Illusion of Gaia (SNES)

Pub: Enix | Dev: Quintet | Setepmber 1994 | 16 MEGS
Pub: Nintendo | Dev: Quintet | September 1994 | 16 MEGS

Soul Blazer fans unite! Quintet’s spiritual follow-up, Illusion of Gaia, follows the adventures of a young explorer named Will along with his zany friends. Armed with his trusty flute, psychic powers and the ability to morph into strange powerful beings, Illusion of Gaia is a quirky and memorable action RPG. On a personal note, it’s been over 10 years since I first played and beat this game, and I have been meaning to review it for a decade now. At last, the time has come. I had a blast playing through Illusion of Gaia — it’s yet another high quality game in a lineup full of epic titles. It’s hard, for me at least, not to love the SNES. It’s truly the system that keeps on giving. You know a system is stacked to the gills when a game of this caliber has kind of been forgotten somewhat. Maybe it doesn’t belong in the same breath as some of the Super Nintendo’s very finest, but it sure holds its own.

I THINK I’M TURNING JAPANESE

Why does Japan get all the cool box art?
Why does Japan get all the cool box art?

Released in Japan as Gaia Gensōki on November 27, 1993, North American gamers had to wait 10 months to play Illusion of Gaia. European gamers had it even worse — it didn’t come out there until April 1995. The Super Famicom box art is perhaps my all-time favorite video game cover. Seeing Will, Kara and the adorable little pig Hamlet racing across the universe as two mysterious powerful beings loom overhead promises adventure and intrigue. Compare this box art to the one we got here in America and it’s night and day. It went from super dope to super meh. On the bright side, we’re not here for no stinkin’ cover. We’re here for the game. And fortunately, it’s a dandy one.

SPIRITUAL SEQUEL

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It's Turbo from Soul Blazer indeed!
It’s Turbo from Soul Blazer, that lovable mutt!
WHAT THE -- !
Doggy style, eh?

STRANGER THINGS CONNECTION

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Sometimes I can turn a stubborn eye to something that becomes an overnight success. As a fan of underdogs and obscurities, it may take me a while to latch on to something that sweeps a nation by storm. It happened with Goosebumps back in the early-mid ’90s. Ironically, nearly 25 years later it happened with Stranger Things (which is kind of like Goosebumps on steroids). Earlier this month I finally watched Seasons 1 and 2. Stranger Things easily became my most favorite TV show since Breaking Bad. As I went to capture screenshots for this review, it suddenly dawned on me that Illusion of Gaia can sort of be viewed as a 16-bit version of Stranger Things! Now hear me out. There is a “Dark Space” in Illusion of Gaia. Meanwhile, there is an “Upside Down” in Stranger Things. Both main protagonists (more or less) are named Will; HELL, they even look kind of similar! Will possesses the power of telekinesis, so he’s like a combination of Will Byers AND Eleven. It’s kind of neat when one thinks about it. Well, at least it is to me, anyhow :P

That Will looks familiar...
That Will looks familiar…
Will Byers from Stranger Things fame
Will Byers from Stranger Things fame
Will has his own crew
Will has his own crew…
And so did Will Byers!
And so does Will Byers
They have their special hang out
They have their special hang out
A place they play games at
A place to play their games
So do they! Mike's basement is the place to be
As did they — Mike’s basement is THE place to be
Will can move things with his mind
Will moves things with his mind
Telekinesis baby!
Eat your heart out, Carrie
Eleven does, too!
Eleven: Hold my soda. On second thought, nevermind

THE STORY GOES…

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Face cruel monsters of every kind...
Face cruel monsters of every kind…

POWER UP!

It's fun to level up in the heat of battle
It’s fun to level up in the heat of battle
Take a walk on the dark side...
Take a walk on the dark side…
Who doesn't want to be a sword swinging  badass?
Who doesn’t want to be a sword swinging badass?
Or a mysterious ass kicking shadowy warrior?
Or a mysterious ass kicking shadowy warrior?

THE ADVENTURE BEGINS

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Will’s father is missing. Possibly dead. Still, Will refuses to stop searching until he finds some answers. Not unlike Joyce Byers and Will…

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Remember how season 2 of Stranger Things mentioned that the one year anniversary of a traumatic event can trigger intense feelings, flashbacks and even relapses? The Anniversary Effect is very real, indeed. Having experienced it myself, it’s little stuff like this that really connects me to Illusion of Gaia.

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Every group of friends needs that one trusty hang out spot. For these boys, it’s the Seaside Cave at the far end of their hometown, South Cape.

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Before Will heads over to Seaside Cave, however, he entertains the locals for a bit. That funky looking portal there transports you to the Dark Space, but more on that later.

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Jumping off high ledges is always a hoot. I found the game’s translation to be rather endearing.

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Marriage takes hard work and good communication to work. Seth’s parents are having a bit of a rough patch. Characters bicker and have their flaws, just like in real life. It made the game feel more “alive” than some other 16-bit action RPGs.

