that was cut from the SNES port due to lack of storage) but leaping for no reason other than to make you scratch your head and go, “Heh, OK then.” World Heroes wasn’t afraid to mix in some humor but they never overdid it to the point where it became more of a parody (see Clay Fighter). It was this fine balance they struck that really resonated with me.

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Shura is a bit on the slow side, which is surprising considering he’s supposedly a “Muay Thai Master of Mayhem.” Especially given his build as well, I always expected him to be faster. Nonetheless, he has two striking attacks that are reminiscent of Balrog. He also has a running jumping fist strike that is a bit awkward and can leave him in a vulnerable state. Speaking of vulnerable, while his Tiger Kick is definitely cool looking, Shura soars to the sky and it takes him a second or two to land. This also leaves him in a vulnerable state. Maybe it’s just me but I kind of felt he was a pseudo-joke character when I was a kid. Not quite on Dan’s level, mind you!

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Forget about having two different projectiles, having two anti-air attacks is where it’s at! Eat your heart out, Captain Kidd. Actually, while the Muay Thai Kick is definitely badass looking, it only counts as one hit. It looks like Shura hits them a second time but he doesn’t. It’s the longest animation in the game and doesn’t exactly leave him in a good position following usage of said maneuver. So let’s quickly recap. He’s got two different anti-air special moves, but both are flawed and leave him rather vulnerable. He’s also oddly slow for being a supposed Muay Thai master. All signs point to “joke character,” sadly. Even his ending, which I won’t spoil, treats him as a bit of a joke. Huh. A most curious creation, indeed.

The First and Only Football Fighter
The First and Only Football Fighter

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Just when you thought you had seen it all, along comes J. Max AKA Johnny Maximum. A quarterback, he’s most likely based off Joe Montana (one of the greatest QBs the NFL has ever seen). Players fight on a seedy street outside a local bar. Drunken hobos cheer on the mayhem and strut the night away. Many people (myself included for a number of years) mistakenly assume that Takara developed this port. Nope. Saurus did. And they weren’t afraid to include a little sign of self promotion, either!

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Johnny Maximum sold me the first time I witnessed his high and low Pigskin Thunder Shots. A quarterback not afraid to take the hits, his Shoulder Crash shows off his ruggedness. Don’t be so jump happy against him or else the Lightning Tackle will put an end to that. The Head Crash, which sees J. Max burying his head through his opponent (and into the ground even), makes me cringe each time I see it.

Mighty Friend and Ally of the Earth
Mighty Friend and Ally of the Earth

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Mudman’s stage is easily one of my all-time favorites. I mean, just look at it. It paints such an atmosphere scene. The dancing natives, the shining stars, that gorgeous evening skyline and the flickering fire all add up to leave a lasting impression. Mudman is such a likable character and the first fighter I used the first time I played World Heroes 2. He’ll always be one of my guys.

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Perhaps the strangest “Shoto” fighter you’ll ever see, I love how Mudman incorporates his Spirit Buddies into the fight. There are two versions. The little shy Spirit Buddy or the streaking bold one. His Mud Gyro is one of my favorite anti-air special moves — I just love the way Mudman looks with his giant mask spinning around like that. The Mud Cutter is one of the most unorthodox looking Hurricane Kick variations I’ve ever seen, which suits him perfectly. One of his throws involves a ring of his Spirit Buddies dancing around the opponent. I’ve always loved that, as well as the way his projectile nullifies another. You get a glimpse at his ugly mug whenever he blocks. Brilliant!

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Mudman, what is this? This isn’t the set of Thriller!

Michael Jackson's iconic Thriller
Michael Jackson’s iconic Thriller
The MAD Morphing Man!
The MAD Morphing Man!

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He was embarrassed in the first tournament but now he’s back for revenge. This time he battles in front of a captive crowd at a Coliseum in Italy. A massive Geegus statue has been erected. In his mind, there is only one true God to be worshiped and feared…

IT'S MORPHIN' TIME! ... sorry
IT’S MORPHIN’ TIME! … sorry

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Geegus can now blow himself up, setting his opponent on fire in the process. The drawback of this new move however is it takes him a few moments to recompose himself which leaves him wide open. This should be used strictly as a last ditch effort.

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Geegus is gone so you’ve won the tournament, right? Not so fast! Meet the new final boss, NEO DIO. In the arcade, he was infamous for being one of the cheapest fighting game bosses of all time. Thankfully, Saurus scaled him way down for the SNES port. Mercifully!

The Mysterious Supreme Fighting Machine
The Mysterious Supreme Fighting Machine

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Dio arrives in a blaze of glory. Dude sure knows how to make a dramatic entrance! If you think about it, Dio just lowkey committed genocide. The entire crowd of spectators are wiped out in the blink of an eye. Wherever Dio goes, destruction follows. The Geegus statue has been obliterated. There’s only room for one supreme being!

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Having a fetish for slicing and dicing, Dio’s Sonic Saber and Gran Saber rips through the competition. The Rolling Smash shows off his graceful agility. Dio doesn’t have a fireball but he can create a static ball of energy that lasts for a couple seconds.

FIGHT TO THE DEATH

It randomly selects the mode if players don't agree
It randomly selects the mode if players don’t agree
This mode is on fire. Sorry
This mode is on fire. Sorry

The ingenious Death Match is back. Sadly, World Heroes 2 was the last game in the series to feature the Death Match. Unfortunately, the original game had better Death Matches. For example, I loved the ring with the burning ropes in the first game. The sequel had grenades on the ropes instead. It just didn’t look as cool.

See? It's just not the same...
See? It’s just not the same as burning ropes…
Still a hoot, though. Don't get me wrong!
Still a hoot, though. Don’t get me wrong!

Also a shame that ADK’s infamous “Aftershock Effect” is gone. That’s part of what made the first game’s Death Matches so compelling. Few things in gaming match the sheer pleasure of watching a guy get roasted in slow motion even after you’ve dealt the final blow. These are just minor gripes, though. Overall, I’m glad the Death Matches returned even if they’re slightly watered down. Let’s take a closer look at the eight different Death Matches below.

Barbed Wire Bomb Match
Barbed Wire Bomb Match
Spiked Wall Match
Spiked Wall Match
Thunderbolt Match
Thunderbolt Match
Oil Match
Oil Match
Saw Blade Match
Saw Blade Match
Metal Mesh Match (Dawn)
Metal Mesh Match (Dawn)
Metal Mesh Match (Daytime)
Metal Mesh Match (Daytime)
Metal Mesh Match (Dusk)
Metal Mesh Match (Dusk)
I! I LIVE AMONG THE CREATURES OF THE NIGHT
I! I LIVE AMONG THE CREATURES OF THE NIGHT
Land Mine Match
Land Mine Match

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ABSOLUTELY priceless. Poor Shura had to get this stage, eh?

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Giving the guy with no fireball the land mine stage? Classic ADK. The new projectile deflection definitely helps, though. I always appreciated the subtle sense of dark humor that these games have.

Haircut Match
Haircut Match

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NOT SO HAPPY ENDINGS

I’ll share a few of my favorites…

FUUMA

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JANNE

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Gotta love all the weird Old English words ADK used...
Gotta love all the weird Old English words ADK used

RASPUTIN

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BROCKEN

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MUSCLE POWER

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CAPTAIN KIDD

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Classic moment courtesy of Capcom's Final Fight
Classic moment courtesy of Capcom’s Final Fight

ERIK

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RYOKO

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JOHNNY MAXIMUM

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Maximum’s quite the fine athlete, no? :P

AN AGE-OLD RIVALRY RENEWED

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Hanzou and Fuuma have their own specific post match quotes devoted to each other. Did Ryu and Ken have this back in the day? No sir. This rivalry was LEGIT!

One last match to settle the score once and for all...
One last match to settle the score once and for all…

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To be continued... of course
To be continued… forever. Of course

SWEET SIXTEEN

The two bosses are available in 2 Player mode
The two bosses are available in 2 Player mode

2 Player mode allows you to use the bosses up front. You now have a whopping 16 fighters to select from. But there’s also a secret code that lets you use the bosses in the regular mode.

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Solid cast of weirdos, freaks and badasses!
Solid cast of weirdos, freaks and bad asses!

RANDOM BITS

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Poor Dragon
Poor Dragon

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Whoa whoa WHOA! Um, let's move on
Whoa whoa WHOA! Um, let’s move on

BETA VERSION DIFFERENCES

SURF NINJAS, anyone? [Yeah, no -Ed.]
Ride the wave! SURF NINJAS, anyone? [Yeah, no -Ed.]
Around 2010 I discovered that the SNES beta version of World Heroes 2 differs from the final product. I was blown away because the beta version actually plays more like the arcade. There are some bugs, though. The biggest difference is that combos are easier to do in the beta version. This is where owning some kind of SNES flash cart (like the PowerPak for example) is super handy…

  • Hanzou and Fuuma have different Dragon Uppercuts in the beta version. In fact, they much more accurately represent their arcade forms, whereas in the final version their Dragon Uppercuts are identical. Not to mention, the animation is a bit lackluster. In the beta version, the animation on the Dragon Uppercuts looks much better
  • Game speed in the beta version mirrors arcade speed more
  • It’s possible to chain several jabs together in the beta version. You really can’t do this in the final version. Try Hanzou’s Leg Lariat followed by a Dragon Uppercut. You can pull off this sweet chain in the beta version with the greatest of ease, but you can’t in the final product no matter how hard you try.
  • Unfortunately, Mudman’s Mud Cutter in the beta version in an unfinished move. It works but only the first frame. Also, Geegus’ exploding attack is missing.
  • Endings in beta have slightly different text
  • There is an option to listen to the sound effects and music tracks in the beta version

WHY SO SERIOUS?

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I love that this game never took itself too seriously. The Death Match was a brilliant feature and lended the first two games a subtle yet satisfying sense of black humor. Wacky fighters like Brocken, Rasputin, Mudman, a towering football titan with red glowing eyes, and a Hulk Hogan knock-off bring a certain level of quirk to the game that I’ve always appreciated.

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Yet it’s also really cool how the game does take itself seriously, too. It strikes a good balance between having outlandish characters and more serious ones, such as the rival ninjas, Kim Dragon and that swashbuckling scourge of the High Seas, Captain Kidd. It’s a mix that worked really well in my book.

WHAT THE CRITICS SAID

It held its own against Super Street Fighter II
It held its own against Super Street Fighter II

Similar to how the first World Heroes came out a month after Street Fighter II Turbo on the SNES, World Heroes 2 came out a month or two following Super Street Fighter II. Not exactly the best timing in the world, especially given how World Heroes 2 was in the arcade a good six months before Super Street Fighter II. Nonetheless, the heroes held their own and fared rather well with the critics. EGM crew gave it scores of 6, 7, 8, 8 and 8. GameFan gave it ratings of 80, 80 and 84%. Super Play rated it 80%. Most people agree it was a great port. Sure, it’s missing the intro, some animations, bonus stages, referees and so on, but it really was a fantastic port by 16-bit standards. It’s just a shame it didn’t come out a few months before Super Street Fighter II. That stole a lot of its thunder.

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I agree with EGM. Great job, Saurus!
I agree with EGM. Great job, Saurus!
Missing
Missing
Also missing
Also missing
But no biggie. All in all, an impressive port!
But no biggie. All in all, an impressive port!
Just too bad we didn't the Japanese style box art
Just too bad we didn’t get the Japanese style box art

CLOSING THOUGHTS

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All the cool SNES extras — speed options, six colors, four button layout and playable bosses — make this game a winner in my book. Saurus did a very good job, although I do wish it were more combo friendly. You can rip off combos in the arcade game pretty easily but it’s very hard to here. The first World Heroes on SNES was way too easy in terms of pulling off dizzying combos, but the sequel goes the opposite end. It’s really my one glaring flaw with this port. Other than that and slightly small sprites, it’s a pretty bang up job. The colors are fairly vibrant and it’s pretty amazing to consider how much of the arcade game’s look they were able to translate to the Super Nintendo. This is as good as anyone probably could have made World Heroes 2 on the SNES to be. The sound is a little weak but the death cries are awesome. The music varies from decent to very good. Some of those tunes I can still hear when I close my eyes.

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At 16 fighters and 24 MEGS, World Heroes 2 was one of the biggest fighting games of its time. Yet sadly, World Heroes 2 kind of flew under the radar. In my view, it strikes the perfect balance between being serious and a little silly. Where else can you send Hulk Hogan flying into a spiked wall one moment and the next be swapping projectiles with Joe Montana? It’s cool how each fighter was based off a historical figure. Although it’s a pretty blatant Street Fighter II clone, it also did its fair share of unique things such as the Death Match, air fireballs (Rasputin was the first fighter to have one), throw counters, projectile repelling and so on. An unsung hero of the SNES library, World Heroes 2 is definitely one of the better fighting games on the SNES not named Street Fighter II.

Graphics: 8.5
Sound: 8
Gameplay: 9
Longevity: 9.5

Award4Overall: 9.0
Gold Award

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World Heroes (SNES)

Pub Dev: Sunsoft | September 1993 | 16 MEGS
Pub & Dev: Sunsoft | September 1993 | 16 MEGS

The clock just struck midnight as of this writing. It is now July 28, 2017. That means only one thing to me: World Heroes has officially turned 25 years old. Wow. Released on July 28, 1992, World Heroes was one of the earliest Street Fighter II clones to hit the arcade market. If you don’t know by now, I kind of have a thing for World Heroes. I loved it from day one and have been a fan of the franchise ever since. In fact, when I began posting on video gaming forums in early 2001 I even used a Hanzou avatar. Ask different gamers what their favorite franchise is and you’ll hear your usual suspects: Metroid, Zelda, Castlevania, Street Fighter and so forth. But me? I would be lying if I didn’t cite my (sentimental) favorite of all time is probably indeed World Heroes. I know that sounds crazy but man, 25 YEARS. There’s no better way to honor the milestone than to look back at one of the most underrated arcade to SNES ports of all time.

IN THE BEGINNING…

Neo Geo Nook!
Neo Geo Nook!

I’ll never forget that summer day back in 1992 when my brother came running home and told me all about this hot new arcade game. He said it plays like Street Fighter II but it has crazy “Death Matches” or something. He said there was freaking Hulk Hogan in the game! Of course, being a Hulkamaniac at the time, I was sold. Hell, I was sold at the mention of Street Fighter II.

I instantly became a fan for life
It was love at first sight

I can’t tell you how many quarters I wasted on this game. In fact, while the lines ran long for Street Fighter II, I was more than content playing World Heroes on the opposite end of the store. It was definitely an underdog and that made it even more appealing to me. I’ve always been drawn to the more obscure or less touted games, and World Heroes was no exception. My best friend Nelson and I loved it to death. We loved Street Fighter II too but there was something about World Heroes that we really identified with. When Sunsoft released the SNES port, Nelson was all over that bad boy and we spent so many nights in late 1993 playing the game until the cows came home. Some of my fondest gaming memories came from that fall and winter of 1993 just staying over at Nelson’s and playing World Heroes until our thumbs went numb.

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Seeing the title screen scroll on and on as the cheesy tune blared is forever embedded in my soul. ADK developed the arcade game but it was Sunsoft that reprogrammed it for the Super Nintendo. Sunsoft did such an amazing job with the translation and they never got the proper credit for it. But more on that later.

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Advantages of having a six button SNES controller, eh? The arcade version had a funky control scheme where you had to tap the buttons to produce a light attack, but press the buttons normally to use a stronger strike. Well, the SNES fixes this and allows you to assign each attack to a specific button. This made playing World Heroes smoother than ever before.

I wrote this 10 years ago exactly. Make that 25, not 15
I wrote this 10 years ago exactly. Make that 25, not 15
Damn right!
Damn right!

THE HEROES

WH5HANZOU
8.10.1555
5’9″ 152 lbs

Essentially Hanzou is the Ryu of World Heroes lore. Confession time: I always thought he was a lot cooler than Ryu. I mean, the Hadoken is timeless but Hanzou throws ninja stars. NINJA STARS! Ruy’s Dragon Punch is legendary but Hanzou’s version actually has a freaking dragon wrap itself around him! The Hurricane Kick is deadly but what if you added ninja blades on each end? My heart still would go with Hanzou if the two ever met in a fight, even though I know Ryu would beat him because it’s Ryu.

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Love this background. Especially how the pigeons fly off at the start.

See? Its the little details!
See? It’s the little details!

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Hanzou can throw up to two ninja stars at a time (always thought that was so cool how the projectiles in this game vary whereas the projectiles in Street Fighter II were “static”). He uses his blades to cut deep into his opponent while spinning like the rotor blades of a helicopter. His best special move however is the majestic soaring Dragon Uppercut. It’s easily my favorite special move in the history of fighting games. I was instantly sold when I first saw it back in the summer of 1992.

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4.2.1555
5’9″ 154 lbs

If Ken were made into a ninja, this is the end result. I love me some Ken but a ninja version of Ken? I’m so there. Fuuma as you might have guessed is Hanzou’s eternal rival. They share a similar moveset (that slowly differentiated as the series went on) but Fuuma is considered the more reckless and flamboyant of the two. You know, just like Ken. His Dragon Uppercut sees a red dragon wrapping itself around his body as opposed to Hanzou’s blue dragon. Did Ryu and Ken have that visual distinction in their Dragon Punches in Street Fighter II? No sir. Just one more reason why I favor these two ninja warriors.

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A beautiful mountain (Mt. Fuji?) can be seen in this stage. Monkeys act a fool in the background. A quirky and rather endearing backdrop if I do say so myself.

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Fuuma’s ninja star can be big or small depending on the strength of the punch button you use. Nice. He’s also got the same Dragon Spin and Uppercut as Hanzou. Their moveset is identical in this first game but began shifting in the sequel(s) to come.

WH11DRAGON
11.27.1967
5’5″ 130 lbs

Long before Fei Long (Super Street Fighter II) and Law (Tekken) there was Kim Dragon! The original Bruce Lee wannabe in fighting games, Dragon strikes hard and strikes fast. His Dragon Kick is easily one of the coolest special moves in fighting game history, right up there with Hanzou and Fuuma’s Dragon Uppercuts. But perhaps most memorable of all are his Bruce Lee-like “HA CHOO!” battle cries.

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Duel in front of some monks and youngsters training to be the next Dragon. Love this temple setting — it fits Dragon perfectly.

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Dragon Kick is a thing of beauty. He’s got faster hands than E. Honda and he can even throw your ass in mid-air. They nailed his Bruce Lee mannerisms nicely. He can even bounce off the side of the screen! One of the most underrated fighting game characters ever made.

WH14JANNE
4.5.1412
5’6″ 117 lbs

Honestly, growing up I was never a huge Chun-Li fan. I actually didn’t like using a lot of female fighters. But one of the few exceptions was Janne. Based off 15th century Joan of Arc, Janne was the first female fighter I can remember having a fireball (beating out Sonya Blade from Mortal Kombat by five days). Not only that but she fights with a sword — a FREAKING SWORD! ‘Nuff said.

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I used to wonder as a kid, “Why the circus for Janne? What does Joan of Arc have to do with the circus?” Well, years and years later, I found out the Ringling Bros. did a “Joan of Arc at the circus” show in the early 1900s.

Weird but true...
Weird but true…

I love it when a childhood mystery is solved! :)

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Janne’s Aura Bird projectiles vary in size and speed depending on the punch button used. Again, I love this quirk about the game. Not many fighting games did the size difference thing, only the speed. Her Flash Sword is a good anti-air attack. Thought Chun-Li’s head stomp was annoying? Imagine a sword slashing you through the skull instead. Yup, Janne was a bad, BAD woman.

WH17J. CARN
2.19.1162
5’7″ 265 lbs

Based off the founder and emperor of the Mongolian Empire, Genghis Khan, J. Carn fulfills the E. Honda role. As a kid I used to daydream a lot about a Street Fighter II vs. World Heroes crossover. The rosters were so evenly matched that it’s a shame it never happened. J. Carn wears spiky gloves and has a spiky ball on his shoulder that he reveals during one of his special moves. Though he lacks a projectile, he’s not one to take lightly.