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WAIT A MINUTE — a runaway girl?! You mean like… Eleven?

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Dungeons & Dragons was on the table until the group had something even more compelling in mind…

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Telekinesis aside, Will has a sixth sense psychic power.

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Coming home to find a pig wrecking your living room just doesn’t happen everyday. But this is no ordinary day. Princess Kara tracks down her pet pig Hamlet at Will’s house. They go upstairs where Kara asks Will about his missing father, Olman.

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Grandma Lola and Grandpa Bill join the scene as does King Edward’s soldiers. They drag off Kara but not before she can share a heartfelt thought to Will. Ever meet someone that you felt you’ve known your whole life? That’s the way Kara feels about Will. But how does Will feel about Kara? That remains to be seen…

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Damn, son. Good thing that text box is blocking your trousers…

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Every great adventure sees our hero leaving home to explore uncharted territory. And so too it is with Will. He’s been summoned to King Edward’s castle. Will loves his grandparents but he has a mission and a destiny to carry out…

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Princess Kara begs you to rescue her but King Edward throws you into a prison cell before you can lift a finger. Night soon falls…

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Enter the Dark Space where Gaia, the source of all life, offers sage advice, rest and a chance at saving your journey.

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Battle bloodthirsty bats, sinister skeletons and other strange abominations.

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Flutes aren’t typically thought of as weapons, but Will makes the most of it.

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There’s a slight puzzle element to the game but nothing too perplexing. Jumping on that button there reveals a hidden room that’s home to some unsavory bats.

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Finding treasures and the Dark Space portal is crucial to success.

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Transform into Freedan for the very first time.

Shit just got real
Shit just got real

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Stronger than Will, Freedan turns you into a badass warrior.

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Players are introduced to Lilly near the end of this dungeon. She too possesses some unique powers.

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Racing back to the castle under the cloak of nightfall, Will and Kara head back to Will’s home in South Cape.

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However, the return is spoiled by a vicious act of vandalism. We learn that the Jackal has left his mark on Will’s bedroom wall. The Jackal is a top-of-the-line hunter hired by Kara’s mom. He now has his sights aimed directly at Will.

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Enter Lilly, who informs Will that Grandpa Bill and Grandma Lola are safely tucked away in her village. Kara gets a little protective of Will and questions who this Lilly is. The two then have a bit of a verbal splat. Their dynamic is certainly entertaining to say the very least.

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Before heading out to Itory Village, Will bids farewell to his friends. They notice that something is off with Will. You know, just like Will’s friends did in Stranger Things. Not acting like the same old Will indeed…

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Lilly’s bickering with Kara carries on.

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Shades of Eleven and Mad Max, almost…

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Traveling from South Cape to Itory our heroes go.

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Princess Kara complains and Lilly is quick to be curt with her. We soon find Grandpa Bill and Grandma Lola safe and sound. They tell you that the Jackal has been here…

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Despite fair warnings, their words go unheeded.

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Sprint down and catch some major air!

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Climb down the ladder and secure your first Inca Statue.

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Friday the 13th flashback, anyone? KU KU KU… HA HA HA. Lilly tells you about the Moon Tribe. It is there that you’ll procure your second Inca Statue.

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Hardship has a way of either destroying you or strengthening you. It’s up to you to decide which side of the coin wins out.

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Princess Kara and Lilly continue to bicker :P

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Welcome to Larai Cliff. Many have tried exploring and exploiting it. None have survived to tell the tale.

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Massive Inca stone statues litter the place. They really add to the adventure and exploration atmosphere of the game.

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Battle parasitic mutant worms and look for clues scattered among the explorers who have gone before you…

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Speaking of Friday the 13th, these bastards kind of look like Jason Voorhees (his Jason Goes To Hell incarnation in particular). Explosions reveal a skull?! Strange but true…

Jason Goes To Hell (1993)
Jason Goes To Hell (1993)

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Arrange the “Jason” statues properly and a hidden door reveals itself. The Dark Space is always a welcome sight as it allows you to save your game and also transform into the almighty Freedan.

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Freedan’s reach allows him to access places Will cannot.

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Another giant leap of faith!

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Mudpit creatures try to smother you in a mud bath. Many traps lie in waiting to befall explorers, but luckily Freedan is no ordinary man.

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Freedan is bigger and stronger than Will — transforming keeps the game feel fresh and exciting. Now that both Inca Statues have been placed, it’s time for the big boss fight.

Love the way the gust of wind pushes the leaves
Love the way the gust of wind pushes the leaves

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Castoth is a mean nasty demon.

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There’s nowhere to hide or run. Good luck!

You'll meet some strange things along your journey
You’ll meet some strange things along your journey
The raft scene is one of my favorites! So atmospheric
The raft scene is one of my favorites! So atmospheric
The game totally had me enthralled by this point
The game totally had me engrossed by this point
Ironically, Freejia is anything but free...
Ironically, Freejia is anything but free…
The falling leaves is a really nice touch
The falling leaves is a really nice touch
You can even see a couple making out! :P
You can even see a couple making out! :P
What is this, the Department of Energy?!
What is this, the Department of Energy?!

STDoE

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Seth: Hee hee, sorry. All: SETH!
Lance: Hee hee, sorry. All: LANCE!! GROSS!
Each area has its own unique design and feel
Each area has its own unique design and feel
A cool breeze whips your hair in the wind
A cool breeze whips your hair in the wind
The hair swaying detail is very lovely indeed
The hair swaying detail is very lovely indeed
You're bewitched by their harmonious soothing tune
You’re bewitched by their harmonious soothing tune
Oh, does it have only one ball too?
Oh, does it have only one ball too?
"Stop busting my ball!" -John Kruk, probably
“Stop busting my ball!” -John Kruk, probably
Reminiscent of Run Saber. I hope they don't come alive!
Reminiscent of Run Saber. I hope they don’t come alive!
Fun underrated 2 player game
Run Saber is a fun 2 player game
Speaking of running...
Speaking of running…
One of the most memorable moments in the game
One of the most memorable moments in the game
What a grand sacrifice. It's a surprisingly deep game
What a grand sacrifice. It’s a surprisingly deep game
Mummies are strong but not stronger than Shadow
Mummies are strong but not stronger than Shadow
"Don't F*CK with us, Jackal!"
“Don’t F*CK with us, Jackal!”
Contemplate your fate as you stare ahead
Contemplate your fate as you stare ahead
Don't look down, Will! Yikes
Don’t look down, Will! Yikes
The ending was beautiful
The ending was beautiful
Not many SNES endings go past 10 minutes. This does
Not many SNES endings go past 10 minutes. This does
What will become of our world?
What will become of our world?
God damnit, Quintet. You gave us another gem
Quintet you beautiful bastards. You gave us another gem

EXTRA PACKAGING

The game came packaged with this lovely map
The game came packaged with this lovely map

Like so many (action) RPGs of the era, Illusion of Gaia came packaged with some neat bonuses. This includes a world map, an extended manual that served as a player’s hint guide and an enemy map. It was this attention to detail that made games of the genre so cool back in the day.

Good shit
Click on image for full size — good shit

CHINK IN THE ARMOR

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Far from a perfect game, there are a few imperfections to take note of. For starters, fans of Soul Blazer will surely miss the ability to lock and strafe. Also, those expecting an open world kind of action adventure in the same vein as The Legend of Zelda: A Link to the Past may be slightly disappointed. Moving on the overhead world map is automatic and you go from destination to destination. This does cut down on the fluff and travel time, but it also makes Illusion of Gaia a rather linear game.

Sorry, I had to!
Sorry, I had to!

Finally, don’t expect a very long game. It lasts about 15 hours which is plenty long enough but it does seem to fly by pretty fast. I suppose one could argue it’s better to leave the audience wanting more as opposed to player fatigue. And this one definitely left me wanting more. So this can be viewed both ways.

They got a pill for that, y'know
They got a pill for that, y’know…

WHAT THE CRITICS SAID

Nintendo Power's Top 100 ranked it at #85
Nintendo Power’s Top 100 ranked it at #85

Interestingly enough, despite both EGM and GameFan previewing the game and hyping it up, neither publication ever reviewed it. It stands as probably the highest profile SNES game (especially of 1994) to never be reviewed by either EGM or GameFan. Pretty shocking to say the least. Illusion of Gaia is well received in retro gaming circles. Some prefer it over Soul Blazer, as do I. It’s not quite as awesome as Quintet’s spiritual follow-up, Terranigma, but few games are. Super Play rated it 88%.

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Preach!
Preach!

CLOSING THOUGHTS

Beautiful fan art by Kaigetsudo
Beautiful fan art by Kaigetsudo

I hold Illusion of Gaia in fond reverence. While it isn’t the greatest SNES game ever, there’s something mystifying about it that left a lasting impression. There’s sort of a beautiful melancholy to it all. You really feel like you’re on some grand adventure saving the world and growing with your friends as you go. The game also hits on some surprisingly mature themes, such as the idea of sacrificing oneself for the greater good. In fact, it even reminds me a bit of EarthBound in that sense (although Illusion of Gaia came out almost a year earlier in Japan). And whenever a game can remind me of Earthbound, that’s a damn good thing!

It's full of heart and soul
It’s full of heart and soul

One reason I prefer Illusion of Gaia over Soul Blazer is the main protagonist, Will. Contrast this to Soul Blazer, where you control a generic and nameless warrior. It leaves you feeling a bit disconnected. But with Illusion of Gaia, you’re controlling a normal boy (not counting the psychic powers mind you) with normal friends in a normal town. You almost feel like you could have grown up in a similar town with similar friends. The ability to switch between Will and two fierce warriors is well implemented and adds variety to the game, mixing the humanity with the extraordinary. It’s a combination that works like gangbusters. But ultimately, it was Will and his story arc that I gravitated toward. That raft scene between Will and Kara haunts me to this day – I dare call it one of the best and most memorable moments in 16-bit history. It doesn’t hurt too that the graphics were great for its time. Little details like Will’s hair blowing in the wind and even the sparkly stars adorning the portal to the Dark Space hits the sweet spot. Illusion of Gaia has that classic lush “SNES look” that typified many Super Nintendo games from that era. And the music is some of the finest work ever composed on the SNES! Major props to Yasuhiro Kawasaki.