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I like the colors of the sky there. Carn’s cronies watch their master dole out the latest beatings here.

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Julius Carn doesn’t mess around. His Mongolian Smash hits you with a spiky ball. Pounding his fist into the ground produces the Mongolian Dynamite. (It irks me though that getting hit by this move doesn’t produce a fiery animation). More agile than he looks, he can slide under fireballs and take out his competition.

WH20MUSCLE POWER
1.1.1955
6’7″ 298 lbs

If you grew up a wrestling fan in the late ’80s then you know all too well who this guy was inspired by. Eat your prayers and train your vitamins (you know the whole spiel), this Hulk Hogan wannabe is the biggest fighter in the game. Hulk Hogan was one of my favorite wrestlers as a kid so I couldn’t help but laugh my ass off the first time I laid eyes on Muscle Power. In the sequels to come ADK made him look less and less like Hulk Hogan so that’s another reason why I’ll always be incredibly nostalgic for the first World Heroes. Muscle Power is in all of his Hulkamaniac glory!

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Duke it out in a wrestling ring seemingly suspended high up in the air! The Statue of Liberty can be seen in the background. A steel cage surrounds the combatants of this war zone. Pretty gnarly.

Hmmm...
Hmmm…
Where have I seen this before?
Where have I seen this before?
Ahhh, mmm hm
Ahhh, mmm hm

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Muscle Bomber shows off his deceptive agility. On a side note, people like to say this game ripped off Capcom so much. Interestingly enough, Capcom made a wrestling game in 1993 that was known as Muscle Bomber in Japan (Saturday Night Slam Masters in North America). I guess what goes around comes around. Speaking of around, the Tornado Breaker is sure to cripple your opponent.

WH26BROCKEN
10.24.1891
6’1″ 441 lbs

At first glance, he appears to be a ripoff of M. Bison and Inspector Gadget, but he’s actually based off Brocken Jr. from the Kinnikuman anime and manga series. Unlike the other fighters in this game, Brocken is the only one not based off a historical figure. Yes, it might be a stretch to call Hulk Hogan a historical figure but you get the picture. Speaking of stretch, that is one of Brocken’s strengths. As kid I thought he was the ultimate hybrid of M. Bison and Dhalsim. Plus he was the first character I chose when I first played this game so I will forever have a soft spot in my gaming heart for Brocken.

Brocken Jr. from the Kinnikuman series
Brocken Jr. from the Kinnikuman series

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This background scrolls vertically, reminding me a lot of Rolento’s stage.

Rolento from Street Fighter Alpha 2
Rolento’s stage from Street Fighter Alpha 2

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Brocken is the only fighter in the game who can set opponents on fire as well as electrocute them. I always loved the animations on these effects so it made me an even bigger Brocken fan. His Hurricane Arm is a solid anti-air attack. Of course, stretching his extendable limbs made him a unique fighter. Hell, ADK even gave him a Bison-like torpedo attack. It was a lot weaker and more of a joke but I love how you can actually control his flight. Fun times with that stupid little move :P

WH30RASPUTIN
12.29.1864
5’11” 150 lbs

It’s pretty obvious who Rasputin was based off of. As the games went on he was made more and more — how should I put this — homosexual, but I like how they played him pretty straight (pardon the pun) in the original game. But you could definitely see there was something different about him! He’s one of my favorite characters from the franchise. I dare say I play a pretty mean Rasputin. I fondly recall beating my friends in a World Heroes tournament back in 1993 using Rasputin. Good times.

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I love how you can see mice scurrying across the ground. This is one of those haunting backgrounds that I remember seeing in the arcade over and over again.

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Rasputin couldn’t stretch like Brocken but he is able to slightly enlarge his hands and feet, which made him feel somewhat like a pseudo-stretch fighter. I like the look of his fireball — it’s exactly what I imagine a fireball to look like if I close my eyes and had to imagine one. He’s also the first character in fighting game history that I know of who has an air fireball! His Spinning Robe is definitely silly but points to the fact that World Heroes was never afraid to poke a little fun at itself. It was part of the game’s charm. Finally, who could forget his classic giant yellow hand crush? That visual is seared into my memory bank even 25 years later!

MEET YOUR MAKER

Damn Doc Brown, so that's how you get down
Damn Doc Brown, so that’s how you get down
But of course...
But of course…
Oh shit
Oh shit
Hey, he did technically beat Shang Tsung by five days!
Hey, he did technically beat Shang Tsung by five days
Mortal Kombat came out on August 2, 1992
Mortal Kombat came out on August 2, 1992

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Geegus fights in some sort of spacecraft that overlooks earth. He was based off the T-1000 from Terminator 2: Judgment Day.

The best summer blockbuster of 1991, or ever
The best summer blockbuster of 1991, or ever

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Geegus melts into a pile of liquid-y goo after a one round defeat.

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Morphing into the other fighters, he’s able to recreate any of their special moves. I love how when you beat him the crystals in the background explode into tiny little pieces.

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Geegus implodes at the end. He’ll be back for the sequel…

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Hmmm, now where have I seen this before?

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Seriously? Those ADK lads had no shame!

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Laziest ending for a fighter belongs to Brocken. “Gee, I didn’t even work up a sweat!” I bet the programmer who made this laughed thinking the same!

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Fuuma’s ending pissed me off as a kid, I recall. It made me question if it was a dream all along. No, damnit, FUUMA IS FOR REAL! Ahem, sorry.

The sequel thankfully treated Fuuma as real
The sequel thankfully treated Fuuma as “real”
And we start to see the "cracks" with Rasputin...
And we start to see the “cracks” with Rasputin…

BONUS ROUND

Battle a giant boulder?
Battle a giant boulder?
That turns into Arnold?!
That turns into Arnold?!
Uh, OK then...
Uh, OK then…

‘TIL DEATH DO US PART

This is what set it apart from the rest of the clones
Damn right!

Besides the odd bits of humor and the fighters largely based off of historical figures, what made World Heroes stood out to me as a kid were its Death Matches. My brother wasn’t lying when he called them crazy. You can fight in the regular mode (regular stages with no hazards) or you can duel to the death in the Death Match (combatants are dropped in a wrestling ring with various hazards). This is where dark humor comes into play and made World Heroes such a blast, pardon the pun… ;)

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For the victim, yes. But to the victor goes the spoils
For the victim, yes. But to the victor goes the spoils

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They all have their various hazards and most of these stages have hazards that can inflict extra damage to the fighters. Only the straight up Butter Match (it’s just slippery) and the Hair Match do not cause extra damage. The Hair Match is a hoot because you get to see your defeated opponent shaved bald post-match!

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Insult added to injury! The Hair Match is a classic representation of the dark humor that World Heroes has in spades. It gave you that extra jolt to trash trash your brother and friends. Made for some damn great times.

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Sending your opponent into the hazard to shave off extra health always felt so damn satisfying. Best of all is the “Aftershock Effect.” Beat an opponent and watch him fly into the electric ropes post-match complete with slow motion! It’s a thing of beauty that was sadly removed from the sequel (the Aftershock Effect).

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Brocken was the best to use in Death Matches because you can set them on fire right before they get electrocuted. Hey, it’s all about the small pleasures in life.

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Certain moves should be avoided in the Death Match unless you have enough room. Way to go, Fuuma.

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Whoever designated the Mine Match to Muscle Power was effin’ brilliant. He’s got no projectile and he’s a bit of a lumbering brute. Just stand behind a mine and watch him take himself out! :D

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Electrocuting someone before they bounce off the burning ropes? Priceless.

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Getting a little cocky there, are we, Brocken? One of the funniest things is beating someone with this flying attack but hitting the hazard with next to no health remaining. Can you say Double KO in the most embarrassing fashion possible? As a kid I remember doing this just for shit and giggles.

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Thanks to his reach, Brocken was made for the Death Match. He almost had a built-in advantage due to the length of his limbs.

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Nothing beats the triple whammy. Shock ‘em with Brocken. They land on a mine. Then death by electrocution. Seeing this in “Aftershock Effect” is the way to go.

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Sacrifice knows no bounds.

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“Aftershock Effect” in slow motion never gets old.

COMBO CITY

Jumping strong kick
Jumping strong kick
Crouching weak kick
Crouching light kick
Shuriken!
Shuriken!
Jumping strong kick
Jumping strong kick
Standing strong punch
Standing strong punch
Dragon Uppercut
Dragon Uppercut

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Standing strong punch
Standing strong punch
Gotcha!
Gotcha!
Still stunned...
Still stunned…

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Standing strong kick
Standing strong kick
Double hitter!
Double hitter!
Jumping strong punch
Jumping strong
Standing strong punch
Standing strong punch
Double Hitter!
Double Hitter!
Jumping strong kick
Jumping strong kick
Crouching weak kick
Crouching light kick
Standing strong kick
Standing strong kick
Jumping strong kick
Jumping strong kick
Crouching light kick
Crouching light kick
Justice Sword!
Flash Sword!
Standing light punch
Standing light punch
Standing strong punch
Standing strong punch
Fire Bird!
Aura Bird!
Jumping strong punch
Jumping strong punch
Standing light punch
Standing light punch
Standing strong kick
Standing strong kick
Jumping strong punch
Jumping strong punch
Standing strong punch
Standing strong punch
Standing strong kick
Standing strong kick
Muscle Bomber
Muscle Bomber
Standing strong punch
Standing strong punch
Standing strong kick
Standing strong kick
Jumping strong punch
Jumping strong punch
Standing strong punch
Standing strong
Spark Thunder!
Spark Thunder!
Jumping strong punch
Jumping strong punch
Standing light punch
Standing light punch
Standing strong punch
Standing strong punch

MEMORIES OF THE SNES PORT

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As someone who poured countless quarters into the arcade game, I anxiously awaited the SNES port with bated breath. My best pal Nelson was also a huge fan. I didn’t buy many SNES games back in the ’90s. If my brother and I were lucky, we got three games a year. You might think World Heroes would be one of those scant few purchases. Nope. My best pal Nelson bought a copy the week it came out and since we hung out nearly 24/7, there was no need really to buy the game. If he didn’t come over with his copy of the game then I’d be at his place. Occasionally, we had our other friends over for a tournament marathon. And like a best friend would do, Nelson graciously loaned me his copy from time to time.

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In the fall of ’93, my uncle from Texas visited my folks. He was full of life. I hadn’t seen him since the late ’80s. I remember teasing him about how his favorite team the Phoenix Suns came up short that year in the NBA Finals. He didn’t appreciate that much.

That same weekend I happened to borrow Nelson’s copy. It was the first night my uncle came to town so he was a bit tired. He kicked back on the couch and watched as I fired up World Heroes. My uncle was not a gamer but he had nothing better to do so he just laid there and watched. I went with Dragon and it wasn’t long before my uncle started cheering me on as I tackled the two ninjas, Hanzou and Fuuma. My uncle really took a shine to Dragon. Probably because he was always a huge Bruce Lee fan.

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I remember explaining to my uncle how the two ninjas were the main stars of the game. “What? If you ask me, THAT’S who the star should be! He’s Bruce Lee for crying out loud! How can you top that!?” Huh, being a huge Hanzou and Fuuma fan I never thought of it that way, but my uncle had a point. My same uncle who never played a single video game in his life before. What was happening here?!

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It was around 6 PM or so because I remember the sun starting to set in the sky. I was set to fight Janne next when my mom called me to set the dinner table. But my uncle had other plans, apparently.

“Relax sis, we’ll be there in a second. First we gotta handle our business though, right Steve?” He gave me a wink as I looked back at him laying on the sofa. It’s an image I’ll never forget. World Heroes really captivated him. Him! Someone with NO interest in video games whatsoever. I’ve always had a special bond with the World Heroes franchise but it was at that moment in time my bond with the game went to that next level.

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He sure did. We got my mom to agree to let me have this one last match, which was against Janne, and my uncle suddenly became my coach. Calling plays from the sofa, he kept yelling “Dragon Kick!” Even my mom stopped to witness the mad scene. I saw a strange smile crept across her face as she watched her younger brother and her youngest son bonding through, of all things, a video game. It’s a memory and image that has stuck with me to this day.

One last memory I have to share: it was Thanksgiving weekend 1993. I remember it so well. Back then I had my best friend Nelson, I had my other grade school friends, and then I had an out-of-town gaming group of family friends. We had some of the most epic sleepovers in the history of mankind. Just imagine three or four different families all partying under the same roof until the wee hours of the morning. The parents would reminisce about the good old days downstairs while the kids played video games galore upstairs. It was a glorious time.

On this particular sleepover bash, I had with me Nelson’s copy of World Heroes. My Gaming Crew and I had a World Heroes tournament that night. My friends were good but I was better. They owned me in Street Fighter II but when it came to World Heroes I had no equal. And that fine evening, I proved it in the tourney.

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I played one mean Rasputin back then. No matter who they used or what tactics they tried, I always came out victorious. They had no counter for my Rasputin antics. I even made all of them rage quit on me. We then popped in Super Bomberman and I remember they all ganged up on me. I didn’t win a single Bomberman match that night. But was it worth it? Oh yeah, you know it ;)

Good ol' Raspy and I kicked some serious ass that night
Good times

WHAT THE CRITICS SAID

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World Heroes didn’t do so bad with the critics. EGM gave it ratings of 6, 6, 6 and 8. Super Play rated it 77%. However, there was some controversy created out of EGM’s less than stellar scores. Personally, I find their ratings to be fair. I can see how a fan would give this port an 8, but I can also see why someone different might give it a 6. It is a great port but keep in mind by the time this came out, Street Fighter II Turbo was already out and that game is a thousand times superior. If only Sunsoft were able to release it closer to mid 1993 then I think it would have fared a lot better. Anyway, the producer of the SNES port reached out to EGM in issue #52 (November 1993) to air his grievances.

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Dan’s letter and EGM’s earnest reply filled up the whole page! Two months later (issue #54, January 1994), EGM printed a World Heroes review PRO and a World Heroes review CON letter from fans. This too filled up an entire page which was quite rare of the magazine. It was certainly an interesting read of both sides of the coin.

Well Danny my boy… if you’re out there somewhere in the vastness of cyberspace… if you somehow happen to see this, I do want to tell you… YES, you made a HELL of a port and I know when you saw the EGM ratings you felt like you wanted to…

WHAdUS

But hey…

I could not believe the ad used the B word...
I could not believe the ad used the B word…

Just kidding, Dan. Great job, buddy.

[Don’t ever buddy me again -Dan MacArthur]

CLOSING THOUGHTS

Two of the coolest special moves in fighting game lore
Two of the coolest fighting game special moves ever

Gawd damn. 25 years huh. Where does the time go? 25 years ago today World Heroes first hit the arcades. I soon fell in love with it and it’s probably my number one sentimental favorite gaming franchise of all time. The SNES port is vastly underrated. Sunsoft did such a great job bringing home the visual stylings, the brutal Death Matches and the super easy to chain combos. A speed option would have helped but the regular speed isn’t too bad. Being able to change the controls to optimize the six button SNES pad makes this game infinitely more playable and enjoyable as a result. I feel like this port never got the credit it deserved back in 1993. Hell, it holds up rather well even nearly 25 years later.

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The fighters are HUGE! There isn’t a trace of slowdown anywhere. Special moves which made my jaw drop the first time I saw them in the arcade have all been faithfully translated. Even the Aftershock Effect remained intact! Speaking of which, the Death Matches add a touch of dark humor. World Heroes strikes that lovely balance of taking itself seriously enough yet at the same time a bit tongue-in-cheek to create a memorable playing experience. Although the sound effects lack the oomph you’d like to hear from a fighting game, some of those stage tunes are jamming. Dragon’s theme is stuck in my head. The announcer does a good job and those death cries are among the best I’ve heard in the genre.

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Maybe in the end World Heroes is the kind of game you had to have experienced back in the summer of 1992 to truly appreciate. If you were to pick it up today for the first time I can easily see how it may be dismissed after a few rounds and viewed as a poor man’s Street Fighter II. It’s not everyone’s cup of tea. But for me, it was my jam 25 years ago. I still play the SNES port every now and again and it’s held up remarkably well. Happy 25th anniversary, and here’s hoping there’ll be a World Heroes 3 before all is said and done. But hey, at least we got World Heroes 2.

Graphics: 8.5
Sound: 7
Gameplay: 8
Longevity: 8

AwardsOverall: 8.0
Silver Award

 

I marked out when I saw this earlier this year!
I marked out when I saw this earlier this year!

WHRVG

Super Street Fighter II (SNES)

Pub & Dev: Capcom | July 1994 | 32 MEGS
Pub & Dev: Capcom | July 1994 | 32 MEGS

Ah, the summer of 1994. It was bar none the single greatest summer of my life. I had just graduated from the 5th grade, the Super Nintendo was in its prime and my best friend Nelson and I were ready for one epic summer — the last of our innocence (see The Summer of Imports for more regarding that unforgettable summer). There were so many great SNES games released that summer, but none were any bigger than Super Street Fighter II. For years the Street Fighter II games dominated the market — it even became a way of life for many of us. However, the Street Fighter magic was starting to wane by the summer of ’94 but even then it remained one of the biggest games of my youth. It’s hard to believe it’s been 23 years now since that summer of 1994. Damn…

STREET FIGHTER FOREVER

And a phenomenon was born
And a phenomenon was born

First let’s take a trip back in time. The year was 1991. An arcade game by the name of Street Fighter II burst onto the scene, captivating arcade goers everywhere. With its 8 character choices, variety of special moves, breathtaking visuals and endless strategies, it was the perfect storm. I was 8 at the time but I remember it well. Everywhere you went it was Street Fighter mania. Whether you were at your local mom and pop rental store, a trading card store, Pizza Hut or even a 7-11, one of these bad boys was sure to be there. We spent countless quarters, devoted untold hours into perfecting our craft and it became as Americana to us as hot dogs and baseball games. One of my fondest memories was beating my brother’s cocky friend when he challenged me to a fight at a 7-11 in the summer of 1991. I used Dhalsim and ended up perfecting him two rounds in a row. I’ll never forget my brother and his friends laughing at him. He never heard the end of it. There was an innocence back then that a small part of me still yearns for. Street Fighter II launched the fighting game genre to new heights and a slew of clones soon followed thereafter, not to mention Street Fighter sequels up the wazoo. It was a special time that is hard to explain to folks who didn’t live through it. It was a great time to be a young kid, seeing all these fighting games pop up, seemingly by the week at times, all vying for your attention and affection. The thing that amazes me after all these years is that the Street Fighter series still rules the roost. Always did, always will.