Beautiful art by ICEO208
Beautiful art by ICEO208. Long live Hamlet!

Another reason why I prefer Illusion of Gaia to Soul Blazer is that it’s way more character driven. The characters are teeming with life — each one has a quirky personality and the group dynamic is fascinating to say the very least. Not everyone gets along and some even bicker. Others fall in love. It sort of paints a picture of real life in some ways, and even though games are meant to be a fun form of escape, it’s always nice in my book when a game incorporates some real life stuff. I sort of feel that Illusion of Gaia has become one of those “lost classics.” It doesn’t seem to come up too often when people discuss the best Super Nintendo games of all time, but it’s one of those games where if someone asks, “Ooh, remember Illusion of Gaia?” Then suddenly it blows up into a huge nostalgia fest. I suppose that’s a testament to how epic the SNES library truly is. And the fact that one can make reasonable connections with this game to Stranger Things in the year 2017 just makes me love this quirky little game that much more.

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

Award4Overall: 9.0
Gold Award

 

Erik the Preacher. Or perhaps the Proclaimer...
Erik the Preacher. Or perhaps the Proclaimer…

But I would walk 500 miles.
And I would walk 500 more!

Out to Lunch (SNES)

Pub & Dev: Mindscape | November 1993 | 8 MEGS
Pub & Dev: Mindscape | November 1993 | 8 MEGS

As Thanksgiving was fast approaching, it brought to mind the little quirky SNES platformer known as Out to Lunch. This game centers around a chef who has to run around like a madman collecting his runaway ingredients. There really isn’t such a thing as “Thanksgiving games” I suppose, but you can’t make a case for such without citing this peculiar title. I’d been meaning to play this game for 24 years now but didn’t until very recently. I’ve heard some pretty good things about it over the years. As some of us are still recovering from our food coma and Black Friday shopping scars, let’s kick back and see what’s cooking. Fair warning, there may be a few (lousy) food puns throughout. That was just the first egg-ample. Just kidding. I’ll try to avoid doing the cliche thing. Key word there being “try.”

THE STORY GOES…

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ROTTEN TO THE CORE

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HELPFUL ITEMS

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CAPTURE THE FOOD

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SIX WORLDS

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The manual is very punny
The manual is very punny indeed

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LOOK OUT FOR SECRETS

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PORTION CONTROL AND OTHER TIPS

Should have been a password system...
Sadly, there is no password system

THE GAME

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Bonus points are rewarded if the first three food items you collect are the same three that come bouncing out of the fridge. So it pays to pay attention to the brief cutscene before each level. Pretty neat, huh?

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Locating and securing the flour and net first should be your top priority. Only then can you stun the food with your flour, leaving them ripe for the taking.

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Release the captured ingredients into a cage. Once the required number has been secured, a portal opens to whisk you to the next stage.

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Earlier levels tend to have the flour and net close by. As you can imagine, not so much in the later levels. In addition to stunning them by throwing flour at them, you can also jump on their heads.

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Collect all the extra items, like soda cans and candy canes, to gain even more points. You’re also given points each time you place an ingredient into the cage.

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Potatoes, due to their size and lack of speed, are the easiest target. I like how the food is animated and is even given eyes and various expressions.

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There is an incentive to collect as many ingredients as you can and saving them for one massive collective deposit. The point value will increase! By the way, how nice it is to see the flour and net nearby right away. Don’t get used to that…

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Bitter rival, Le Chef Noir (what a great name), occasionally appears out of thin air to liven things up.

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Instead of attacking you though, the coward attempts to swoop in for a little sabotage. If left unchecked, he’ll open the cage and free up the ingredients. All that hard way out the window. So make sure you strike first. I find going Godzilla on his ass to work best (provided you have the Tabasco power-up).

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Playing a certain tune without any sour notes will reveal something special. Some portals appear near the cage once you’ve saved the proper number of ingredients. But other times these portals appear far away from the cage. Each level gets progressively more difficult.

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Switzerland is a pretty easy world and eases you into the mechanics of the game. Don’t forget you can stun enemies by hopping on them (sometimes you won’t have the flour right away).

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Sometimes instead of the flour you’ll find the spoon instead. I like the way Pierre le Chef swings it around like he’s a badass Jedi. En garde!

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Skates make our friend Pierre move faster. Teleporters soon come into play.

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Bacteria will infect your ingredients if left unchecked. They die a painful and oozy death. Deteriorating platforms lead to a 1 UP for skilled chefs.