Like a zombie from a horror film it refuses to die
Like a zombie from a horror film it refuses to die

What also amazes me is how we play Street Fighter, in one form or another, still to this day as adults now. And it’s as fun as it ever was. I break these games out to play on a frequent basis and they still put a smile on my face. It’s one of those series that I’ll be playing 50 years from now, God willing. My brother and I still play the occasional round or two together. I guess it brings us back to our childhoods… when life was simpler. When all we did was finish our homework, take out the trash, watch Saturday morning cartoons, TGIF, WWF, Power Rangers, read Goosebumps, run in the streets with our neighborhood friends and oh yeah, play a crapload of video games. And of all those childhood years, 1994 will always be the one I hold in the highest regard :)

SUMMER OF SNES

What a time to be alive
What a time to be alive

1994 was a golden year for me in many ways. Particularly that summer. I just finished the 5th grade — the best school year of my life due to three factors: 1). my best friend Nelson was in the same class 2). we had the best teacher ever and 3). the school’s two cutest girls were in our class. As awesome as 5th grade was, Nelson and I couldn’t wait for the final bell of the year to ring. It would officially signal our freedom. We would have 2½ months to stay up late, sleep in, hang out, watch scary movies and play video games ’til the cows came home. The summer of ’94 was a great time to be a Super Nintendo owner as two of the most anticipated home games were set to come out soon: Super Street Fighter II and Mortal Kombat II. While the latter didn’t quite make it in time for the summer, oh we had plenty else to sink our teeth into. To this day I vividly remember the palpable buzz and excitement surrounding the much hyped release of Super Street Fighter II. Everyone was talking about those two titles everywhere you went. Silently, Nelson and I also kind of knew deep down that this was 16-bit’s last great summer. Things were set to change in 1995. The scene was bound to shift. You could feel it coming. There were 32-bit rumblings slowly building up. But 1994 was OUR YEAR. And man, what a way to go out ^_^

They were joined at the hip
These two were firmly joined at the hip
The previews and hype machine was off the charts
The previews and hype machine was off the charts
It was a happening!
It was a happening!
Summer of '94 was special thanks to games like this
Summer of ’94 was special thanks to games like this

THE NEW CHALLENGE

My childhood Hollywood Video, taken January 2006
The New Challengers presented a new challenge…

Readers of Memories of Renting may recall that my brother shipped me at will back in the day. Too shy or embarrassed to go out and rent on his own accord, he sent me to task every Saturday afternoon, rain or shine. It wasn’t so bad, though. In fact, I secretly enjoyed all those trips and mini-adventures. It gave my dad and me some quality father-son time — there were many times where my brother’s choice title was rented out at the first two or three stores. In such cases my dad would then haul ass all over town taking me to five, even six different rental stores just to suss out my bro’s flavor of the week. Just a dad and his son out on the road together on a beautiful Saturday afternoon. They were like quasi-adventures to me, or missions. There’s a part of me that will always remember and cherish those memories.

Ah, the joy of renting
Those Saturday excursions live on forever in my soul

And after years of doing anything constantly, you begin to become a master of your given domain. Kevin once told me, and I never forgot this: “Steve, you sure do know how to rent the hell out of games.” It became a badge of honor that I wore proudly. Although there were so many times where I saw games that I wanted to rent, I almost always came home with the title my brother requested. I had a 98% kill rate. I know this may sound silly but it was something I took great pride in. And then came my greatest challenge: Super Street Fighter II on the SNES. It just came out, summer of ’94, and my dad took me to The Wherehouse. I raced to the SNES section madly thumbing through the thick glass display cases. There were a few other guys fumbling around when I got there and I knew they were after the same holy grail. In that moment instinct took over and I sprinted to the counter.

"Kid, it's your LUCKY day..."
“Kid, it’s your LUCKY day…”

A pimple-faced male employee, who looked like he was three weeks fresh out of his senior prom, glanced down at me. Panting like a rabid dog, I asked him if he had a copy of Super Street Fighter II safely tucked away somewhere. I figured it was so rare that maybe they kept it behind the counter in order to avoid the inevitable bloodshed that would occur otherwise. His expression immediately changed. Flashing me a clandestine smile, as if I had just shared the secret password he’d been waiting desperately all day to hear, he reached down behind the counter in dramatic fashion. “Kid, it’s your LUCKY day. This here is the last one we have.” He revealed from behind the counter a mint fresh copy of Super Street Fighter II: The New Challengers on the Super Nintendo. The last copy no less! And right there, in that moment, my childhood was made.

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I was speechless. Time felt like it stood still for a brief moment. It was my greatest haul ever. I caught the biggest fish. I found Bigfoot. I was going home with the prom queen! It was the longest five minute ride home of my life. My brother opened the door and you could tell he was expecting the worst. Even if I knew “how to rent the hell out of video games,” renting Super Street Fighter II successfully on launch day was right up there with building a rocketship in your own garage. Knowing that, I had to mess with him a little bit. I told him some BS story about how I was too late, etc. He nodded compliantly. “Well, you took your best shot,” he chirped. “YOU BET YOUR ASS I DID!” I eagerly revealed the prized trophy I had kept hidden behind my back. My brother’s jaw dropped and hit the floor. It was an instant classic memory!

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Firing the game up, my bro and I sat back to watch the game’s intro in stunned silence. My brother and I simply stared at each other, dumbfounded, after Ryu unleashed his Hadoken fireball. Looking back, it’s just a silly little intro. But back then… IT WAS MAGIC. The kind of stuff that LEGENDS are made of.

Super Nintendo's very first 32-MEG monster...
Super Nintendo’s very first 32-MEG monster…
And it was... 'til Street Fighter Alpha 2... *cough*
And it was… ’til Street Fighter Alpha 2*cough*

THE NEW CHALLENGERS

Four new fighters joined: Fei Long, T. Hawk, Cammy, DJ
Four newbies: Fei Long, T. Hawk, Cammy, Dee Jay
And we thought Capcom was milking it back in '94
And we thought Capcom was milking it back in ’94!

NEW MOVES

The returning cast learned some spiffy new moves
The returning cast learned some spiffy new moves
[OHHH I SEE WAT U DID UP DERE -Ed.]
[OHHH I SEE WAT U DID UP DERE -Ed.]

NEW COLORS

Select from eight colors -- it was insane!
Select from eight colors — it was insane!
Some of the new colors were amazing
Some of the new colors were amazing
Blanka hands down wins for coolest color alterations
Blanka hands down wins for coolest color alterations

THE STREET FIGHTERS

A wandering warrior, Ryu is devoted only to the fight
A wandering warrior, Ryu is devoted only to the fight

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Solitude. Serenity. Ryu’s dojo is just the right place for him to perfect his craft. Opponents who enter the dojo never leave quite the same. I’m happy to see the scrolling crescent moon back. We sure missed ya in Street Fighter II Turbo.

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Finally, after many years of rigorous training, Ryu has unlocked a fiery version of his Hadoken. When that fails, his trusty old Hurricane Kick and Dragon Punch gives him all the backup he needs.

Ken's friendship and rivalry with Ryu is legendary
Ken’s friendship and rivalry with Ryu is legendary

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Whereas Ryu is private, Ken enjoys showing off in front of a crowd. Talk about a showBOAT [*ba dum tish* -Ed.]

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Flaming Dragon Punch fits Ken’s flamboyant flashy fighting style to a tee. All of his old tricks are back as well.

Bison killed her dad. An eye for an eye, then...
Bison killed her dad. An eye for an eye, then…

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The quaint marketplace is drenched in burgundy hues signaling the coming of evening. A single mom looking to make ends meet washes dishes in the background as a worn out man begins to close shop. A lonely vendor (likely named Pee Wee Hung) chokes his chicken in public [… -Ed.] while Tung Fu Rue’s gentler and unassuming twin brother is out for an early evening pedal.

Tung Fu Rue from Fatal Fury
Tung Fu Rue from Fatal Fury
He's a bit of a hot head...
Such a classic childhood sight!

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Putting her mighty legs to good use, Chun-Li’s classic leg based attacks return. The Kikoken, now encased in a bubble, burns out after ¾ the screen length.

Half man half beast, he's one of Capcom's best creations
Easily one of Capcom’s greatest character creations

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Even though Blanka has revealed himself to the public for a few years now, clear photos of the “Brazilian Boogeyman” still yield a pretty penny on the black market. Photographers who brave the battlefield and risk becoming collateral damage may have a fortune on their hands to reap.

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Adding to the variety of his rolling attacks, the Beast Leap (when timed properly) allows him to leap past a fireball and land right on his opponent’s grill. If all else fails, ZAP DAT ASS!

Hungry to show the world Sumo wrestlers are champs
Hungry for food, even hungrier to show he’s the best

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If there’s one thing Honda enjoys more than eating and a hard-fought duel, it’s soaking in a nice hot bath.

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Honda’s Hundred Hand Slap makes even Ric Flair jealous. The Sumo Smash and Sumo Headbutt shows off his deceptive agility.

No stretch (!) to say he was a bit of a trailblazer
No stretch [… -Ed.] to say he was a bit of a trailblazer
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Elephants, the treasure of Indian culture, are proudly represented here. Four of them line the cobbled floor and they now make a racket during the fight, not just at the end of a round. A mural of an elephant god proudly hangs front and center.

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Dhalsim was the first stretch fighter and many followed in his footsteps. Use this to your advantage right after you hit them with the Yoga Fire. Up close Dhalsim puts his thick skull to good use. His Yoga Teleport is good for tricking the competition. When all else fails, YOGA FLAME!

He stays in form by wrestling bears. 'Nuff said
He stays in form by wrestling bears. ‘Nuff said

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The Russian crowd only loves one thing more than drinking, and that’s drinking WHILE Zangief wipes the floor with an idjit foolish enough to fight the big guy.

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You could say the crowd’s in good spirits! Look at this guy — still drinking like a mad man after all these years. Respect.

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Zangief’s Spinning Clothesline works effectively against fireball-happy opponents. The Spinning Piledriver became de rigueur for all big wrestler types in future fighting games to emulate.

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Proving it possible to teach an old dog new tricks, meet the Siberian Suplex… a bone-crunching double hitter!

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Another new trick: the Siberian Bear Crusher is absolutely devastating especially when parlayed at the end of a combo.

Seeks vengeance for the death of his pal, Charlie
Seeks vengeance for the death of his pal, Charlie

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The grim death of his best friend and former comrade, Charlie, has left Guile with a heavy heart. Above all else, anger. Guile has been out for M. Bison’s blood ever since. His stage is one of the true classics and that music still rings in many ears after all these years.

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Having two of the coolest moves in fighting game history, it’s easy to overlook that Guile hasn’t learned many new moves over the years. The Sonic Boom and Flash Kick will never go out of style.

So vicious he was barred from the boxing world
So vicious he was barred from the boxing world

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The lavish Las Vegas night life makes for a hell of a background. Battling under the bright Vegas lights, the crowd roars with each hook and uppercut thrown.

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Never one to shy away from showing his physique, Balrog now enjoys doing the dirty work. Some critics think he’s a boxing HAS BEEN, but his hard hitting assorted rushing punches say otherwise. His new Shoulder Butt is effective at knocking out would be jumpers.

Don't hit Prince Pretty's face or he'll jack you up
Don’t hit Prince Pretty’s face or he’ll jack you up

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A bloodthirsty crowd has paid good money to see a grisly fight. A steel cage protects these premium spectators from the fighters. Vega has learned how to use the cage to his favor over the years. It’s a win-win for all… except for Vega’s latest victim.

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Prince Pretty bounces off walls like nobody’s business. From there he has all manner of flying attacks. His claw is the great equalizer, and Vega is adept at flipping away to safety when things get too hot and heavy.

Fueled by ange, Sagat vows to finally put down Ryu
Fueled by anger, Sagat vows to finally put down Ryu

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Of all the stages to get a makeover, Sagat’s is by far the best. The breathtaking sunset makes his background in previous Street Fighter games look plain by comparison. It’s also symbolic of how desperate he’s become to finally defeat Ryu. The sun will rest, but Sagat will not.

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Everyone’s favorite 7 foot 4 inch tall Thailand bruiser is back and so are all his old tricks. Mix up the speed of his Tiger Fireballs and blast them out of the sky with the Tiger Uppercut or Tiger Knee.

A true psychopath, M. Bison shows no mercy
A true psychopath, M. Bison shows no mercy

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It’s so cool how Bison flings his cape right before the match begins. A small crowd is gathered to anxiously witness if the maniacal tyrant can finally be stopped. It never gets old sending Bison’s ass through his golden statues!

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Bison’s Scissor Kick can connect twice as well as his somewhat tricky Head Stomp. His brand new Devil Reverse (AKA Flying Psycho Fist) is pretty tricky as well. Of course, you can never go wrong with his infamous Psycho Crusher.

Special Forces trained, this jeune fille kicks serious ass
Special Forces trained, this jeune fille kicks serious ass

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Set under the beautiful Northern Lights, Cammy enjoys nothing more than defeating her foe and then kicking back to enjoy the majestic view. Remember the music for this stage? INSANELY EPIC.

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Cammy’s Cannon Drill strikes quick while her Front Kick discourages flying assailants. Also, watch out for her two-hit Spinning Knuckle.

This kickboxer fights to the beat of his own drum
This kickboxer fights to the beat of his own drum

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Everyone is swaying and grooving to the beat of live music. The jazz band playing under the gazebo provides for a festive atmosphere. It’s just another day in paradise… unless you happen to be the one fighting Dee Jay. “A-ROO-GAH! MAX OUT!”

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Interesting to note that of the four new challengers Dee Jay is the only one with a fireball. Knock opponents silly into next Tuesday with the Hyper Fist. His Double Dread Kick is perfect to end combos with.

When it comes to martial arts, no one's better
When it comes to martial arts, no one’s better

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Inspired by the Tiger Balm Garden of Hong Kong fame, this exotic palace is where the best battle for supremacy. The music here is awesome. And is it just me or did those roars at the end of a round sound exactly like Angilas?!

Tiger Balm Garden (Hong Kong)
Tiger Balm Garden (Hong Kong)
I see, er, hear you, Angilas!
I see, er, hear you, Angilas!

Good shit, Capcom. Such rich childhood memories there…

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Striking fast and hard, the Rekka Ken can hit multiple times and even be used as a re-dizzy combo. Fei Long’s Rising Dragon Kick emits a blast of fire from his steel leg, scorching anyone caught in its warpath.

Native American Zangief!
Native American Zangief! Basically :P

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T. Hawk pleases the crowd with his amazing agility and earth shaking slams. Everyone has temporarily halted their business transactions to witness the latest T. Hawk pounding. He’s undoubtedly their favorite son!

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Thunder Hawk rises like the phoenix. He also dives and swoops with the greatest of ease. His prized Storm Hammer is right up there with Zangief’s Spinning Piledriver for most damaging maneuver.

BONUS ROUNDS

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Classic bonus stages are back.

Sadly, it wasn't meant to be
Sadly, it wasn’t meant to be
Some epic shit right here
Some epic shit right here

BONUS MODES

Beating the clock is as valuable as beating your foe
Beating the clock is as valuable as beating your foe
Group Battle lets you pick Match Play or Elimination
Group Battle lets you pick Match Play or Elimination
Eight players can decide the best in Tournament!
Tournament lets eight players decide who’s the best!

BONUS RANDOM PICTURES

Who didn't imagine this as a kid every single time?
Who didn’t imagine this as a kid every single time?
Good times
Good times from Mortal Kombat
Looks like the sun exploded and killed both men!
Looks like the sun exploded and killed both men!
Remember the rumors of knocking off his MASK? :P
Remember the rumors of knocking off his MASK? :P
Cry if I want to! You would too if it happened to you!
Cry if I want to! You would too if it happened to you!

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“SOMEONE SAY PARTY?!”

Everybody’s doing a brand new dance now!
C’mon baby do the Blanka-motion.
I know you’ll get to like it if you give it a chance now.
C’mon baby do the Blanka-motion.
My little baby sister can do it with ease.
It’s easier than learning your a-b-c’s.
So come on, come on!
Do the Blanka-motion with me!

[Not unless you’re Kylie Minogue in a bikini -Ed.]

I've always loved the "freaks" in my fighting games
I’ve always loved the “freaks” in my fighting games
But I was also a big Ryu guy. Orange Ryu all day
But I was also a big Ryu guy. Orange Ryu all day
All good. You have seven other pairs to pick from!
All good, you still have seven other pairs to pick from
Damn his loss to Ryu really affected his manhood eh?
Damn, his loss to Ryu really affected his manhood…
Damn, Sagat. How the mighty have fallen
My oh my… how the mighty have fallen

GENESIS VS. SNES ROUND 3… FIGHT!!

Who takes home the winners trophy?
Who takes home the winner’s trophy?

I played both versions and prefer the SNES one. That’s not to say the Genesis port isn’t good because it’s great. Weighing in at a hefty 40 MEGS, it’s the biggest 16-bit title ever released in North America. I remember as a kid thinking how can a 16-bit game be 40 F’N MEGS? Fun times, though. It was a huge deal but I always preferred the SNES port. It looked, sounded and played better. Plus it’s hard to beat that classic SNES controller.

WHAT THE CRITICS SAID

No one envisioned EGM going anti-Street Fighter
No one envisioned EGM going anti-Street Fighter

Super Street Fighter II arrived on the SNES with some controversy. While most publications swooned over the conversion, long time Street Fighter loving advocate EGM was not nearly as impressed. This was shocking. Between 1991 to 1993 EGM might as well have called themselves Street Fighter Monthly thanks to their endless coverage and Street Fighter covers. It surprised us all when they doled out less than stellar ratings of 6, 7, 7 and 8. This became the talk of the town but more on that later. Other magazines sang a different tune. GameFan scored it 90, 94 and 96% while Super Play issued it the biggest mark in their history: 96%. The EGM controversy still fascinates me to this day. Let’s head back 23 years to the scorching summer of 1994, shall we?

EGM shocked us with a less than glowing review
EGM shocked us with a less than glowing review

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No one ever saw EGM turning heel on Street Fighter
No one ever saw EGM turning heel on Street Fighter

EGM had long been the proud flag bearer for all things Street Fighter. So it shocked the gaming world when EGM gave the SNES port of Super Street Fighter II less than stellar scores. It was made even more shocking seeing as how EGM was hyping up the SNES port for months prior. We all figured that EGM would rate the game with 9’s and 10’s. Little did we know…

EGM responds to the critics of their review
EGM’s response to the critics of their review
EGM once again takes a firm stand
EGM once again takes a firm stand

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Too low? Fun debating this back in 94
Too low? Fun debating this back in ’94
Leave it to good ol GameFan to give a high score
Leave it up to good ol’ GameFan to give a high score
Super Play agreed with GameFan
The highest rated game in Super Play history!

WHAT YOU SAID, ER, VOTED

You can't go wrong with any SNES Street Fighter!
You can’t go wrong with any SNES Street Fighter

Over 10 years ago, February 2007 to be precise, I ran a survey asking readers to choose their favorite SNES Street Fighter game. Which SNES Street Fighter game is the consensus favorite? 10% voted for Street Fighter II. 39% voted Super Street Fighter II. Street Fighter II Turbo won the poll with a stirring 51% of the votes. I have to agree with the majority here. I love Super Street Fighter II but I do have to give Street Fighter II Turbo the slight edge. Although there’s more featured in the former, the latter simply plays a smidgen better.

CLOSING THOUGHTS

One of my favorite shots Ive taken. MONEY SHOT!
One of my favorite shots I’ve taken. MONEY SHOT!

Super Street Fighter II is one hell of a game. It’s easily one of the best arcade to SNES translations I’ve ever played. Four new fighters brings the roster to a whopping 16, three home bonus modes provide even more play options and the new colors, both in costume and stage backgrounds, are flat out awesome (Sagat’s stage is a mic drop). The combos are incredibly easy to pull off and the game controls like a dream. There’s really only one thing holding it back: those voices! It’s not the worst in the world by any stretch, but it IS a clear drop in quality from the previous two games. I’m happy Ken and Ryu now have different voices, but what happened to poor Guile? The sound effects, I’m sad to say, sound a little wimpy. Especially when you compare them to the satisfying WHACKS and THWACKS of the previous two SNES Street Fighter games. At the end of the day though, it’s easy to forgive this flaw since it plays so damn well. Thankfully, the music is still great as ever. But all in all, Super Street Fighter II falls just shy of being the complete package as a Street Fighter II Turbo.

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Regardless, this remains one of my favorite SNES games. On a system that has literally hundreds of quality games to pick from, Super Street Fighter II sits firmly somewhere near the top. All of your old favorites are back along with four new warriors to master. While I’m not the biggest fan of the newbies, they do add credible value. The speed option is a nice home bonus; the fastest is not Turbo fast but is more than acceptable. It’s crazy to think it’s been over 20 years since I scored the last rental copy from The Wherehouse, and how my brother and I shitted our pants watching the arcade intro emanating LIVE from our very own living room. It truly brought home the arcade experience. Ah, those were some damn good times. Super Street Fighter II is one of the best fighting games on the SNES and it holds up incredibly well even more than 20 years later.