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Bloody snowy platforms! This is the first sign of resistance on the game’s part. Up to this point you’re breezing through. This is the first stage where the timer becomes an issue. Make sure you have all seven ingredients as well. You do NOT want to make it to the cage here shy of having seven. Trust me.

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Annoying when you’re missing just one. Go get that tomato, Pierre! Oh, sneaky little bugger!

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There’s nothing like making it to the exit with one second to spare.

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Beating a country leads to the Fruit Bonus game.

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Speaking of bonus stages, be on the lookout for the cuckoo clock on the last stage of Switzerland.

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You’ll be whisked to a bonus stage that gives you a crack at more points and a chance to extend the play clock. On to the second country… Greece!

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Springs send Pierre sky high. Wait, what’s that in the tree there…

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Teleporters can add a serious goose chase vibe to the game. Uh oh, here comes that Le Chef Noir bastard to make your life a living hell!

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Annoying as hell when he barely eludes you and sets your ingredients free.

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Doesn’t Le Chef Noir know? Never touch another man’s food.

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Damnit, I left one behind. Talk about cutting it close!

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Greece is not my favorite. I found it a bit repetitive and more annoying than fun to play.

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Sadly, Out to Lunch has no password feature. However, if you click on Advanced, it will take you straight to the game’s third country. By the way, don’t get too excited by that 2 Player option. It’s alternating.

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Jamaica, or the West Indies as it’s known here, is a more interesting country to navigate than Greece. If nothing else other than for its color scheme. Plus we’re introduced to the pineapple sprite, which looks cool.

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Hoard those ingredients until you’re ready to dump them in the cage. Keep an eye peeled — there’s fiery Tabasco sauce hiding behind that giant seashell.

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Jamaican me crazy, mon! Er, sorry. Hey look, who knew Pee Wee worked on this as a game tester.

WHAT THE CRITICS SAID

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From SNES Force Magazine
From SNES Force Magazine

Out to Lunch wasn’t reviewed by either EGM or GameFan, but did pretty well with gaming publications overseas. SNES Force scored it 83% while Super Play rated it 84%.

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CLOSING THOUGHTS

It's a beach all right...
Life’s a beach all right…

Whenever possible, I try to play a game to the very end. I don’t like switching games out until I can either claim one of two things. 1. I’ve beaten it. Or 2. I’ve gone as far as I humanly can. I do this because it’s the most satisfying way to play through one’s gaming library (at least for me). Also, I’ve found that certain games trick you into believing they are better than what they are if you only play it for the first 15 minutes or so. Unfortunately, Out to Lunch joins that list. (Other notable examples in my view include Nosferatu and Prehistorik Man). The first country, Switzerland, is a fun introduction. Sure, the control isn’t the tightest and Pierre is a bit of a crappy jumper, but I still enjoyed it. But then came Greece. The formula for the most part remained the exact same. The levels started becoming extremely tedious, and the less than stellar control became more of an issue as the game grew increasingly more difficult (thanks in part to the control). If I’d only played Switzerland and walked away, I would have given Out to Lunch a strong 7.5 rating. However, after persisting with the game I discovered that rather than evolving and mixing things up to keep me invested, the game instead quickly grew stale and became a chore to play.

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To make things even worse, there is a sore absence of a password system. If that wasn’t bad enough, there are also NO cheats to the best of my knowledge that allow you to skip stages or countries. That means each time you play this game, you have to start on level one. Mind you, there are 48 levels in all. Granted, the Advanced option does start you off on level 17, but that’s still 32 levels away from beating the game! It’s a major pet peeve of mine when a game is long enough to warrant having a password system but then doesn’t, as well as no code to skip levels. It just drags down the whole experience, especially when the game can grow tedious after a while.

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I really wanted to like Out to Lunch. And I did starting off. But then it was a series of unfortunate events. The timer felt too fast. Or the spotty control would betray me in the heat of the moment. Or the fact that you only have three measly lives and zero continues. And so forth. There is a decent game lying underneath all this. There really is. Unfortunately, Mindscape made some mind-numbing decisions that impacted the overall game quality. It’s a shame too because I came into this game hoping it would be a hidden gem of sorts. It certainly has its moments. But a few moments alone doesn’t make one a hidden gem. It’s not a rotten egg by any means but it’s not the “hole-in-the-wall” I was hoping it might be. I hate to say it but Out to Lunch is a classic case of diminishing returns.

Graphics: 6
Sound: 6
Gameplay: 5
Longevity: 4

Overall: 5.0

That feeling when you ate too much
You are what you eat…

outtolunchenguarde

Dino City (SNES)

Pub: Irem | Dev: Smart Egg | September 1992 | 8 MEGS
Pub & Dev: Irem | September 1992 | 8 MEGS

Ah, Dino City. Although I never played it as a kid, it holds something of a special spot in my gaming heart. I remember seeing the ads and previews in magazines and wanting to play it so badly. Alas, I never did. My SNES resurgence in early January 2006 allowed me a chance at gaming redemption.