Graphics: 9.5
Sound: 8
Gameplay: 9.5
Longevity: 10

Overall: 9.5

Double Gold Award
Double Gold Award

 

 

 

Long live the memories. Long live Street Fighter!
Long live the memories. Long live Street Fighter!

Mortal Kombat II (SNES)

Pub: Acclaim | Dev: Sculptured Software | September 1994 | 24 MEGS
Pub: Acclaim | Dev: Sculptured Software | September 1994 | 24 MEGS

First there was Mortal Monday (September 13, 1993). And then there was Mortal Friday (September 9, 1994). That of course was the infamous release date of one of the most eagerly anticipated SNES games of all time: Mortal Kombat II. Following the censored disappointment of the first game a year ago, would the sequel learn from the mistakes of the past or were they doomed to repeat it? Thankfully the game was allowed to be uncensored. I remember the days leading up to the release. It was one of the biggest gaming events of the year. And I’m happy to say that they got it mostly right this time around. It was the redemption all SNES Mortal Kombat fans were waiting for.

MORTAL MANIA

The craze could not be contained
The craze could not be contained

When Mortal Kombat first exploded onto the arcade scene in 1992, it made an immediate impact and became the talk of the town. Its unique digitized graphics, extreme violence and infamous Fatalities left a lasting imprint. But there were many who felt the gameplay wasn’t anything special. The following year Mortal Kombat II was unleashed and it changed everything. More fighters, more combos, more Fatalities and more secrets made even the biggest Mortal Kombat critics raise an eyebrow. Now not only did Mortal Kombat II have the novelty factor going for it but the gameplay too.

The craze could not be contained
The cover that haunted my youth

In December of 1993, my brother Kevin subscribed to EGM. Our first issue was #54, January 1994. I’ll never forget coming home from school that one day, with dark clouds lingering overhead, opening my mailbox and seeing this striking cover staring right back at me. The game logo jumped off the cover as if it were in 3D. I couldn’t take my eyes off of the menacing monster, Baraka. He was an odd combination of looking cool yet also very cheesy. My mind couldn’t process which one won out, but I knew it struck an emotional chord. As much as I loved Street Fighter II at the time, Mortal Kombat was the more violent and gritty alternative. It was like ECW vs. WWF in the mid ’90s. To this day I vividly remember standing there at my mailbox holding this issue in my hand and admiring the cover for what felt like 10 minutes. Finally, I decided I better head in before the rain comes pouring down. Kevin would kill me if I got the goods damaged. I suddenly imagined him giving me his own version of a Fatality. And with that, I tucked the magazine under my arm like a running back and raced inside.

Mortal Kombat II was everywhere you looked
Mortal Kombat II was everywhere you looked

Just six months later, EGM put out their 60th issue in June of 1994. Once again featuring Mortal Kombat II on the cover, #60 was an absolute jaw dropper. This time it was all about the Mortal Kombat II home ports. What a time it was to be a 10 year old boy growing up in suburban America. I was smack dab in the middle of the fighting game golden age as well as the Super Nintendo’s prime. And with summer not far behind, which promised endless lazy days playing video games galore with my best friend Nelson, it was a special period of my life that a small part of me today every now and then still yearns for. The art of those Mortal Kombat characters were amazing. Inside there was a blow-out preview on all four home ports. They used a color coordinated border around each picture to indicate which home port you were looking at. I still recall it was ORANGE for SNES, which just seemed like a right fit. My brother and I read that article easily 100 times over.

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What a change of heart for family-oriented Nintendo
What a change of heart for family-oriented Nintendo
At long last, redemption was ours
At long last, redemption was ours
Note: this was originally made on September 9, 2014
Note: this was originally made on September 9, 2014

THE STORY GOES…

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PLAY IT LOUD AND PROUD

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SNES owners breathe a huge sigh of relief when it was confirmed that the SNES port of Mortal Kombat II would be uncensored. Not only were the Fatalities left intact but each character now had two to choose from. It only made sense to make everything about this sequel superior to the first. And Mortal Kombat II delivered just that; players marveled to the sadistic joy of severing limbs and heinous acts of decapitation. It was quite the 180 for Nintendo and looking back, part of me still can’t believe that this turned out as faithful to the arcade as it did. “SUPERB!”

EXTRA FINISHING TOUCHES

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Remember the Pit Fatality from the first game? The sequel has even more Stage Fatalities! The Dead Pool is my favorite one. Few things are as sweet as knocking a bastard into the green acidic ooze.

"FLAWLESS VICTORY!"
“FLAWLESS VICTORY!”

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Traditional Pit Fatality for the purists out there.

I miss the traditional spikes though
I do miss the traditional spikes though

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Spikes, eh? Here are your GAWD DAMN spikes!

What goes up must come down... or not
What goes up must come down… or not
Turn your opponent into... a baby?! Strange but true
Turn your opponent into… a baby?! Strange but true
Don't behead 'em... BEFRIEND 'EM!
Don’t behead them… BEFRIEND ‘EM!
Totally bonkers but it adds some humor to the game
Totally bonkers but it adds some humor to the game

EXTRA HYPE

Life was good. It was a great time to be a kid  ^_^
Life was good. It was a great time to be a kid  ^_^

EXTRA FIGHTERS

I hope you weren't too fond of Sonya and Kano, though
Hope ya weren’t too fond of Sonya and Kano though

KOMBAT ZONES

Dead Pool
Dead Pool

As a kid I thought the acidic pool looked so realistic. Even today it still looks pretty stunning to me. Best of all, it never gets old throwing someone into the burning acid.

The Living Forest
The Living Forest

One of the all time great fighting game stages, the Living Forest gives Mortal Kombat II a ghoulish and creepy vibe. The sound of the evil trees growling is embedded in my soul. Love how menacing and unsettling those unholy growls sounded…

The Portal
The Portal

Speaking of creepy, the Shadow Priests look like they jumped straight out of a deranged horror flick. I’ve always hated cloaked figures growing up and these bastards did nothing but perpetuate that childhood fear.

Seriously creepy with a capital C!
Seriously creepy with a capital C!
The Wastelands
The Wastelands

Welcome to the barren and desolated decaying mess of the Outworld. Cloaked in darkness and shadows, this bleak backdrop is as hopeless as it can get.

The Pit II
The Pit II

While Mortal Kombat II does almost everything better than the original, not so with The Pit. I miss the nice simplicity of the original pit stage. But it’s pretty cool to see a guy burning on fire in the background I have to admit. Adds that visceral punch to this stage but I still prefer the original one.

The Armory
The Armory

Sorry, this stage kind of sucks :P

The Tower
The Tower

Big Brother is watching you each step of the way, even up here. Scale the wicked Tower to continue your quest to face Mr. Big Evil himself, Shao Kahn.

The Kombat Tomb
The Kombat Tomb

Any stage that offers a “Stage Fatality” is automatically awesome by default. You can impale your foe on the spikes above. OUCH!

Kahn's Arena
Kahn’s Arena

The emperor of the Outworld sits high on his throne, watching with great amusement as opponents rip each other limb from limb. On each side Kano and Sonya can be seen tied up. Nice cameo and fan service there!

Goro's Lair
Damn straight!

Return to Goro’s decrepit lair of despair. The big guy is long gone but in his place is the deadly hidden character, Jade. More on her later.

THE KOMBATANTS

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Johnny’s projectile now curves high or low. I love how it’s got that sweet trailing action. Cage’s trusty Shadow Kick returns and his brand new Shadow Uppercut knocks fools out of the air.

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Searching for your better half? So is Jax…

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Similar to Sagat, Liu Kang’s fireballs now hit either high or low. His Super Kick makes Shawn Michaels jealous and his Bicycle Kick allows him to work out his abs as he’s smashing your face in.

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Easily one of the most memorable and coolest Fatalities in Mortal Kombat lore.

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Rayden, the Thunder God, appropriately has some lightning-based attacks. He can also teleport and launch himself torpedo style in M. Bison fashion.

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Uppercut from Hell.

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Scorpion’s Harpoon Spear is back in all its glory. “GET OVER HERE!” Part man and part ghost, he can teleport from one side to the other.

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Ripping his mask off to reveal his true grotesque nature, Scorpion roasts his victim. They spaz out before exploding into tiny charred pieces.

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Freeze your competition with his trusty Iceball. The Slide is good for a sneak attack and his new Ground Freeze makes fighting Sub-Zero a slippery slope (sorry).

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Iceman Cometh.

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Scraping his blades together, the Blade Spark gives Baraka a long distance advantage. Up close he can damn near take his rival’s head off as well as catch them in a bloody game of slice and dice. Baraka is easily one of my favorite new characters.

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Baraka impales his victim with his razor sharp blades, lifts them high and sneers as he watches them slide down ever so slowly. As a kid I could not believe this made it to the SNES uncensored. Grisly and graphic!

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Making the most out of his powerful fist, Jax’s Ground Pound sends forth a devastating blast. His Sonic Wave makes the coolest sound effect. Up close he’ll grab and pummel you senseless.

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Horror film aficionados can’t help but love this one. Talk about a serious headache…

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Kitana’s oriental fans contain hidden razor blades. Whether you use her fans to slice and dice or lift them up for a combo attack, Kitana has developed quite the FANboy following [FANtastic… -Ed.]

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Someone once asked Kitana for some “head.” She has been happy to comply ever since.

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Anyone can throw a projectile, but few can control them like Kung Lao does. Press up or down to guide his hat. His Whirlwind Spin would make Mechagodzilla proud. A quick striking kick and teleportation round out his arsenal.

Siiiiick
Siiiiick. Speaking of sick, see below…

 

 

 

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Shades of Kung Lao from the film Tai Chi Hero!
Shades of Kung Lao from the film Tai Chi Hero

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Throw her sai either on ground or in mid-air. Mileena can tuck and roll with the best of ‘em. Her Teleport Kick is a good way to surprise overly aggressive opponents.

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Reminds me of a Dateline special I once saw on young anorexic girls who binge eat and then force themselves to vomit. This repulsive Fatality reveals Mileena’s ugly kisser.

Shades of the Slit Mouth Woman!
Shades of the Slit Mouth Woman!

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Reptile is so cool. His Acid Spit fits the character perfectly and is one of my favorite projectiles around. He emulates Sub-Zero’s Slide and his Force Ball briefly suspends his opponent, leaving them wide open for possible combo strikes.

Reptile can also go invisible temporarily
Reptile can also go invisible temporarily

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Similar to Scorpion, this Fatality gives us a glimpse at the real Reptile behind the mask. After a hard fought battle there’s nothing quite like a tasty post-match meal…

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Throw one, two or even up to three consecutive fireballs. It just keeps coming [That’s what she said -Ed.]

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Shang Tsung will take your soul without consent.

Shang's greatest power is morphing into anyone
Shang’s greatest power is morphing into anyone

THE BOSSES

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Shao, you ever thought of writing greeting cards?
Shao, you ever thought of writing greeting cards?
He's not very amused, I see...
He’s not very amused, I see…

SECRET CHARACTERS

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During the ? screen, use only Low Kick to fight Jade.

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There's also SMOKE and NOOB SAIBOT...
There’s also SMOKE and NOOB SAIBOT…
As kids we all thought he said WHOOPSIE!
As kids we all thought he said “WHOOPSIE!”

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IMMORTAL MEMORIES

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One of my favorite memories involving Mortal Kombat II took place in the winter of 1994. My best friend Nelson and I were so obsessed with the game that one morning before school began, we took turns on the playground pretending to be Shang Tsung. One of us would stick our hands out to emulate his fireball motion and the other one would lean back and breathe out. Our breath made it seem like “smoke” was coming out of our mouths. It captured the effect that Shang’s fireballs created upon impact. Damn, we were such dorks… [were? -Ed.]

SPIN THE FATALITY WHEEL

My poor Crash Dummy :P
My poor Crash Dummy

In the early ’90s I was infatuated with the Incredible Crash Dummies. Its toy line stood out to me. With the press of a button, your Crash Dummy action figure would explode with limbs flying every which way. It wasn’t long before Tyco released a giant plush figure whose head and limbs were attached to Velcro. This led to new creative ways of torturing your Crash Dummy. On December 23, 1993, I finally got one from KB Toys. But rather than destroying my plush Crash Dummy buddy, I felt a bond with Spin and started to treat him as though he were my pet. Just… don’t ask. At the same time, Mortal Kombat II was pretty fresh in the arcades and reigning atop the gaming world. One weekend my out of town Gaming Crew came down for yet another legendary sleepover. I sadly made the fatal mistake of leaving Spin out in plain sight. The guy we affectionately referred to as Sushi-X, upon seeing Spin, grabbed him and issued an ominous decree. “WATCH THIS.” I gasped in abject horror as Sushi-X proceeded to replicate Jax’s Arm Ripper Fatality.

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Everyone cheered. I watched helplessly as my Gaming Crew began taking turns acting out various Mortal Kombat II Fatalities on poor ol’ Spin. I wanted to tell them to stop but I also didn’t want to come off as the weird guy who had bonded with his Crash Dummy buddy. It was quite the quandary. Acceptance of your esteemed peers, or become the laughingstock of the group? Sadly, cowardly self-preservation won out. The next 10 minutes consisted of them reenacting every single last Fatality on the poor little guy. Hey, boys will be boys.

MORTAL FRIDAY… IMMORTAL MONDAY

My actual childhood Hollywood Video!
The actual Target my bro got Mortal Kombat II from

One of my favorite gaming memories revolves around the release date of Mortal Kombat II. It came out on MORTAL FRIDAY, September 9, 1994. I sprinted home as soon as school got out in order to make the trek to Target with my mom and brother. She had agreed to buy the game for us. It was rare in those days for her to buy us a game outside of a birthday or Christmas. Somehow even she knew the magnitude of Mortal Friday. I have many fond memories of the local Target in my childhood home town. In fact, it’s one of the few entities from the ’80s that still stands today in the same spot. Oh sure it’s been renovated over the years but even to this day whenever I pass by four or five times a year I can’t help but stare and smile. A wave of memories always come roaring back ^_^

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My mom and I used to go to Target every Friday after school back in the ’90s. I have fond memories of entering through the back via the classic Garden Center. I rarely came through the front entrance. My mom always went here first too since she loved gardening. And I loved it because the entrance into the store inside the Garden Center always led you directly to the toy section! So it was a win-win for all. As corny as this may sound, I can still smell the distinct and rich smell of fertilizer whenever I close my eyes and think about Target’s Garden Center. Some childhood smells just stay with you!

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It was a tradition of mine to hit the toy section first, followed by the magazine section and then the electronics department that housed the latest 16-bit titles. I always went through the Garden Center. My mom did her shopping while I ran around Target by myself. Looking back, it was such an innocent time in my life. I remembering gawking at the various giant LEGO play sets. I drooled at the latest Teenage Mutant Ninja Turtles toys and I would always bounce those silly looking bright bouncy balls that they kept stored in a cheap black plastic rack. I would then make my way over to the magazine aisle where I could thumb through the latest EGM and GameFan issues. Finally, I’d hit the game section to admire the latest and greatest. Good times.

"GET OVER HERE!"
“GET OVER HERE!”

After buying Mortal Kombat II on Mortal Friday, my brother and I spent that entire weekend playing it to death. We were blown away by what a great port it was. But we did have one small issue with it. For whatever reason, our copy was defected. Rayden’s electrocution special move didn’t work. Sure, it was kind of a shitty move anyway that left you wide open for attack if you missed, but details! We didn’t like the idea of owning a game where even one special move didn’t work properly. But it was late Sunday night and so we had to wait until Monday. My mom couldn’t take me right after school so I had to wait for my dad to come home later that night… setting the stage for one crazy Monday night…

I'll never forget the lights disappearing under my feet
I was a man on a mission

My dad had to work overtime that fateful Monday night, so when he finally arrived home and finished his late dinner it was already 9:45 PM. We rushed to Target hoping to get in before closing time. The Garden Center was already closed so this was one of those rare times I headed in through the front entrance. I still remember the image vividly of power walking down that long well-lit aisle all the way down to the electronics department. I was a man on a mission as I clutched my defective copy of Mortal Kombat II. The lights reflecting off the floor passed under my feet as I power walked to the game section before they could close at 10. Once there I explained to them about the game’s defect. As I finished explaining, a voice blared over the PA system: “Attention Target customers, we will be closing in 5 minutes.” The worker I spoke to was a young buck in his early 20s. He gave me a funny look and then said, “Hey, I guess we can always check it.” I stood there waiting for him to take my game off the counter and to the back. But he never did. Instead he dropped a bombshell on me. “Hey kid, wanna come back there?”

Suddenly I had a backstage pass!
Suddenly I had a backstage pass!

Before I knew it the young college kid guided me and my dad through the backstage area of Target. Walking through the backstage tunnel felt quite surreal. Suddenly we were getting a sneak peek behind the scenes. As he led me and pops through that long hallway, I could only think to myself how awesome the whole thing felt. Finally, we came to a cozy staff room with some couches and a TV with a Super Nintendo plugged in. He threw my copy into the machine and away we went! It was absolutely surreal being backstage at one of my favorite childhood stores. After he confirmed that Rayden’s electrocution move didn’t work (he tried holding down HP for 2 seconds, then 4, then 6, then 20… none of them worked), he conceded and allowed me to exchange it for a working copy. He then most likely broke a law as he told me and my dad to hang tight. He ran off to snag a new Mortal Kombat II copy off the shelf so we can make sure it would not be defective as well. My dad and I suddenly found ourselves sitting there in Target’s staff room all by ourselves (as non employees). I remember just thinking to myself HOLY SHIT! I don’t think this is supposed to be happening but it was! As an 11 year old kid at the time it was frigging awesome.

All because this move didn't work in the first copy
All because this move didn’t work in the first copy

When he finally came back, I saw that he wasn’t alone. Not only did he have a nice new copy of Mortal Kombat II but yet another Target employee walked in with him. He was also a young college kid. I looked up at the clock and realized it was now past 10 — the store had closed! They tore open the new copy and fired it up. The two of them tested to make sure that Rayden’s electrocution move worked on this copy. It did. At this point more Target employees started pouring in and the staff room was suddenly swarming and buzzing with about 10 workers. My dad and I found ourselves right in the thick of it all. Before I knew it they even asked me if I was interested in playing a few rounds. HELL YEAH! Playing Mortal Kombat II with some cool random college guys past closing hours on a school night? SIGN ME UP! I looked at my dad, who was now standing in the corner looking on, and he nodded with a smile. I ended up playing about 10 matches with various Target employees! They let me play on even if I lost. I remember my first win caused the room to erupt as they gave me hi-fives and teased the guy I had somehow beaten like there was no tomorrow. Finally, we turned the game off and they gave us the exchange.

Best customer service ever
Best customer service ever

On our way out, and I’m not sure why but I remember this SO vividly, a lovely female employee asked me if I wanted something from the vending machine that hugged the wall at the end of the staff room. She told me and my dad it’s on the house. My dad got a Pepsi and I ended up getting an ice cold Sprite. We walked out of Target at around 10:30 that night, a solid half hour after they had officially closed. In our hands were two ice cold beverages and a new defect-free copy of SNES Mortal Kombat II. It was one of those magical nights from your childhood you can never forget. After all, how many kids can say they played Mortal Kombat II backstage at their local Target with some cool college cats? It’s a memory that has stuck with me ever since.

Looks like I wasn't the only one...
Looks like I wasn’t the only one…
Brian George from Indiana, you weren't alone...
Brian George from Indiana, you weren’t alone…
The Target guys and I were only 240 matches shy...
The Target guys and I were only 240 matches shy…

WHAT THE CRITICS SAID

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Mortal Kombat II fared extremely well with the critics. EGM rated it 8, 8, 8 and 9. GameFan gave it ratings of 85, 90 and 94%. Super Play rated it 90%. It was well received by nearly everyone. Tony Mott of Super Play fame said, “There’s a vast amount of playability lurking beneath its deceptive surface and in quality of conversion terms there’s little around to touch it.” K. Lee from GameFan declared “Mortal Kombat II is a 95% arcade to home translation. This is truly an Mortal Kombat fan’s dream come true.” Al Manuel of EGM called it “as close to the arcade as it’s gonna get” and Danyon Carpenter said simply, “Mortal Kombat II fans can finally shut up. Their game is here and what an excellent translation it is.” Well said, my friends. Well f*cking said.

Nintendo Power rated it the 53rd best game of all time
Nintendo Power rated it as the 53rd best game ever

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It was only missing the names inside the bars
It was only missing the names inside the bars

CLOSING THOUGHTS

Redemption never tasted so sweet
Redemption never tasted so sweet

The first Mortal Kombat was a disappointing port. Not just because it was censored but because there was a slight lag in the gameplay that kind of threw everything off a bit. Mortal Kombat II on the other hand thankfully got so much right. Crisp control and it was uncensored. It’s one of the best ports the Super Nintendo ever saw. From the moment my brother bought it on Mortal Friday, Mortal Kombat II became a permanent mainstay in our SNES collection. I think back to those times where my brother, our gaming crew and I would play this late into the night. We mastered all the Fatalities, tinkered with the Easter eggs and many evenings were spent happily glued to the glow of the TV set. Looking back on it, those were some of the best gaming days of my youth.

Twice the fun, twice the violence
Twice the fun, twice the violence, twice as nice

In some cases nostalgia can blind us. But in this case, Mortal Kombat II on the Super Nintendo holds up well even 20+ years later. The visuals were amazing for its time. Hell, they still look pretty damn good. The sound is well done and very memorable. From “FINISH HIM!!” to the eerie trees growling in the living forest, it is a true arcade-like experience. But most importantly, the gameplay is about as spot on as you can hope for a tap-tap Mortal Kombat affair to be. Unlike the first game, there’s no funky split second delay in control. Every once in a while that Mortal Kombat itch strikes. While there are other sequels with much bigger rosters and even more moves, Mortal Kombat II remains the one I most often reach for. It expanded on the first game enough yet it maintained a certain level of simplicity and purity that later sequels lacked. Those sequels became a bit unnecessarily convoluted (i.e. Animality and Brutality). Mortal Kombat II on the other hand hits the sweet spot. “EXCELLENT!”

Graphics: 9
Sound: 9
Gameplay: 9
Longevity: 9

Award4Overall: 9.0
Gold Award

 

Check out my YouTube MK II tribute video below
Check out my YouTube MK II tribute video below

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FATALITY FINALE

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Sweet dreams...
Sweet dreams…

Mortal Kombat (SNES)

Pub: Acclaim | Dev: Sculptured Software | September 1993 | 16 MEGS
Pub: Acclaim | Dev: Sculptured Software | September 1993 | 16 MEGS

Street Fighter II arrived on the scene in 1991 and arcade fighting games were never the same again. It jumpstarted a revolution and inspired many other companies to develop their own fighting games, hopeful for a slice of the pie. Midway changed the gaming industry on August 2, 1992, when they released Mortal Kombat. Featuring a more “realistic” look, buckets of gore, eye-popping Fatalities and an elaborate backstory, Mortal Kombat became nothing short of a phenomenon. It’s crazy to believe it’s almost been exactly 25 years to the day that this game first came out. It was a different era back then. And whether you liked or hated Mortal Kombat, it was the kind of game that elicited a reaction. That year Midway, Capcom and SNK all battled for arcade fighting game supremacy. What a time to be alive.

MORTAL MONDAY!

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Who could ever forget the infamous ad campaign for MORTAL MONDAY? That, of course, was the big day the home ports of Mortal Kombat were set to be released. It was one of the most memorable campaigns to any video game ever. September 13, 1993 was the day Mortal Kombat finally came home. It was quite the moment and an amazing time to be a robust 10 year old boy growing up in suburban America. Whether you liked the game or not there’s no denying that the hyped release was a HAPPENING. Yup, no 16-bit gamer who grew up back then will ever forget those two infamous words, Mortal Monday. Good times.

This was originally made on September 13, 2013
PS- this was originally made on September 13, 2013

Indeed, it was a special time. SNES owners had been enjoying Street Fighter II Turbo for a month, and then Mortal Kombat joined the fray. I was 10 years old, loving the 5th grade and loving my SNES. Life was simple and life was good.

THE STORY GOES…

Ah, I miss early-mid '90s video gaming comic art...
Ah, how I miss early-mid ’90s video gaming comic art
"Now I am become Death, the Destroyer of Worlds..."
“Now I am become Death, the Destroyer of Worlds…”
"MORTAL KOMBAAAAAAAT!!!!"
“MORTAL KOMBAAAAAAAT!!!!”

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Love this opening sequence!
Love this opening sequence!

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You’re not the only one who grew up in the ’90s wanting to do that to Acclaim at some point. Thanks for making our dreams come true, Goro. You’re a real hero.

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Indeed, there were only a measly 7 combatants to select from, but one could argue Street Fighter II had only 7 itself as well (Ryu and Ken had matching movesets). At least the two palette swaps here, Sub-Zero and Scorpion, have their own unique, distinct fighting styles.

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It previewed the daunting road ahead in grand fashion
It previews the daunting road ahead in grand fashion

FINISH HIM!!

Nope, you certainly did not
Nope, you certainly did not

We didn’t quite understand the infamous FINISH HIM!! part when we first encountered Mortal Kombat in the arcades as kids. It was clear though that in those 3 seconds post-battle, you had the chance to do something. I’ll never forget the first time I saw somebody pull off Scorpion’s Fatality in the arcades. It was the first Fatality I witnessed and a moment in time that I will never forget. Everyone huddled around the arcade cab started screaming and basically losing their shit. We had never EVER seen anything like THAT before. It instantly put Mortal Kombat on the map. Say what you will about the game — it’s a gimmick, it’s a novelty, it’s a far cry from what constitutes as a “good” fighting game — but there’s NO denying that being a kid and seeing your very first Fatality back in 1992 was a moment you’d never forget. It’s just one of those epic defining moments in the ol’ video game memory bank. It’s right up there next to the first time you saw the two Barons of Hell bursting out of their pods from DOOM, or the rabid zombie dogs crashing through the window in the very first Resident Evil.

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Yeah it's not the same but it's still pretty damn cool
Yeah it’s not the same but it’s still pretty damn cool

THE STAGES

THE COURTYARD
THE COURTYARD

You find yourself on the inside but the battle has only just begun. You feel the intense burning eyes of over 20 monks tracking your every movement. In the far distance, high above, the creepy Shang Tsung looks on. I love the way the monks are all quietly bobbing away. Reminds me of all the kung fu flicks I watched as a kid growing up…

THE PALACE GATES
THE PALACE GATES

Ominous clouds linger overhead as you continue to prove your worth. The giant Buddha statue there is certainly a nice touch. If you can defeat your opponent here, the gates open to reveal the…

HALL OF CHAMPIONS
HALL OF CHAMPIONS

Only the best of the best are immortalized here with a life-sized statue. Goro’s gigantic statue eerily towers over the combatants, constantly reminding you of what terrors await at the end of the arduous road.

THE PIT
THE PIT

Lurking deep below in the pit are hundreds of razor sharp spikes. Many bodies have been mutilated when knocked over the precariously narrow platform ledge. It’s a very basic but effectively sadistic stage. One of the true Mortal Kombat classics. Gotta love it!

SHANG'S PALACE
SHANG’S PALACE

Under the watchful glare of Shang Tsung, you battle to the death for his twisted amusement. It’s genuinely creepy how he claps at the end of a round. The motion of the clapping is a bit erratic and just doesn’t seem right…

Shang Tsung gets closer with each step of the way...
Shang Tsung gets closer with each step of the way…
GORO'S LAIR
GORO’S LAIR

The skeletons adorned to the walls and glowing red eyes flickering in the dark say it all. Many heinous acts, far too horrible to speak of, have been conducted down here in this decrepit dungeon of DEATH and DESPAIR. The foul and putrid smell of decaying bones invade your senses. You would probably puke and gag if you weren’t busy trying to stay alive. Meanwhile, somewhere nearby the hideous monster Goro lurks…

THE BONUS STAGE

Every fighting game had to have one back in the day
Every fighting game had to have one back in the day

THE KOMBATANTS

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Can’t help but love that name. Johnny Cage is a shallow narcissist who also happens to be a grand martial arts fiend. He’s capable of taking out a small army in the matter of seconds. Why did he enter the tournament? To garner more publicity toward his brand and to prove he’s truly the best in the universe. His fashion sense could use some work but hey, it was 1992.

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Through years of intense training, Johnny can muster up so much chi that he’s able to unleash a lethal green flame from the palm of his hand. His trusty Shadow Kick produces so much force that you can actually see a shadow trail.

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His Fatality has been sadly neutered.

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Kano is nothing but a punk. Leader of the deadly Black Dragon clan, Kano believes Shang Tsung’s palace to be made of gold. He entered the tourney in order to find out if the rumor’s true or not.

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Never one to shy away from violence, Kano’s Knife Throw travels fast and cuts even harder. He’ll do anything to gain the upper hand, including putting his very own body in harm’s way. This is clearly evident by his Cannon Ball where he throws caution to the wind. Eat your heart out, Blanka. Hell, Kano would.

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Infamous for his vicious “rip their heart out” Fatality, Nintendo of America of course would not allow such a thing. Wish I could tell you the pillar there is blocking the heart graphic but it was sadly censored and Kano in fact doesn’t hold a heart at all. This makes the animation of him staring into his empty hand a bit awkward.

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Who didn’t get a kick out of Liu Kang back in the day? This Bruce Lee wannabe is out to restore nobility and honor to the tournament, which has been tainted by the likes of madman Shang Tsung. Liu Kang once said, “Spikes don’t hit back… wait, actually, they sort of do… hmmm.”

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Dragon Fire scorches its target. His lunging Dragon Kick darts across the screen in a flash, keeping opponents on their toes.

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Another horribly neutered Fatality, he does a little fancy flip into an uppercut. Really?

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In my gaming crew back in the day we used to joke about how one of our friends was secretly the elusive Sushi-X from EGM fame. We also thought another one of our friends, Tommy, moonlighted as Rayden. For a couple years there in the early-mid ’90s, we tried several times to sneak a rice hat onto Tommy’s head, always to no avail. I swear the dude was the spitting image of Rayden. Ah, those were the days…

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Rayden’s Lightning Bolt is sure to electrify the competition (sorry). His infamous Super Man torpedo elicited many exaggerated “AH-LA-LA-AHH-LAAA!” yelps from fans back in the early ’90s.

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Teleport from one side to the other to catch the opposition off guard. Start a fancy combo if you wish or simply nail them with an uppercut that sends them sky high!

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Rayden electrocutes his victim into a pile of dust. It’s a bit hard to pull off but it’s one of the better looking Fatalities in this port. Don’t mess with the Thunder God.

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Ah, Scorpion. My friends and I — hell, everyone I knew growing up — always thought he was badass. But when we witnessed his Fatality for the very first time and saw that hideous skull behind the cool ninja mask, Scorpion officially became a legend among legends. This hombre is frigging awesome. Besides, he is responsible for three of gaming’s most iconic words: “GET OVER HERE!!”

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Scorpion’s infamous “GET OVER HERE!!” Spear is to Mortal Kombat what the Hadoken is to Street Fighter II. It’s one of the most iconic special moves in fighting game history. Scorpion can also teleport and quickly reappear attacking on the other side.

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Never before 1992 had I seen anything like this. There was a palpable buzz in that arcade hall the moment the screen went dark. Scorp takes off the mask, reveals his true horrific identity which naturally elicits a collective gasp from the crowd, *POOF* does his thing and the rest is history. It’s one of those legendary video gaming moments that you never forget.

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Sonya was Miday’s answer to Capcom’s Chun-Li. You may scoff at her fashion sense but back in ’92 no one knew any better. Kind of scary, when you think about it.

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Before Chun-Li’s Kikoken fireball you had Sonya Blade’s Energy Rings. Sonya also loves taking to the air as well as tossing her opponents with her mighty strong legs.

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Brings a whole new meaning to “Kiss of Death.”

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Sub-Zero is the man. Who doesn’t love ninjas, especially ones with ice powers? His longstanding rivalry with Scorpion is well documented.

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Putting the big freeze on an opponent leaves him or her frozen for a few moments. This makes them ripe for the taking. Sub-Zero also has a sliding attack to keep his opponents honest.

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While it’s not his uncensored arcade original Fatality of ripping out one’s bloody spinal cord, this more kid-friendly reimagining is not too shabby.

THE BOSSES

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Indeed he is. And what a sight for sore eyes. When we first saw him, like many of the Fatalities themselves, there was a palpable visceral reaction. He looked, moved, sounded and played the part of a menacing monster like we had never seen before.

Not ashamed to admit he kinda scared me as a kid...
Not ashamed to admit he kinda scared me as a kid…

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What a creepy portrait!
What a creepy portrait!

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Shang Tsung is a shapeshifting bastard. The idea of a boss who could turn temporarily into any of the other fighters always appealed to me. After all, if there was a boss code that meant you could pick a character who would basically serve as an in-game Russian Roulette :P

THE ENDINGS

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The arcade had actual shots. We settled for this
The arcade had actual images. We settled for this

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It was cheap and lazy but hey it is what it is
It was cheap and lazy but hey it is what it is

THE SONG

Remember the Mortal Kombat song? It was actually pretty damn cool. Great beat and I loved the actual Mortal Kombat announcer saying the fighters’ names and memorable phrases like “EXCELLENT!” and “TEST YOUR MIGHT!” To honor the theme song, I compiled a montage below that walks you through the first part of the song. So if you’d indulge me for a bit, click on the YouTube song and enjoy a blast from the past as you scroll through the pictures below.

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Ah, what a lovely trip down memory lane :)
Ah, what a lovely trip down memory lane :)

WHAT THE CRITICS SAID

There will never be another era like this ever again
There will never be another era like this ever again

EGM gave it scores of 7, 7, 7 and 8. GameFan gave it ratings of 75, 76, 78 and 80%. Super Play scored it 81%. It was praised for its amazing visuals and sound but the severe censorship definitely was not a popular choice with the critics. Late 1993 was a great time to be a Super Nintendo owner as well as a fighting game fan. Street Fighter II Turbo and Mortal Kombat, released only a month apart of each other, battled for SNES supremacy. I always saw Turbo as the superior game but Mortal Kombat did stand as an intriguing alternative. The tap tap style was certainly unique, as well as the huge digitized characters. The debate would rage on that fall of ’93 as the two games graced magazine covers galore. It was all part of the fun of that magical era… a time period in which I still look back on with a real deep fondness even more than 20 years later.

The classic Mortal Kombat symbol
The classic Mortal Kombat symbol

CLOSING THOUGHTS

Dang. it's almost been 25 years. I'll be damned...
Dang. it’s almost been 25 years. I’ll be damned…

1993 was a special time in my life. It’s a year I’ll never forget. I was 10, I had a best friend, my 5th grade teacher was the best I ever had, the school’s two cutest girls were in my class, the SNES and Genesis were waging war at their peak, and it was the age of the 2D fighting game. When I think back to that precious time of my life and the games that helped to define that era, Mortal Kombat inevitably comes to mind. Its bloody mayhem and rivalry with Street Fighter II Turbo was simply the stuff legends are made of. And so too was the hype train when these two games were set to make their shiny SNES debut. My brother bought Street Fighter II Turbo and our gaming crew bought Mortal Kombat. It was the best of both worlds as we hosted tournaments for both games whenever we got together back in those days. Good times!

"THIS GIRL IS ON FIRE..."
“THIS GIRL IS ON FIRE…”

The SNES port, aside from being censored, was decent for its time. The fighters were colossal and looked pretty amazing back in 1993. The sound captured the intensity of the arcade original. I’ve always enjoyed the music and sound effects of Mortal Kombat. The gameplay, however, takes a bit of a hit. I was never the biggest fan of the arcade original in terms of sheer playability. I always felt the Street Fighter games were in another class. The original Mortal Kombat, I feel, was never a fantastic game to begin with. It was the unique novelty that drew us in. While the SNES port is fairly faithful, Fatalities and blood aside, it’s a fairly faithful port of an arcade game that wasn’t all that good to begin with. Don’t get me wrong, I enjoy busting out this game even to this day for the random stroll down memory lane. But the control wasn’t all that great and left the gameplay feeling a little stiff as a result. Moves don’t flow out smoothly and it takes a while to get used to. It’s a fun piece of history I suppose, and a look back at simpler times — a magical time of childhood and the awe of witnessing your first blood-laced Fatality. But as a game, it just doesn’t quite hit the mark. Now, Mortal Kombat II on the other hand…

Graphics: 9
Sound: 8.5
Gameplay: 6.5
Longevity: 6.5

Overall: 6.5

MK72Mortal Kombat falls a little short in my book, not just because it was censored but because the control is not as crisp as it should have been. Still, it’s something of a guilty pleasure I have to admit and a game that I still randomly pop in for the sake of nostalgia. It’s a relic from my youth that perfectly captures those lazy, hazy, crazy 1993 days.

Nothing but cheesy goodness
Nothing but cheesy goodness
Thanks for the memories, Midway...
Thanks for the memories. Long Live Mortal Monday!

Double Dragon V (SNES)

Pub: Tradewest | Dev: Leland Interactive | August 1994 | 24 MEGS
Pub: Tradewest | Dev: Leland Interactive | August 1994 | 24 MEGS

It’s been Double Dragon week here on RVGFanatic and it’s time to conclude the week by examining the last Double Dragon game ever released on the Super Nintendo. And that is, of course, Double Dragon V: The Shadow Falls. The first SNES appearance of the Lee brothers came in the form of Super Double Dragon. They reappeared for Battletoads & Double Dragon and they made their third and final SNES run in a tournament-based fighter. This was a radical change for the franchise. But keep in mind Technos (the original developers of the series) had nothing to do with this. Instead, a very small and obscure firm by the name of Leland Interactive handled the duties of this game. It was also based off the Double Dragon cartoon, which wasn’t exactly the most faithful representation of the proud franchise. To be blunt, Double Dragon V gets a lot of hate. But is it really that bad?

NOT YOUR BROTHER’S DOUBLE DRAGON

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I first saw Double Dragon V in EGM issue #59 (May ’94). My first reaction: WTF, a fighting game?! After getting over my initial jolt of disappointment, I actually thought it looked pretty cool. EGM’s preview made it look like a promising game. The thing about it that grabbed me was its cartoony look (which makes total sense since it was based off the cartoon that started airing the year before). The next thing that caught my eye were all the strange fighters. I had a fetish for the Dhalsims and Blankas of the world. I always selected the weirdest fighters first whenever playing a new fighting game for the first time. And this game was chock full of oddities, which appealed to my penchant of liking the spare parts of fighting game rosters. Also, as a huge World Heroes fan, Billy and Jimmy Lee were Hanzou and Fuuma 2.0. Straight down to the blue and red colors and very similar movesets.

Where have I seen the Dragon Spin before?
Where have I seen the Dragon Spin before?
Hmmm...
… Oh yeah
"We were here long before you were SO IN YOUR FACE!"
“We were here long before you were, SO IN YOUR FACE!”
Based off the cartoon that ran 26 episodes long '93-'94
Based off the cartoon that ran 26 episodes (’93-’94)
GameFan always made games look like a million bucks
GameFan always made games look like masterpieces

I’ll never forget GameFan’s AMAZING preview. Double Dragon V opened up the Planet SNES section — GameFan usually reserved the top spot for the game they wanted to champion most that month. So to see Double Dragon V get top billing made my expectations for the game soar. Not to mention how they made it look like a million freaking bucks! Remember the good old days when all we had were magazines, like EGM and GameFan, to help fuel our imagination of how our hopeful new favorites would play? There was no YouTube to stream instant footage in those days — your imagination did it for you based off a few pages and screenshots in a magazine you held in your very own hands. To some of you reading this that may seem primitive but for the rest of us that was our childhood and it was actually quite awesome. GameFan was the best at making every game look like a masterpiece thanks to their hi-res photos and creative layouts.