DINOSAUR FEVER

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Did you know Dino City is based off the 1991 made for TV film, Adventures in Dinosaur City? That was news to me not too long ago. So technically, Dino City is a licensed game. And a pretty good one at that (in an era where licensed games were often times more bad than good).

The big bad of the movie -- Mr. Big (Not Art of Fighting)
The big bad of the movie — Mr. Big (Not Art of Fighting)

Dinosaurs have fascinated me for as long as I can remember, dating back to when I was but a wee four year old child. It started with Godzilla in 1987. Followed by Dino Riders in 1988. Jim Henson’s Dinosaurs sitcom (TGIF!) in 1991. And of course Jurassic Park in 1993.

Godzilla (AKA Gojira)
Godzilla (AKA Gojira)
Dino Riders
Dino Riders
Dinosaurs
Dinosaurs
"NOT THE MAMA!"
“NOT THE MAMA!”
Jurassic Park
Jurassic Park

In addition, there was a dinosaur game quietly released on the SNES in late 1992 that always caught my eye. Sadly for me, I never got to play it back in the day and so it became one of countless childhood curiosities. I still remember EGM’s preview of Dino City

I must have read this blurb 50 times over...
I must have read this blurb 50 times over…
Such a bizarre box art. Totally early 90s!
Such a bizarre box art. Totally early ’90s!

REDEMPTION AT THE FLEA MARKET

Jackpot!
Jackpot!

After returning to the SNES scene on January 17, 2006, I decided to hit the flea market on an innocent chilly Saturday morning of February 4, 2006. It was my first trip to the flea market in four years. Ironically, before heading out that day I distinctly remember thinking to myself, “I have a funky feeling I’ll run into a copy of Dino City.” Sure enough, it was meant to be. It was just one of those mornings! Click here for more.

HAPPY 27TH BIRTHDAY!

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Yesterday was November 21, 2017. That meant the Super Famicom, and Super Mario World, turned 27 years old. Dino City clearly borrows a bit from Super Mario World — it even incorporates riding on a dinosaur.

THE STORY GOES…

I recommend using Jamie and Tops
I recommend using Jamie and Tops as well

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There’s no difficulty option but Timmy is definitely the “hard mode” due to his dino buddy’s short range attack.

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Nobody’s surprised when this goes haywire.

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Reason all you want — it’s not going to save you from being sucked into an interdimensional warp!

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Flexing those beautiful Mode 7 muscles!

Know what this reminds me of?
Know what this reminds me of?
One of my favorite scenes from Pee Wees Big Adventure
What a nostalgic scene from Pee Wee’s Big Adventure

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Cavemen are no match for your darts. Jump on the Trampos for an added boost, but don’t do it while they show off their spikes.

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Princess Peach this ain’t! Meet Crazy Cindy. Shout out to my girlfriend Cindy who thankfully isn’t crazy.

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That sounds kinky… Cindy has a problem indeed :P

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Levels end with two doors. Sometimes they lead to a bonus stage. Regardless of which door you select, you still have to go through all the stages. I appreciate Irem giving us a choice, though.

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Transitions in video games are one of my favorite small details, and Dino City does it extremely well.

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Sometimes you can’t go any farther while riding your dinosaur. In such cases, hop off to solve whatever obstacle blocks your way.

Definitely a cool feature!
Definitely a cool feature :)

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Moments like this make playing Dino City a blast.

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Tossing darts at cavemen never gets old. Reappearing tiny ledges are well represented here.

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There’s something ultra satisfying about these sliding stone slabs.

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Although not mind-blowing or anything, the visuals in Dino City are lush and vibrant. It just screams “late 1992 SNES” era. In fact, when I think of SNES graphics from that era, Dino City is always the first game my mind thinks of.

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Watch out for those damn Dino Traps. They’ll swallow you up and spit you out if you get too close, costing you a precious heart.

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Rather clever and fun this is.

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Shooting or stomping on baby seals is almost too heart-wrenching to do, but it’s your ass if you don’t!

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Disable the Skull Munchers by jumping on top of them. This is where you’ll push their jaws down into the frozen ice for good, rendering them harmless. I love the sweet sound effect they make as they buckle under your weight.

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Stages that start out a bit unconventional or unique are always pet favorites of mine. Take the opening of this stage f’rinstance. I just love how weird and different it is.

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ProTip: Avoid the falling rock.

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Another nice transition. It’s the small stuff!

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Springer said it best: “I’ve got better things to do tonight than die.” Jamie and Tops couldn’t agree more! The first boss is a weirdo by the name of Crasher.

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Crasher operates a block throwing contraption. Nail the blocks to break them apart. The pieces will crash into Crasher, damaging him to the point where his spectacles will momentarily fly off his face. Funny detail. Dino City isn’t a long game but thankfully offers you a password at the end of each stage.

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Teamwork, baby! It’s a thing of beauty :)

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Barrel-tossing Rockys and spiny hedgehogs try to put a damper on your day. Don’t get crushed by that moving platform. The Super Mario World influences are clearly evident.