My actual childhood Hollywood Video!
Yes, this was my actual childhood Hollywood Video!

Summer 1994. The new Hollywood Video by my house had finally opened. I remember running over (it was literally not five minutes from my house) and I vividly recall seeing both Fighter’s History and Double Dragon V sitting pretty next to each other. This remains embedded in my heart nearly 25 years later. Although I loved me some Fighter’s History, my best friend Nelson DID already rent the import version a few months prior (see The Summer of Imports) and so it was pretty much a no-brainer for me at that point. I excitedly grabbed Double Dragon V from its resting place and rushed to the front of the line. A sign in the window said membership was free. The clerk, a young lady, asked for my membership card. I told her I didn’t have one yet and wanted to start one. She chuckled at my innocence and replied, “Well, you would need a driver’s license and credit card for that.” My hopes crushed, I sauntered away quietly feeling like such an idiot. As the great wrestling commentator turned Minnesota governor Jesse Ventura once said, “Close but no cigar.”

My childhood Hollywood Video, taken January 2006
My childhood Hollywood Video, taken January 2006

I took this picture on a cold rainy Monday night January of 2006. Hollywood Video was one of my favorite stores to visit as a kid. I wasted hours going up and down the long aisles gawking at the seemingly endless supply of horror movies. Those classic vintage VHS boxes haunted my youth. There were so many obscure horror movies from the ’70s and ’80s that it blew my young mind. It felt almost a little taboo even just to be browsing them. And of course, after wetting my horror movie appetite, it was on to browse the latest 16-bit games. It was a big part of my childhood, and it saddens me to think the kids of today will never know what it’s like to roam through a video store. This location finally died off in 2009. It was one of the last relics remaining from my youth. Thanks for the renting memories!

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

Wow did I take a tangent there! Anyway, I never did get to rent Double Dragon V. So when I bought a copy in 2006 during my SNES resurrection, boy, was I psyched to finally conquer a 12 year curiosity. And you know, despite all the terrible things people say about Double Dragon V — I’ll be damned — I actually find it to be not so bad. Hell, even halfway entertaining!

TAXI CAB CONFESSIONS

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Looks like that "someday" is today!
Looks like that “someday” is today!

MANUAL MADNESS

The manual is pretty neat and acts like a comic book
The manual is pretty neat and acts like a comic book
Billy was a little too goody two shoes, though...
Billy was a little too goody two shoes, though…
The art is kind of in that so bad it's good territory
The art is kind of in that “so bad it’s good” territory
It even came packed with this cool pull-out poster!
It even came packed with this cool pull-out poster!

THE SHADOW FALLS

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Many dislike it but I find it to be oddly enjoyable
Many dislike this game but I find it oddly enjoyable

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There's a boss code to boost the roster from 10 to 12
There’s a boss code to boost the roster from 10 to 12
Use either Lee brother or any of these eight freaks
Use either Lee brother or any of these eight freaks
A secret code gives you more bonus points to use
A secret code gives you more bonus points to use
Location map highlights each stage's set pieces. Nice
Location map highlights each stage’s set pieces. Nice
Yes, there are fatalities AKA Overkills. I'll list them below
Yes, there are fatalities. Overkills will be listed below

To execute Overkills, you must finish off your opponent with a specific strike while they’re standing. Note that the listed Overkill for each character below is what you must do TO them as opposed to “done AS them.” Also, Overkills only work on Medium or higher difficulty and can’t be done in the Quest mode.

THE FIGHTERS

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I like Billy’s stage for how incredibly morbid it is. A pair of prisoners squirm in the background knowing that their fate will eventually be that of the skeleton displayed front and center. Hmm, this stage begs the question if Billy is really a secret serial killer. Love the music here as well — it’s catchy.

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Billy’s your typical fighting game main hero, which means his moveset consists of the following: a fireball, a leaping uppercut slash and a spinning attack capable of multiple hits. In addition he has a quick lunging strike to keep opponents on their toes.

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Jimmy does all of his training at the Dragon Dojo where he hones his craft day and night. A giant golden dragon statue looms in the background, reminding him everyday of the untapped power of the Dragon. The statue even breathes smoke and flashes its glowing eyes. It has sometimes proven to be an effective distraction to Jimmy’s opponents, which allows him to take full advantage. Unlike Billy, Jimmy isn’t afraid to embrace a little bit of the dark side from time to time…

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Jimmy shares the same moveset as his brother. Only his fireball is literally a fireball as opposed to a dragon-shaped projectile.

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The Red Dragon Tea is one of Metro City’s hot spots. After all, what can beat an endless variety of tea drinks and a backlot brawl on a Friday night?

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Projectile overkill much? But that’s kind of why I find this game to be a guilty pleasure. Double Dragon V feels like it was made by a bunch of 10 year old kids who couldn’t agree on one fireball so they included all three of their ideas for a fireball instead. Jawbreaker is a fun quirky fighter who can also launch himself head first, à la E. Honda.

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When the hipsters of Metro City aren’t hanging out at the Red Dragon Tea, they’re most likely chomping on some greasy burgers at Cody’s Nutron Grill. Fights often break out here as well. It’s hard to top dinner and a show.

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Icepick is cool (sorry) if only for the fact that he’s the only one who can freeze his opponent, Sub-Zero style. He’s also got a regular projectile just for the hell of it, because it’s Double Dragon V: Land of the Projectiles.

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I like how this stage is set against the backdrop of a heavily polluted factory. It fits in well with Metro City’s whole grimy feel…

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Another bizarre fighter with THREE different projectiles. Can you name another fighting game that can claim that? Certainly not from 1994. Like I said earlier, it feels like it was made by kids who came up with a bunch of “cool” fireball attacks but couldn’t agree on just one so they included everyone’s idea. I find that oddly fascinating!

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The mysterious neon green bubbling liquid gives this stage a lovely glow. TMNT Mutagen flashback, anyone?

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Sickle only has one projectile, believe it or not! But to make up for it he has some super cool blade attacks, including one that can safely pass projectiles.

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This is a rather creepy sewer thanks to a couple of strange looking cats and rats scurrying around.

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Blade’s M.Bison-like torpedo strikes hard and fast. He likes to bury his blades deep in his victim’s crotch before discarding them like yesterday’s garbage.

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Trigger Happy has the coolest name but also the worst looking stage in the game. It’s a bit drab and nothing to write home about.

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Luckily, he’s been compensated with an incredibly cool moveset. Two different fireballs — one hits high while the other hits low, so the multiple projectiles actually serve a function here. He also has an electric AND flame-based attack. Not to mention a very cool take on the old Dragon Punch. Trigger Happy is easily one of the more fun characters to play as.

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This is one of my favorite stages from the game. It perfectly conveys the seediness of Metro City. Love the city backdrop and how the ‘E’ in HOTEL flickers in and out.

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Countdown has the coolest special moves in the entire game, even more than Trigger Happy. HE TURNS INTO A MOTHER F*CKIN’ ROCKET. You just can’t top that one, folks. End scene. Done. Finito!

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DDV57

A forgettable stage for a forgettable fighter. Not much else to say, really.

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Sekka and Blade are almost interchangeable; they have no projectiles and similar blade-related attacks and strikes. Not one of my favorites.

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DDV60

That Double Dragon yin yang symbol is awesome but that is about the only notable thing of this stage.

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Dominique has a very meh moveset. She was created specifically for this game and feels like an afterthought. As if someone said, “Hey we should have a female boss character…”

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The creepy dragon/snake statue in the background glows off and on, creating a pretty neat effect. I also like the murals adorned on each side of this stage.

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Shadow Master can teleport, has a charging strike and commands both electrical and flame-based projectiles. Not too shabby for a final boss. Terrible generic costume, though.

DON THE DRAGON MASK!

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Sorry… you can’t wear the dragon mask like in the cartoon, but this comes pretty close.

"Don't you say a damn word now..."
“Don’t you say a damn word now…”

SECRET CODES

Note: all of the following codes are done at the game selection screen.

  • Play As Bosses: L, R, Up, L, L, Down, R, R
  • Extra Continues: Left, Right, Left, Right, L, L, R, R, R
  • Six Extra Points: Right, Down, Down, Left, Up, Right, L, R, L, R, L, R

WHAT THE CRITICS SAID

EGM's review is firmly embedded in my mind
EGM’s review is firmly embedded in my mind

For all the hype Double Dragon V got in gaming magazines, it turned out to be a bit of a flop. EGM’s review published in issue #60 has always stuck with me. The screenshot reaffirmed to me what a weird roster it had but the scores were so average. They gave it ratings of 5, 5, 5 and 6. GameFan never reviewed it despite giving it a glowing three page preview. My theory? GameFan disliked the final product and was embarrassed that they gave Double Dragon V top billing. Perhaps by not reviewing it they were hoping to wipe it from everyone’s memory. Super Play gave it an abysmal 39% rating. The majority of online retro gamers tend to trash this game whenever it gets brought up. It gets a bad rap but I don’t think it’s nearly as bad as most people say it is. I mean, it’s not great or anything but it’s definitely playable. There are plenty worse games on the Super Nintendo, that’s for sure.

Little harsh there, Super Play
Little harsh there, Super Play
Oops, dyslexia! Sorry Double Dragon V. That's a 39%
Oops, dyslexia! Sorry Double Dragon V. That’s a 39%
These aren't the scores GameFan secretly gave it...
These aren’t the scores GameFan secretly gave it…

CLOSING THOUGHTS

Some games you just have a soft spot for. This is mine
Some titles you just have a soft spot for. This is mine

Some games deservedly get a bad rap while others I feel really aren’t so bad. Double Dragon V fits the latter, for me at least. If you approach it with the right mindset, it can be mildly amusing for 15-20 minutes or so. The graphics are colorful yet “dark” at the same time, lending Double Dragon V a unique style. It’s not a particularly great looking game but in certain spots it’s alright. The sound is pretty lackluster but the music is decent especially on a few stages such as Billy Lee’s. I like how the music for each stage kicks into a frenzy whenever one opponent’s health starts reaching the danger zone. It helps add a little extra drama to a match. This game is the perfect definition of a guilty pleasure.

*cue Elton John's ROCKET MAN...*
*cue Elton John’s ROCKET MAN…*

A fighting game is only as good as its control, roster and mechanics. The control here is passable. It’s not crisp but it’s not terribly difficult to pull off the special moves. My biggest gripe actually? The physics. They feel a little off, similar to Clay Fighter. The roster isn’t notably appealing and there aren’t many combos to speak of. It’s mainly a fireball spam fest and trying to hit each other with your special moves. Yet, there’s something about this game that compels me to play it every once in a blue moon. I think one of the main reasons why Double Dragon V gets such a bad rap is because it wasn’t a proper kick-ass beat ‘em up sequel to Super Double Dragon. Sure, the fact that it’s not a good fighting game plays a big role too of course but I think many people were never able to look beyond their initial disappointment or look beyond the game’s admittedly terrible aesthetic. I really don’t think this game is THAT bad. Give it a fair shot and I think you’ll realize it’s not in the same class as the bottom feeders. That’s not high praise but you get my point. It’s not the first SNES fighting game I would play, but I can’t deny that I find it oddly enjoyable. After all, any game where you can turn into a rocket can’t TRULY be a total loss, can it?

Graphics: 6.5
Sound: 5
Gameplay: 5.5
Longevity: 6

Overall: 6.0

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DDV74

The less said about the movie, the better
The less said about the 1994 movie, the better
Props for this homage scene, though
Props for this, though
Really not that bad...
It’s really not that bad…
REALLY not bad at all...
REALLY not bad at all…

Battletoads & Double Dragon (SNES)

Pub: Tradewest | Dev: Rare | October 1993 | 8 MEGS
Pub: Tradewest | Dev: Rare | October 1993 | 8 MEGS

Although not the first arcade beat ‘em up ever released, 1987’s Double Dragon set the standard for the genre in many ways. Similar to Doom, Double Dragon is often referred to as the granddaddy of its genre. Developed by Technōs Japan, players control the ass kicking Lee brothers as they seek to rescue love interest Marian from the evil clutches of the nefarious Shadow Warriors. It perfectly captured the spirit of the late ’80s but more importantly it was a fun 2-player game that would spark an endless line of classic contemporaries — Streets of Rage and Final Fight just to name two. Credit the mastermind Yoshihisa Kishimoto for giving us one of the most beloved genres of all time. In June of 1991, the Battletoads arrived on the scene courtesy of Rare. It thrilled (and terrorized) many NES gamers. Many of us remember it for its wackiness and of course the infamously difficult biker section. Rare developed Battletoads in response to the Teenage Mutant Ninja Turtles craze that was going on around that time. Two years later, Double Dragon and Battletoads joined forces to take on the Shadow Warriors and the Dark Queen’s army. On paper, it sounds like a wet dream. But the real question is… did it live up to expectations?

CROSSOVER CRAZE

More amazing than your eyes can believe!
More amazing than your eyes can believe!

If you were anything like me growing up then you probably at some point too daydreamed about two of your favorite franchises crossing over. I remember my very first exposure to a crossover was when I spotted a VHS copy of King Kong vs. Godzilla at Toys R Us in the late ’80s. I had no idea such a movie existed and it absolutely blew my mind. The two titans are set to have their rematch in 2020 but real fans know it first happened nearly 55 years ago (August 11, 1962).

OHHHH SHIT!
OHHHH SHIT!

Who could ever forget the classic ending to Jason Goes To Hell: The Final Friday? Seeing Freddy’s iconic claw dragging Jason’s goalie mask to the depths of Hell stirred much water cooler talk about a future Jason vs. Freddy crossover. Fans finally got that movie 10 years later in 2003. Better late than never.

Still waiting on the ultimate triple threat, though
Still waiting on the ultimate triple threat, though

In the gaming world there have been lots of memorable crossovers. One of the biggest ones was X-Men vs. Street Fighter. Capcom sort of opened the floodgates. It was all the rage back in 1996. Other notable crossovers include Capcom vs. SNK, Super Smash Bros., Street Fighter X Tekken, Kingdom Hearts, The King of Fighters and Capcom vs. Marvel. Hell, even Sonic and Mario have teamed up!

Who would have thought this back in 1991...
Who would have thought this back in 1991…

But the earliest gaming crossover I can remember playing was Battletoads & Double Dragon. It first came out for the NES in the summer of 1993 before receiving Genesis and SNES ports in late ’93. I fondly remember playing the SNES version at a friend’s house one Saturday night. We couldn’t beat it — it’s damn hard — but we sure had a blast trying. My friends and I didn’t think it was the greatest game ever but we enjoyed it relatively enough. I recently went back to replay Battletoads & Double Dragon for the first time in well over 20 years. I was a little anxious. Part of me wondered if maybe the game’s even better than I remember giving it credit for. Maybe it’s brilliant in a way that my 10 year old mind back then wasn’t quite able to grasp. Kind of like rewatching classic Simpsons episodes from the early seasons and finally getting all the jokes you missed as a kid.

Neddrunk

On the flip side, I was a little anxious if maybe childhood memories covered up for a disappointing crossover. But that’s the beauty of retro gaming. You can (re)play them and (re)form your own opinions. You can revisit the past and reevaluate games you once enjoyed. Some games will pass the test. But some don’t. Others are caught somewhere in-between. I was anxious to see where this one would fall…

THE STORY GOES…

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Professor T. Bird is a mentor to the ‘Toads and serves the Splinter role.

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Wouldn’t be a crossover if they said no :P

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Umm, Billy you OK? I got some Pepto-Bismol if ya need it…

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“Bastards, I’m still down here!” *shakes fist* -Jimmy Lee

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Joining forces to assemble THE ULTIMATE TEAM!

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Select any of the five heroes. Rash rocks a mean pair of shades.

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Pimple is the muscle of the group. Zitz is the brains.

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Finally, Marian is not the cause.

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Villains from both universes collide to form their own super team.

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Roper is as big and bad as Abobo, only Roper has a BIG gun. Robo Manus is said to be second in command of the Dark Queen’s army.

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Shadow Boss is a loose amalgamation of various characters from the Double Dragon games rather than one specifically. The Dark Queen serves as the final boss, letting you know exactly which franchise style this game is more catered to.

STAGE ONE: TAIL OF THE RATSHIP

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Shadow Marines greet you right off the bat as you wage war on the tail of the Colossus. Be careful — one big punch from them can deplete two health boxes!

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Desperate to impress their Shadow Boss, Shadow Marines aren’t afraid to risk life and limb. Feel free to kick them off!

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Better yet, stomp on their fingers.

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Sometimes they’ll come flying at you like such. Toss them wankers into the abyss.

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Ahhh, the classic Will Smith elbow drop!

:D
:D

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Jimmy Lee would never react this way — I told ‘cha it’s much more Battletoads than it is Double Dragon. After all, Rare did develop this game. But I’ll overlook this. Love the dramatic Abobo entrance, though. Really made him look like an intimidating force!

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Abobo was never this tough before!

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Finally you put the boots to him, sending him off into deep space.

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Professor gives you a quick message at the end of each stage along with a preview of what’s to come. I enjoy these little cutscenes and the miniature versions of the ‘Toads and Dragons especially.

STAGE TWO: BLAG ALLEY

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Getting the dummy goons to attack each other is always good for a laugh. Speaking of a laugh, it’s quite comical scaling the chain-linked fence to whack them upside the head.

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Shame you can’t toss them into each other.

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Walkers make quite the entrance. Love that little detail of the wall being partially taken out there.

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Break a Walker apart to steal its leg. Now play Whac-A-Goon!

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Doorman of Doom. Believe it or not, that’s actually his name. So cheesy it’s gold. Toss his sticks of dynamite back at him to end his cowardly existence.

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Break those eggs apart to reveal various goodies. I like how most of the levels are sectioned off. I especially like how this one has the dash covered up by an egg there. It’s weird little stuff like that that makes me smile. Meanwhile, Jimmy Lee confronts the cowardly Doorman of Doom personally. He’s not exactly thrilled to meet one half of the legendary Double Dragon face to face…

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Remember the Turbo Tunnel level from the first Battletoads game? Yeah, I know you do. It makes a cameo here. And thankfully, it’s extremely reasonable.

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Turbo Tunnel was only three levels in for the original Battletoads game, and it terrorized an entire generation of NES loving kids. It returned in the SNES sequel, Battletoads in Battlemaniacs. It wasn’t as difficult there but it was still a pain in the ass. Thankfully, it’s super easy (and short) in Battletoads & Double Dragon.

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Obstacles are briefly highlighted before the player is forced to react. Love the way Jimmy kicks his legs out to grab some air.

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Watch out for bad guys hot on your trail, and be sure to take advantage of the 1UP opportunities.

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Whoever complains about having a rat problem never saw this! Um, I wouldn’t do the body bump greeting if I were you, Jim.

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Someone’s been working out! :P

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Jimmy ultimately wins the war but not without a few scars.

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Oddly fascinating to see your little guy trek through the stage preview there.

STAGE THREE: ROPES AND ROPER

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Sounds like a kinky Saturday night. It’s good to see Linda back. I like how the window there gives you a preview of incoming enemies. Knock the stuffing out of the bloody ravens. Oh and welcome Rash to the party. The ‘Toads were getting a little restless waiting on the sidelines.

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Linda is no joke. Get caught in-between two [now THAT sounds like a kinky Saturday night -Ed.] and it’s lights out for you, bub. Get ready to swing on some ropes. Don’t miss the platform there or else you’ll lose a precious life.

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Fried toad, anyone? Kick the switch to disable it.

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Yanking Linda’s hair while kicking her in the bum is my definition of a good time. Better yet, don’t be afraid to give her some head. And to all her friends as well. Now that’s a wild Saturday night.

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Another rope section… only this one involves avoiding a moving laser. Great. Scaling the fence there reminds me of Mario in Super Mario World. Except not as smooth.

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Avoid getting roasted by pulling your little toad legs up. Pretty cool little bit there. And look who’s joined the debauchery.

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Pimple, you’re just in time, too. This stage is called Ropes and Roper. You’ve seen the ropes. Now meet Roper. He goes about 6’9″, 320 pounds and he loves moonlit walks on the beach. He also gets off on whacking toads with his big gun.

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Roper has trouble loading his gun occasionally. Thank God for small favors. But get caught by one shot? It becomes a streaming parade of death. Totally cheap and brutal. Good luck giving him the old BOOT.

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Looks like we’re heading to outer space [Nothing gets by you -Ed.]

STAGE FOUR: RATSHIP RUMBLE

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Space shooting Gradius-esque stage? SWEET! But wait, you quickly come to find out moving the D-Pad moves your ship in a stationary 360 degrees while “A” moves you forward. WHAT THE — needless to say, it’s cumbersome and annoying. Should have stuck to a traditional SHMUP control scheme.

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Colossus, we meet again. This time, I’m taking you out for good.

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Commence Mission Stop That F*cking Missile.

STAGE FIVE: MISSILE MAYHEM

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Similar to stage three, this level uses a single plane (the first two levels do not). I don’t typically like single plane but at least it makes sense here somewhat. Right off the bat we’re greeted by an old friend, Lopar. Beating him will send him cartwheeling off the screen. Nice comical touch.

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WHEW was that close! Oops… I spoke too soon.

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Preview incoming enemies through the window. Love how the door opens and closes. X indeed marks the spot, as well as a firm jump kick.

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General Slaughter is the mid-boss of this stage. I love mid-bosses. I feel like too many beat ‘em ups lack a mid-boss. This game is no different; General Slaughter is really the only true mid-boss. Later on, Billy comes face to face with his old nemesis. Try not to get burned this time [Gee, thanks for the helpful tip -Billy Lee]

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Creative enemy entrances in beat ‘em ups are the best, aren’t they? Check out how Lopar busts out of the window there. He also likes to hide behind the red wings. Beware his ninja stars, too.

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Being a crossover, I love it when enemies from both universes attack you at once. Sadly it doesn’t happen often but it’s nice when you get it. And look, I found the Bruiser twins pre-Super Punch-Out!! :D

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Nintendo’s dirty little secret they didn’t want you to know!

STAGE SIX: SHADOW BOSS SHOWDOWN

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Brilliant beginning! Love seeing the Shadow Boss’ silhouette flashing in the background for a split second before disappearing back into darkness. It’s actually a bit creepy, too.

That is some Michael Myers level type shit!
That is some Michael Myers level type shit!
GAWD DAMN!
GAWD DAMN — WHERE HE GO?!

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Killing a Walker with his friend’s leg is hilarious. Oh and look closely in the background. Do you see anything there? Yup, throughout this level Shadow Boss actually stalks you from behind the columns of this shadowy corridor. Brilliant.

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Dragons and ‘Toads use the Walker’s leg differently. Both are great but I can’t resist showing how Rash uses this bum for batting practice!

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OUCH! That hurts my eye just looking at it. Billy thinks he’s ready to take on all comers when, from out of the shadows, comes the big bad Shadow Boss.

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Appropriate reaction this time, even for a Lee brother, I’d say. That is one nasty punch. Zoom in if you’re browsing on a smart phone. You’ll get the full effect.

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Billy’s head gets turned into a pile of mush.

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Better grab a hold of one of those light fixtures above or it’s exit stage left for you.

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Think he’s done with you already? Not so fast, he says. It’s over when he says it’s over. Yeah, good luck with that jump kick there…

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Manage to beat him and his suit of armor will fly all over the basement floor. Best of all, the placement of each item seems to be random. You gotta appreciate little details.

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Things aren’t done with this level yet. After the Shadow Boss you must get by this little laser trap. Be a shame to lose here after all that hard work! Bit of a tongue on that Professor, too. He and Cranky Kong should do a collab sometime.

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Proof positive that we live in a “What have you done for me lately?” society. This is it, Dark Queen. Prepare to be foiled.

STAGE SEVEN: ARMAGEDDON

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Shades of Will Smith once again. I like the small detail of the Mechano-Mitt having red (injured) fingers after being smashed.

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Finally, the Dark Queen. She’s actually not that tough.

A LITTLE HELP

BTDDCode1

This game is pretty damn tough. Especially the third level on. Jeez, what’s up with Battletoads games and level three? Anyway, for a major boost, at the character select screen press Up, Down, Down, Up, X, B, Y, A. If applied correctly, after selecting your character you’ll be taken to this handy level select screen. It’ll also grant you 10 lives (you get three normally). The levels aren’t particularly long but this code increases the game’s enjoyability and longevity significantly.

Don't have to start on level one...
Don’t have to start on level one!

WHAT THE CRITICS SAID

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The game did alright with the critics, if not slightly underwhelming when you consider the crossover star power. EGM enjoyed it the most, giving it scores of 8, 8, 8 and 8. GameFan was notorious for handing out high ratings like they were free condiments at a fast food restaurant, but they were a bit lukewarm on Battletoads & Double Dragon. It received ratings of 74, 77, 79 and 80%. This is in the very same issue, mind, where Clay Fighter was infamously awarded a 97%. Just some food for thought. I’d be remiss if I also didn’t bring up how Sgt. Gamer’s comment pissed me off as a little kid. In his 74% score, he had this to say: “I do have some complaints, however; the biggest being the inclusion of the Double Dragon characters. In the immortal words of the Joker: It’s time to retire…” Man did that set me off back in 1993! I was and still am a huge Double Dragon mark but um, dude, it wouldn’t be called Battletoads & Double Dragon without the Lee brothers. Secondly, NO, they don’t need to retire — YOU DO. Ahem, sorry. Moving on then. Super Play was notoriously difficult on beat ‘em ups and it really showed here. They gave this game a freaking 37%. 37%! Wow. I freely admit this isn’t the greatest beat ‘em up by far but 37%? If anything, maybe they made a typo and it was supposed to be 73%, one might think. But nope, the whole review was scathing and negative. This is NOT a 37% game. So, as you can see, for such a big crossover the reception was a bit meh.

Not quite the ultimate crossover
Not quite the ultimate crossover

CLOSING THOUGHTS

stevecoll207

That Saturday night at my friend’s house back in late 1994 paints the perfect picture in showcasing the strength of the SNES and like-minded friends. My friends and I didn’t bother leaving the house that night. Nope, instead we happily played two lesser known SNES games that gave us almost as much entertainment as one of the classics would have. Those two games? Samurai Shodown and Battletoads & Double Dragon. I remember us playing these two games for three or four hours and being as happy as pigs in mud. Two games that probably would not crack anyone’s personal Top 50 SNES list. Yet they’re a shining example of the system’s extensive library. There are tons of decent to solid little games that can easily entertain you and some pals. It’s no wonder I love the SNES so much. It’s the library that keeps on giving. Anyway, I just had to share that memory. I can’t write about this game without fondly recalling that fine evening.

Heads up!
Heads up!

When it comes to Battletoads & Double Dragon, it’s an unfortunate case of unfulfilled potential. It’s not a bad game but I personally can’t help but feel a bit disappointed by it. Sure it’s a blast with a friend but it’s not quite the ultimate crossover like how it should have been. For starters, while the music is actually quite well done with rock-like techno tunes, the sound is very forgettable and mediocre. But my main beef with this game is the Battletoads are clearly the stars and the Lee brothers come off more as supporting cast members. Worst yet, they don’t feel like the real Lee brothers. That to me as a huge Double Dragon fan is the biggest no-no. Even the Double Dragon enemies look weird and not true to spirit. Because Rare developed this game, rumor was they weren’t well versed with the Double Dragon universe and it honestly kind of shows when you play this game. The ‘Toads and their universe were well represented. But not so much on the Double Dragon end :(

"Ya killin' me here, Rare!" -Billy
“Ya killing me here, Rare!” -Billy

Gameplay-wise, there are quite a few blemishes. Right off the bat, there’s a sense of poor programming. This is evident when you can’t even switch characters after continuing. What? That almost defeats the purpose of having five to choose from. Sadly, the same flaw that plagued the original NES Battletoads and later Battletoads in Battlemaniacs is back: overlapping continues. That’s right, in 2-player mode when one of you dies, it’s back to the beginning of the stage. WHAT! WHY? Ugh. Just not good decisions. I also don’t mind a reasonably difficult game but this one borders on cheap after the first two stages. Things get pretty brutal later on, so thank God for the cheat code to skip stages and have 10 lives. And enemy damage is way too high. It’s very hard to stop them from killing you once you let them punch you once. This usually leads to a succession of punches that ends up in you losing a life. It’s very unforgiving — unnecessarily so. Last but not least, the control feels a bit off and the boss battles are cheap.

stevecoll207c

But on the bright side, and yes there is a bright side, it’s still freaking Battletoads & Double Dragon. Sure it’s watered down but it still counts for something. It is fun to play with a friend, even factoring in the annoying overlapping continues. The music, as I said, is really quite good. And THANK THE HEAVENS that they finally got the Turbo Tunnel section correct. It’s not just tolerable — it’s actually pretty fun! Amazing what happens when you make it reasonable, not overly long and not ridiculously hard. Can’t forget about that cheat code, either. It makes it all the more appealing to revisit the game every once in a while. Finally, I appreciate the dark humor and various comical bits. There’s definitely some charm here.

Well, at least they tried...
Well, at least they tried…

All in all, Battletoads & Double Dragon is a mixed bag. A disappointment, for sure, but not without some merit of its own. Leave any lofty expectations you may have at the door and you just might enjoy it. I try to appreciate it for what it is rather than complain about what it could have been. It’s admittedly hard at times when you think about the wasted potential but at the end of the day I’m glad we got this game at all. At the very least, it gave me and my friends some good memories. It should have been great but it isn’t. It is what it is. At least it’s playable and enjoyable enough. And at least we’ll always have Return of Double Dragon to remind us of what a great SNES Double Dragon game looks like ;)

Graphics: 7
Sound: 8
Gameplay: 6
Longevity: 6

Overall: 6.0

Super Double Dragon (SNES)

Pub & Dev: Technos | October 1992 | 8 MEGS
Pub & Dev: Technos | October 1992 | 8 MEGS

Everyone who grew up with the NES back in the late ’80s to early ’90s had their own favorite franchises. The Super Mario Bros. series, Contra, Castlevania, Mega Man and so forth. With the arrival of the Super Nintendo we were all daydreaming about which of our NES favorites were next for the 16-bit treatment. One of my favorite franchises was Double Dragon. When I think of beat ‘em ups, my mind immediately goes to Double Dragon. Not Streets of Rage. Not Golden Axe. Not even Final Fight. Nope, my first thought has always been and will forever be… DOUBLE DRAGON. So you can imagine my cry for joy when Super Double Dragon graced North American shores October of 1992.

RETURN OF DOUBLE DRAGON

The definitive version
Sleeping Dragon Has Awoke — what a subtitle!

Everything about Return of Double Dragon: Sleeping Dragon Has Awoke is better, including this badass box art. There are several reasons why the Japanese version is better:

  • You can actually catch the boomerang. In the US version it knocks you down
  • You can switch weapons. In the US version you are stuck with what you have
  • Your Hurricane Kick can connect for multiple hits. In the US version it stops at one. Lame!
  • Less insane difficulty
  • Option mode to adjust lives plus a sound test
  • Expanded final stage
  • Less knife and bomb damage

The rest of this review will strictly be based on the Japanese version.

Sadly, Marian is mentioned but MIA in the game
Sadly, Marian is mentioned but MIA in the game

MEMORIES FROM A BYGONE ERA

The craze began here
The craze began here

My brother and I were huge Double Dragon fans dating back to 1988 when the first game came out for the NES. We absolutely loved the sequel but the less said about Double Dragon III: The Sacred Stones, the better.

Such a gawd damn classic
Such a gawd damn classic

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Growing up I was lucky to have a close knit group of family friends. About once a month we gathered for a big sleepover. I fondly recall waking up bright and early Sunday mornings and diving right into Super Double Dragon that holiday season of ’92. The game holds an incredible amount of nostalgia for me — any time I see its visuals or hear its music I am instantly transported back to Brian’s room. It’s a bright crisp Sunday morning, shards of sunlight poking through the bedroom window, birds are chirping and we’re whupping some serious ass together while the smell of eggs and bacon permeates over from the kitchen. Those were the good old days. The golden era of my youth. Every once in a blue moon when I’m feeling super nostalgic, I bust this game out on an early Sunday morning. It never fails to bring a smile to my face, but what amazes me most is how well it’s held up nearly 25 years later.

THE STORY GOES…

NEO TOKYO 2064. Bright lights and a teeming nightlife...
Neo Tokyo 2064. Bright lights and a teeming nightlife
At a quick glance, it seems like a peaceful night
At a quick glance, it seems like a peaceful night
But something sinister lies beneath, brewing....
But something sinister lies beneath, brewing….
"Think ya can disrespect the Shadow Warriors, punk?!"
“Think ya can disrespect the Shadow Warriors, punk?!”
"Where's the Double Dragon when you need 'em?"
“Where’s the Double Dragon when you need ‘em?”
"We're coming..."
“We’re coming…”
Shadow Warriors have grown weary of ruling Neo Tokyo
Shadow Warriors grow weary of ruling Neo Tokyo
Nothing reinvigorates a man like new challenges...
Nothing reinvigorates a man like new challenges…
They decide to have one last night of fun...
They decide to have one last night of fun…
"OH!  MY CAR!!"
“OH! MY CAR!!”
"C'MON, THIS IS OUR LAST NIGHT -- LET'S BLOW IT UP!"
“C’MON, THIS IS OUR LAST NIGHT — LET’S BLOW IT UP!”
Shadow Warriors must be stopped. Enter the Lee brothers
They must be stopped. Enter the Lee brothers
GOOD BYE, NEO TOKYO. HELLO, LAS VEGAS
GOOD BYE, NEO TOKYO. HELLO, LAS VEGAS

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Love the ability to block
Love the ability to block
Counter that ass
Counter that ass
Choices, choices...
Choices, choices…
Sprites on the smaller side but love the visuals/sound
Sprites are small-ish but I love the visuals and sound
It's fun and games, until someone loses an eye
It’s fun until someone loses an eye

The weapons are so satisfying to use. There’s nothing better than flinging a blade at the Shadow Warriors. I also love the sound effect the knife makes whenever it hits the ground. Few beat ‘em ups have more effective weapons than right here.

Deflecting a weapon back feels SO DAMN GOOD!
Deflecting a weapon back feels SO DAMN GOOD!

Certain weapons in other beat ‘em ups seem to hinder you more than help. That’s just wrong. Any weapon in this type of genre should aid you, not make you even more vulnerable to incurring damage. This game gets it right — these weapons turn you into an unstoppable force. I especially love how you can deflect back weapons with a well-timed nunchuck swing!

Williams is about to have one HELL of a headache
Williams is about to have one HELL of a headache

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Hold a shoulder button to charge your bar up there
Hold a shoulder button to charge your bar up there
Stun them first
Stun them first
Then uppercut them to hell
Then uppercut them to hell

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Return of Double Dragon is full of BADASSERY
Return of Double Dragon is so badass

Few things are as satisfying as beating up thugs in the tiny confined space of an elevator. It makes you feel like you’re playing out some epic martial arts flick.

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Bounce off the side
Bounce off the side
And take them out
And take them out!

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Never gets old beating him up
Never gets old beating him up
Have a fist sandwich
Have a fist sandwich!

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The stages, like this airport, are so atmospheric
The stages, like this airport, are so atmospheric

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Can't wait for the sequel (March 22, 2019)
Can’t wait for the sequel (March 22, 2019)
Each stage takes you through various sections
Each stage takes you through various sections
You can't but that doesn't stop you from looking cool
Actually you can’t but damn does this look sick

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You can almost feel the cool night breeze...
You can almost feel the cool night breeze…
Japanese version's Roundhouse Kick > US
Or Cyclone Kick if you will

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Kicking them from behind like such felt so good.

Rest In Peace, Andrew Martin
Rest In Peace, Andrew Martin

By the way, there was a wrestler in the WWF known as Test in the late ’90s. All I could think when I first saw Test was: “He’s Jackson in the flesh.”

RODD49

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RODD51RODD51b

 

 

 

 

 

Timed right, you can deflect knives with your fist! Now that’s badass. Also, use the punching bag to your advantage. It’s little details like this that makes this game a blast to play.

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Jackson’s uppercut is LEGIT. Too bad for him though that he hit the punching bag in the process too hard…

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D'OH!
D’OH!

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It crashes at 60 MPH and somehow you're still alive!
It crashes at 60 MPH and somehow you’re still alive!

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Reminds me of the slo-mo walk from Clockwork Orange
Reminds me of the slo-mo walk from Clockwork Orange

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Almost fell out of my chair the first time I saw this. He freaking caught it, wow!

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Nunchucks can deflect weapons, too. Sick!

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Timed and placed properly, you can trap bad guys in a rather compromising position.

Gives them that little extra bit of personality
Gives them that little extra bit of personality

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Now you get to fight McGuire to the death!
Now you get to fight McGuire to the death!
Somewhere Blanka is smiling
Somewhere Blanka is smiling
That's just wrong. I love this game :P
That’s just wrong. I love this game :P

RODD80RODD80b

 

 

 

 

 

 

 

Those small wooden boxes add a nice bit of flavor and personality to this boss fight. This game always manages to strike a chord with my imagination.

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Brings back memories, eh?
Brings back memories, eh?

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Too bad Abobo doesn't come smashing out
Too bad Abobo doesn’t come smashing out
One of the most iconic moments in NES history
One of the most iconic moments in NES history
"POWAH WAVE!"
“POWAH WAVE!”
Terry Bogard from Fatal Fury fame
Terry Bogard from Fatal Fury fame

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[Weirdo -Ed.]
[Weirdo -Ed.]
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The final level, Mission 7, takes ya to Duke's fortress
The final level, Mission 7, takes you to Duke’s fortress

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Damn straight it is!
Damn straight it is!

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Just being dramatic. Duke is actually kind of a push over
Just being dramatic. Duke is a bit of a push over
It's only missing a maze of mirrors...
It’s only missing a maze of mirrors…
Enter The Dragon 1973)
Enter The Dragon (1973)

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Never gets old seeing him bite the dust in slow motion
Never gets old seeing him perish in slow motion

WHAT THE CRITICS SAID

Shout out to DOUBLE DRAGON DOJO for this
Shout out to DOUBLE DRAGON DOJO for this scan

Super Double Dragon graced the cover of EGM but strangely was never reviewed. I’m not sure why. This might mark the only game ever to grace EGM’s cover without ever eventually being reviewed. GameFan gave Super Double Dragon ratings of 95 and 98% in their first issue (October 1992). It was the third highest rated game out of 36 titles that they rated in their debut issue. Super Play on the other hand wasn’t as impressed, scoring the game a paltry 68%. Over the years folks seem to be split on Super Double Dragon. One camp dislikes it because of how slow it is. The other camp loves the variety of moves along with excellent visuals and sound. If you’ve yet to play this game, or if it’s been a while, definitely play the Japanese version if you can.

"My thoughts on all the haters!" -Billy Lee
“My thoughts on all the haters!” -Billy Lee

CLOSING THOUGHTS

Too often underappreciated, this game packs a mighty punch
Often underappreciated, RoDD packs a mighty punch

Return of Double Dragon is one of my favorite beat ‘em ups not only on the Super Nintendo but of all time. It felt like such an epic all encompassing adventure. You start out under the bright lights of Las Vegas kicking ass in the streets of Sin City. Talk about a hot start! Then you traverse to places such as an airport, San Francisco’s Golden Gate Bridge and China Town, a thug-filled forest and of course things conclude in a heavily fortified fortress. It’s got all the tropes of an epic action flick from the late ’80s to early ’90s. The amazingly detailed, intricate and diversified visuals captivated my imagination 25 years ago — hell, they still do to this day. While I do wish the sprites were a bit bigger, Return of Double Dragon more than holds up visually. The music is just classic Double Dragon. Hearing that classic NES theme in 16-bit form never fails to give me goosebumps. The game is a blast to play with all the moves available, counters, weapons and perhaps best of all the interactive environment. Where else can you send a punching bag crashing into a goon? Many beat ‘em ups suffer from repetition. This one stays fresh from start to finish with subtly sadistic moments of creativity and brilliance interspersed throughout.