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Teamwork makes the dream work!

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You’ll occasionally run into the random odd bonus stage. I’m a sucker for whenever a platformer displays an arrow in the form of collectibles. It’s exactly the kind of stuff I would program too if I were in control.

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Cutting it awfully close there!

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Speaking of cutting it close! Yo Tops, let’s not try to kill Jamie, OK?

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Monster Moles look like double trouble, but they’re actually quite a cake walk.

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Prepare for the roller coaster ride of your life as Stage 3 opens up with a bang.

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Knock off the Rockys and ride into your station.

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Slightly reminiscent of the huge swinging chandeliers from Super Castlevania IV, no? The Careless Circus as this level is known is arguably the most infuriating level in the game. Those bees are a bitch!

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There are many more levels in Stage 3 not shown here; you’ll have to discover those for yourself. The boss of this stage is the Trampo Bird.

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Things get hectic here in a hurry. Thankfully, you’re safe now. Right?

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Technically, yes, but only if you keep moving. Crazy Cindy and Retarded Rocky actually go leaping to their doom. Seeing Cindy’s grin as she plummets to her death is a bit disturbing!

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There’s no time to waste as a bald beefy barbarian attempts to crush you alive. Survive the terrifying ordeal and you come to a block that is just out of your dinosaur’s reach. Dismount and hop onto the block to activate it so it can move closer to your dino friend. Nice.

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Leaps that see you barely landing on the next platform is so damn satisfying.

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Influences to Super Mario World are readily apparent.

Eat your heart out, Yoshi
Eat your heart out, Yoshi

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This is easily the game’s most bizarre boss.

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Usually you’re riding your dino but here you have to go at it alone for a bit. Freeze the fish to use them as makeshift platforms.

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Sometimes you’re required to jump off of two fish which makes it far dicier.

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Nasty enemies are out to get you, sans dinosaur, if you make it this far.

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Thankfully you can freeze their asses. Come to the end where your dino buddy is back in play and pick from the two doors.

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There are so many levels awaiting you. Play Dino City to discover the rest.

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Watch out for the Fire Birds guarding Stage Five. If you can make it all the way to the very end of Stage Six, you’ll face off with the movie villain himself, Mr. Big (no relation to Mr. Big from Art of Fighting fame).

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Defeat Mr. Big and get treated to a rather cute, almost anime-esque ending.

PSST, WHAT’S THE PASSWORD?

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Password systems (or lack thereof) have plagued a many Super Nintendo games. The last two games I reviewed (Jurassic Park and its sequel, Jurassic Park Part 2: The Chaos Continues) could sorely have used a save or password feature. Thankfully, Dino City gives you a password at the end of each level. The 12 character passwords are fairly reasonable and easy enough to decipher; the same can’t be said for some other SNES games with a password system. Way to do it (reasonably) right, Irem!

NOT YOUR TYPICAL KIDDY SNES GAME

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Although Dino City upon first glance appears to be a “kiddy” game thanks to its bright and bold graphics not to mention the overall aesthetics, it’s anything but. The game is surprisingly far more difficult than you might first assume. It’s not impossible or anything, but it’ll take some practice and persistence. I also like how you get two different characters to play as. Timmy and Rex make beating the game far more difficult since Rex punches whereas Tops (Jamie’s dinosaur) throws darts. The difference between the two increases slightly the game’s longevity, not to mention it serves as sort of a “normal” and “hard” mode for a game that is already moderately difficult to begin with. So don’t walk into Dino City thinking it’ll be a walk in the park. Some stages start out easy but they can get tough in a hurry!

Like how a roller coaster starts easy then gets crazy
Like how a roller coaster starts easy then gets crazy…
Bosses are pretty easy -- it's the stages that are tough
Bosses are pretty easy — it’s getting there that’s tough
Choose Jamie and Tops if you want an easier game
Choose Jamie and Tops if you want an easier game
Not your typical easy SNES "kiddy" game!
Not your typical easy SNES “kiddy” game!
Shame they didn't used a more appealing box art
Shame they didn’t used a more appealing box art

WHAT THE CRITICS SAID

EGM's sister publication, Super NES Buyer's Guide
EGM’s sister publication, Super NES Buyer’s Guide

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Dino City fared pretty well with the critics. It was considered a great looking game that played pretty well. EGM gave it scores of 6, 7, 7 and 8. Super Play rated it 83%. It’s not often talked about in retro gaming circles but when it does come up, most people seem to vouch for Dino City. While it isn’t good enough to be considered a full blown hidden gem, it’s a quietly solid and underrated little game.