This awesome art comes courtesy of AngusBurgers
This awesome art comes courtesy of AngusBurgers

It’s not without a few flaws, however. It does play a bit on the slower side so if you’re more into faster beat ‘em ups (such as Teenage Mutant Ninja Turtles IV: Turtles In Time), then the pace of play here may come off as a bit plodding. Personally, I don’t think it is plodding but I can see how others would feel that way. Another negative is that the game was rushed out the door in time for the Christmas season, so a lot of little features were cut out due to time. This is evident by a lack of cutscenes, plot details and a proper ending. As a result it really feels bare bones. But these are minor gripes. Return of Double Dragon does so much more good than bad. The sheer amount of moves you can execute would make Michael Jackson green with envy. Having such a wide arsenal of tactics at your disposal makes playing this game a blast. At times you can’t help but feel like a complete badass! Whether you’re blocking jump kicks, countering attacks or leaping off of pillars, Return of Double Dragon makes you feel like you’re Bruce F’N Lee! Sure it’s not perfect, but I feel this entry in the series is too often underappreciated. If you can overlook the slightly slower pace of play, then you’re in for an ass kicking treat.

Graphics: 9
Sound: 9
Gameplay: 9
Longevity: 8

Award4Overall: 9.0
Gold Award

 

I loved this slow walk by the bosses
I absolutely love this slow walk by the bosses
Hmmm....
Hmmm…
Oh where art thou, Marian?
Oh where art thou, Marian?

Here’s a video I published back in 2015 :)

Double Dragon Trilogy (NES)

Where it all began... sort of
Where it all began… sort of

Double Dragon. Man, the series brings back a lot of fond memories for me. It originated in the arcades in 1987 and received a Nintendo port in June 1988. The NES game was where many of us were first exposed to the exploits of the Shadow Warriors and the Lee Brothers. It’s hard to believe the NES version is almost 30 years old. Let’s kick off Double Dragon week here on RVGFanatic with the classic (well, mostly, anyhow) NES trilogy.

DDNES

Who could forget this intro?

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THE FIENDS!

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Remember the little music here?

DDNES3

Make them pay for their sins.

DDNES4

Remember climbing the ladders?
Or stealing Linda’s whip?

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Love the city in the backdrop.

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Abobo is an all-time iconic NES villain.

DDNES7

They weren’t levels.
They weren’t stages.
They were missions!

DDNES8

Ever been hit by a cardboard box?
They’re more vicious than they look!

DDNES9

You really felt like you were on a mission.

DDNES10

Scaling this tower was some epic shit.
Seriously made you feel like Bruce Lee.

DDNES11

Speaking of Bruce Lee…

DDNES12

Don’t think these are friendly woods.

DDNES13

Take his knife and throw it back at him!

DDNES14

This was so atmospheric :)

DDNES15

Batting practice, anyone?

DDNES16

Abobo twins busting out was so epic.

DDNES17

This part always did me in.

DDNES18

As did this, if I made it this far.

DDNES19

Watch those sticks of dynamite…

DDNES20

The Incredible Abobo.

DDNES21

That moon is straight up Konami!

DDNES22

How ominous looking…

DDNES23

OH BLOODY HELL!

DDNES24

Come here often?

DDNES25

I’ve got better things to do tonight than die!

DDNES26

Ah, the 2-player mode we didn’t want.

DDNES27

A novelty act that didn’t last long.

DDNES29

Well, at least you could use Abobo.

DDNES28

How about 2 players in the real mode?

Ask and you shall receive
Ask and you shall receive

Double Dragon II: The Revenge was everything we wanted in a Double Dragon game and more. Now you could play co-op with a buddy and take out the bad guys together. I have so many fond memories of playing this game with my uncle and brother switching off back in January 1990 when it first came out to North American shores. We played the crap out of this game and it was one of our absolute favorites.

DD2NES2

DAMN RIGHT!

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I remember thinking this was a bit spooky.
Let’s just say Marian is in trouble…

DD2NES9

Look, it’s Williams with a new makeover.
Yup, must have been the ’90s.

DD2NES10

I used to call these guys “Leaf Men” :P

DD2NES11

Never gets old stealing their weapons.

DD2NES12

Remember throwing them off the ledge?

DD2NES13

Reminded me of WWF’s Demolition!

demolition-tag-team

Here comes the Ax.
Here comes the Smasher.
The Demolition — walking disaster.
Pain and destruction is our middle name!

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“GET TO DA CHOPPA!”

DD2NES15

Such an awesome moment.

DD2NES16

Not the best position to be in…

DD2NES17

This was even worse.

DD2NES18

I called these guys “Ninja Scarecrows” :P

DD2NES19

I loved these little cutscenes.

DD2NES20

“Neon-filled night” — beautiful phrase.

DD2NES21

I called these guys “Paintbrush Men” :P

DD2NES22

Watch out for the opening chopper door!
Hell of a mustache on this guy.

DD2NES23

Welcome to Skull Island.

KongSkullIsl

“Is that a monkey?”

DD2NES24

Love that sunset.

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It’s the Arnold mid-boss!

DD2NES26

Shades of Contra, anyone?

ContraDD

Imitation is the sincerest form of flattery.

DD2NES27

Bit tricky this was.

DD2NES28

“This is the way to certain death.”
Another great action movie line.

DD2NES29

Gotta have a forest stage.
Wouldn’t be Double Dragon without one.

DD2NES30

This part claimed so many lives…

DD2NES31

What lies up ahead?
Only one way to find out…

DD2NES32

So fun setting these guys on fire.

DD2NES33

It’s Chin from the first Double Dragon!
Oh man, that early ’90s fashion though.

DD2NES34

We meet again, Arnold.
“I’LL BE BACK!”
Yeah, we’ll see about that.

DD2NES35

“There is evil in the air.”
It’s cheesy but that’s the charm.

DD2NES36

Disappearing platforms, yay…

DD2NES37

“Paint THIS, bitch!”

DD2NES40

Concentrate, young Jedi.

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Send my regards to Mr. Fuji!

FujiDD

*devious Mr. Fuji crackle*

DD2NES42

Just a cog in the machine…

DD2NES43

Back again? You weren’t lying, Arnold.

DD2NES45

“Damnit, we just wiped this floor clean!”

DD2NES46

Your greatest enemy is yourself…

DD2NES50

This guy kicked my ass hard.

DD2NES51

Remember using the Game Genie on him?
Yeah, you weren’t alone. Game Genie FTW.

The Sacred Disappointment
The Sacred Disappointment

Double Dragon III: The Sacred Stones came out in the US February 1991. To put it simply, my brother and I felt it was a grand disappointment. It didn’t really feel like a Double Dragon game. Certainly there was a lot of potential there but we felt it was never realized. It was hard as hell, too. I don’t mind a difficult game, but when it feels damn near impossible to get past the second level or so, something is not right. I know some people might enjoy this game and that’s fine if you do. I just never did. Nevertheless, let’s take a quick look.

DD3NES

Ah, the infamous Bimmy blunder.
This was a sign of things to come.

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Creepy intro, though.
Points for that.

DD3NES3

I dunno, old lady, you look a bit shady…

DD3NES4

Ah what the hell. Let’s go.

DD3NES6

He nails the homeless man impersonation.

DD3NES7

I never liked the aesthetic.

DD3NES10

Double Dragon II looked way better.

DD3NES11

This is the boss? How disappointing.

DD3NES13

At least they still have a forest stage.

DD3NES14

Nice to see the Great Wall of China, too.

DD3NES15

Chin, you’ve really let yourself go…

DD3NES16

It’s a little depressing :P

DD3NES18

Wait, you can use Chin?!
That’s not jumping the shark at all…

DD3NES20

Beat Ranzou and he becomes an ally.

DD3NES24

Props for branching out, I guess.
But some things don’t need branching out.

DD3NES23

He’s certainly no Abobo.

DD3NES25

Best looking part of the game.
So let’s end it on a high note :P

CLOSING THOUGHTS

DD2NES52

Double Dragon is a classic franchise that I feel has been overlooked and somewhat forgotten over the years. For me growing up with the NES in the late ’80s and early ’90s, the brand of Double Dragon in my mind was right up there with the likes of Mario, Punch-Out!!, Mega Man, Metroid, Castlevania and Contra. It saddens me that it kind of faded away from the spotlight but hey, we’ll always have the memories. On a side note, we did receive Double Dragon IV for PS4 and Steam on January 30, 2017. So the Lee Brothers aren’t officially dead yet.

One of the most iconic moments in NES history
One of the most iconic moments in NES history

The NES trilogy was a mixed bag. The first one was great for its time. The visuals and sound were both excellent. I also kind of liked that you learn more moves as you gain experience. It makes sense being the first game that the Lee Brothers would slowly learn more moves as they go along. The only thing missing a 2-player co-op mode in the regular game mode. The second one is the best. Now you get 2-player co-op and the Lee Brothers know every trick in the book from the very beginning, so there’s no limitations or holding back from jump street. It’s an action-packed game that’s great fun with two. My only complaint? A little bit too much platforming for my liking. I don’t mind a bit of platforming in my beat ‘em ups as long as the control is on point. I can’t say that about Double Dragon II — I’ve lost many a life trying to complete all the damn jumps in that game. As for the third game in the series, I never liked it. It felt outdated and didn’t even feel like Double Dragon, names aside. Guess you can’t win ‘em all. See ya next time for the Lee Brothers’ SNES debut!

Double Dragon: 8.5
Double Dragon II: 9.0
Double Dragon III: 6.0

Ultra Baseball Jitsumeiban Trilogy (SFC)

Culture Brain's at it again
Culture Brain’s at it again

You might recall a somewhat obscure company (especially when compared to bigger names like Capcom and Konami) by the name of Culture Brain back in the day. They had a knack for making “quirky” games with features that were a little outside the box (to say the very least). You might remember them for the little quirky SNES game Super Baseball Simulator 1.000. Its Japanese title is Super Ultra Baseball and it was released in Japan on July 12, 1991. It graced North American shores in time for Christmas 1991 and earned itself a semi-cult following with many SNES players harboring fond memories of those early days. Well, did you know that Culture Brain released ANOTHER Super Nintendo baseball franchise but exclusively in Japan? This trilogy was known as Ultra Baseball Jitsumeiban. They share a lot in common with the Super Ultra Baseball series and I find it oddly fascinating that one little company had essentially two similar but different baseball franchises running simultaneously on the same system. It’s about as quirky as Culture Brain itself was!

SUPER BASEBALL SIMULATOR 1.000 2?

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Released on August 28, 1992, Ultra Baseball Jitsumeiban feels more like the true sequel to Super Baseball Simulator 1.000 than Super Ultra Baseball 2 does, on account of the gap being one year as opposed to three. One thing that caught my eye right away was the ability to play in the early evening time which the original game did not present. I’m a sucker for night time in my video games, and that definitely (if not especially) includes baseball.

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Sunny days are meant for baseball. But there’s also something beautiful about baseball in the early evening, and this game captures that.

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Similarities between the two are inherently apparent. I dig the improved visuals of Ultra Baseball Jitsumeiban. There’s something real clean and classy about it especially when compared side by side to the original as seen here.

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Surely you can guess which game is which. What a difference one year makes.

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Cosmetics aside, Ultra Baseball Jitsumeiban also improved on its fielding. Players control a hair smoother.

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Nothing compares to a close dramatic play at home plate!

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WHAT THE — ! Culture Brain trying to infiltrate my brain…

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Celebrate your big shot by shouting WAO! Who doesn’t?

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There’s something truly majestic about smashing the ball deep into the night. You can almost smell the fresh cut grass and hot dogs. If you look closely you can even see the ball heading for those fancy lights there.

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Admiring your handy work is all part of the fun.

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Worry not, the Ultra Plays are back.

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They’re what made the original game so popular and memorable. And just like the first game, when you activate an Ultra Play you and any base runners will flash as well. Good stuff.

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That’s definitely going to leave a mark.

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Missile Hit returns in all its glory.

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That’s not the Flash. But you sure feel like him!

CLOSING THOUGHTS

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Jitsumeiban in case you were wondering means “Real Player Version.” Culture Brain acquired the rights to use professional Japanese ball players in this trilogy, and this accounts for the major difference between this series and the Super Ultra Baseball one. Obviously there’s some Japanese text to wade through but it’s very manageable and just a really well made baseball game overall. I probably prefer Super Baseball Simulator 1.000 on account of English and nostalgia, but it’s definitely not a bad pick up if you’re so inclined.

ULTRA BASEBALL JITSUMEIBAN 2

The hi-jinx continues
The hi-jinx continues in some very charming ways

Funny story right off the bat [HAR HAR -Ed.], I bought this game back in 2006 and for a number of years was convinced it was the direct sequel to Super Baseball Simulator 1.000. After all, it was a Culture Brain baseball game with the number 2 attached at the end of it. How many bloody different baseball franchises on the same system can one company make? Well, apparently two. It came to my attention in 2008 or so that the direct sequel was Super Ultra Baseball 2. And that this game here, in fact, was Ultra Baseball Jitsumeiban 2. Yes, Culture Brain’s other baseball franchise on the Super Famicom. Confused yet? Don’t worry if you are, I sure as hell was nearly a decade ago. Who knew Culture Brain were such whores for baseball? :P They truly were the Capcom of this particular genre. So how does Ultra Baseball Jitsumeiban 2 separate itself from the crowded pack?

… IN SMALL AND BIG WAYS APPARENTLY

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WHOA! Right away you notice there are two vastly different presentational styles. The default is a cute Chibi, almost Super Deformed style. But there’s also an option to switch to more traditional, typical 16-bit looking baseball sprites.

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Honey, I Think I Shrunk The Ball Players! Call me a sucker for the small stuff but I love this! I personally prefer the Chibi style as it gives the game an even quirkier atmosphere not to mention it plays better in this mode.

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Super Deformed mode allows you to see much of the field on defense. The other mode, however, doesn’t. It makes a huge difference when you lose that MUCH real estate! Playing defense takes a huge hit because you see less.

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While it’s cool that Culture Brain threw in this mode, it honestly feels more like a throwaway than a well thought out process. Look at the fielding. You can’t see much and it really hinders play. Shame they didn’t adjust the scope because then it would truly feel like two games in one. Still, being an option, it’s hard to complain much about this. Just stick to the Chibi mode and you’ll be fine.

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These two shots above are from Super Ultra Baseball 2 (July 28, 1994). Ultra Baseball Jitsumeiban 2 only came out less than five months later on December 22, 1994. It’s easy to see Culture Brain just slapped on the sprites from Super Ultra Baseball 2 as a bonus. But look at the much more reasonable fielding in that game. Why they didn’t convert that over as well is much to the detriment of this additional mode. So it’s a nice novelty but not one with any real staying power.

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Nevertheless, I still admire that it’s even there to begin with. It kind of feels like this game Culture Brain wanted to sort of melt their two franchises together: the Super Ultra Baseball series with Ultra Baseball Jitsumeiban. While not a home run, I admire the swinging attempt, anyhow. Besides, the Ultra Plays will forever connect the two series and it’s always a welcomed sight.

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Charming, isn’t it? It’s a lot of fun to play, too.

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Baseball pitchers or Street Fighters? It’s hard to tell at times. But it’s absolutely brilliant all the same.

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There’s even sort of a quasi-EarthBound style to its visuals…

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Speaking of the Bomb special (as seen above next to EarthBound), it always cracks me up to see the ball exploding in the bleachers. Hope those fans are OK!

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ProTip: Avoid meteors whenever possible.

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Taking out multiple defenders with the Missile Hit? Priceless.

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Nervous, are we? Oh, I see why. Hey, this is baseball. Not ballet!

CLOSING THOUGHTS

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There’s something about Ultra Baseball Jitsumeiban 2 that I can’t help but love. I admire Culture Brain’s attempt to blend the two franchises together. Of the trilogy, this is the closest example to such a feat. While it isn’t perfect, you have to admire the attempt. If only they nailed it then this could have been Culture Brain’s definitive baseball game. Still, I love the default Chibi mode. It plays well and it’s the closest thing we’ll probably ever get to EarthBound Plays Baseball. If that sounds like a good thing to you then give Ultra Baseball Jitsumeiban 2 a swing.

ULTRA BASEBALL JITSUMEIBAN 3

The last of the trilogy
Ends it with a bang or a whimper?

Arriving mere days before Halloween 1995 (October 27), Ultra Baseball Jitsumeiban 3 is what you’d get if you took the previous two Jitsumeiban games and mixed them in a visual blender. It’s not quite Super Deformed as the second game but it’s not as serious looking as the first one. It’s almost as if Culture Brain settled on a balance of the two. I appreciate their efforts in making each game in this trilogy look different. At least you can’t say they just put out the same game every year like you can with some other companies, ahem…

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And look, they did it again! You get two different styles of play. The left is the default. Thankfully, the optional mode plays a little better than the previous game’s optional mode, but it’s still not the best and I recommend sticking to the default style for optimal gameplay. But more on that in a bit.

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Exclamation speech bubbles are a nice new touch. Other added details include batters taking practice swings and digging their cleats deep into the dirt. Unfortunately, while you would think added details are a good thing, perhaps not always. Extra animation leads to games taking a wee bit longer to complete. We’re not talking significantly longer, but long enough to be noticeable. It still plays extremely well but you’ll need a little more patience with this one.

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Whereas the alternative visual mode in the previous game was appealing, I have to say not so much on this one. It feels extremely generic in this visual style. Stick to the default.

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Besides, the default style plays a lot better since it gives you a better scope of real estate on defense. The alternative mode still suffers from being too closely zoomed in as it did in the previous game. It’s a little better but still not ideal.

PRO YAKYUU STAR

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Culture Brain’s true swan song on the SNES though came with 1997’s Pro Yakyuu Star. It was a standalone title that took a bulk of the graphics engine from Ultra Baseball Jitsumeiban 3 but it improved vastly on gameplay. Fielding and catching the ball never felt so smooth. Unfortunately, the trade-off is there are no Ultra Plays anywhere to be found. Still, as far as straight-laced baseball games on the SNES go, Pro Yakyuu Star is easily one of the better ones.

CLOSING THOUGHTS

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Ultra Baseball Jitsumeiban 3 is yet another solid addition to Culture Brain’s long running series of baseball games. Don’t worry, the Ultra Plays are in this game as well. However, Pro Yakyuu Star plays a lot better so my problem with this game is whenever I play it I often feel like I’m playing a lesser version of Pro Yakyuu Star, due to the similarities in graphics. As mentioned earlier, it also takes a little longer finishing one game here than it does in previous ones, due to the added animation. If I had to rank the three Jitsumeiban games I would go 2, 1, 3.

Ranking Culture Brain’s six SNES baseball games:

1. Super Baseball Simulator 1.000
2. Ultra Baseball Jitsumeiban 2
3. Pro Yakyuu Star
4. Ultra Baseball Jitsumeiban
5. Super Ultra Baseball 2
6. Ultra Baseball Jitsumeiban 3

Because I’m a nut for baseball, I own all six of these games. They’re all very good but you probably don’t need to play all six (unless you’re crazy like me). If you can only play a few, I recommend checking out the top three in my list above. Pro Yakyuu Star, being the last one released, honestly probably plays the best of them all but because it lacks Ultra Plays I have a soft spot for the earlier games and tend to prefer playing them instead. Enough yapping — there’s only one thing left to do…

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