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CLOSING THOUGHTS

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I remember thinking back in the day that Dino City looked like it would be a pretty good game. I never got to play it then but just based off the previews, it looked like a fun platformer. After returning to the SNES scene in early 2006, I found a copy at the local flea market for $5. It’s such a rewarding feeling when you finally fire a game up years and years later only to discover your gut was right on the mark. Dino City is pretty much everything I expected it to be. It’s far from perfect but there’s this sort of charming and whimsical quality backing it. The visuals are lush and scream “Late 1992 SNES Era” if that makes any sense. I love the small details like day to night transitions (even if it only happens once) and the sprites (not to mention the levels themselves) all look pretty great. The music is fairly charming as well — the intro piece actually reminds me a lot of a tune that would have fit perfectly in the Mega Man universe! The game controls pretty well and I rarely found myself blaming the control whenever I died (which happened a lot by the way — your typical easy SNES kiddy game this ain’t). It’s not a long game but Irem was kind enough to give us a password system to deflect possible player fatigue. I will never fault a 16-bit game (especially platformers) for having a (reasonable) password system, and this one thankfully does.

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But now for some things that could have been improved. First of all, I loved the idea of dismounting from your dinosaur and playing solely as the child protagonist. I feel this feature was slightly underutilized and could have been further expanded upon and explored. The few instances where you are required to dismount are pretty effective, so it’s a case of there should have been a little more. Secondly, the levels are far too short for their own good. They feel more like bite-sized action zones than actual levels. Although there are a good deal of levels overall in the game, most of them are disappointingly short. Just when you’re beginning to sink your teeth into them, they suddenly end. It kind of takes away from the game and kept it from going to that next level. But all in all, Dino City is a pretty good little platformer that kind of has been forgotten to time. Riding a dinosaur also helps to differentiate it a bit from the rest of the me too pack of which there were plenty on the SNES. I appreciate this game for what it is. Even little things like most stages having two different exits made me smile. Maybe it’s not quite good enough to attain that ever attractive title of “hidden gem,” but it’s certainly an underrated little game that’s well worth playing and can easily occupy you for a weekend or two.

Graphics: 8.5
Sound: 8
Gameplay: 7.5
Longevity: 6

AwardOverall: 7.5
Bronze Award

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Jurassic Park 2 (SNES)

Pub & Dev: Ocean | November 1994 | 16 MEGS
Pub & Dev: Ocean | November 1994 | 16 MEGS

Jurassic Park fever swept the world back in the summer of 1993. After the smashing blockbuster hit, dinosaurs were back and bigger than ever. Later that November, Ocean released a video game adaptation of Jurassic Park to mostly rave reviews. Exactly one year later, they were at it again with a sequel. But this time, rather than an overhead action game with first person shooter sections, Jurassic Park 2: The Chaos Continues was a more basic and traditional side-scrolling shoot ‘em up. Jurassic Park 2 comes off a bit like a mix between Alien³ and Contra III, proving that going back to the basics can be what’s best for business.

That Barbasol can is in honor of one, Dennis Nedry
That Barbasol can is in honor of one, Dennis Nedry
Rest In Power, Dennis Nedry
Rest In Power, Dennis Nedry

REWIND BACK TO JANUARY 25, 2006

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I never played Jurassic Park 2 back in the day but I fondly recall the crazy 6-page EGM preview in their December 1994 issue. When I got back into the Super Nintendo nearly 12 years ago (January 17, 2006 to be precise), Jurassic Park 2 was one of the earliest games I picked up. It’s a fond memory for me as it fell on the first day of my final undergrad semester at my old college. It was a Wednesday I can still vividly recall. That semester Wednesday was the best day of the week because I only had one class on Wednesdays (9-10:15 AM). After class that day I had a couple girl friends go buy some books with me at the local campus store. Afterward it was 11:30 and I decided to drive to a nearby Game Crazy to see what SNES goodies they might have that day. Game Crazy was a hub attached to Hollywood Video back when these relics existed. There was a time when Game Crazy was actually pretty damn good. They used to carry a solid variety of top-notch SNES games in excellent condition, but this was before the SNES scene exploded. On this particular afternoon, much to my delight I found The Legend of Zelda: A Link to the Past, Jurassic Park 2: The Chaos Continues and The Lost Vikings. I got The Lost Vikings free as part of Game Crazy’s buy 2 get 1 free deal. Talk about starting off my final undergrad semester with a bang!

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I remember asking the cashier that day if he had any Sega Saturn games in storage. I don’t know why but I asked him and boy am I glad I did. He said he received a stash of Saturn games recently but that they had not yet put out on display. He pulled out a thick black binder, unzipped it and revealed a bunch of somewhat scarce Saturn titles in high demand. I ended up buying Shining Wisdom and Iron Storm for $2.99 each while getting Saturn Bomberman for free. Talk about highway robbery! It was one HELL of a deal. I couldn’t stop grinning from ear to ear as I drove home.

Hard to believe it's been nearly 12 years
Hard to believe it’s been nearly 12 years

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Here’s a shot of the actual Hollywood Video from my childhood town. Man, it brings back so many memories. The mountains in the back. How Target was right across the street and how just to the right of the Target sign stood a classic mom and pop rental shop by the name of Video Mart. One time my mom was shopping at Target while I sat on the little lawn right there by the Target sign, reading Goosebumps book #26, entitled My Hairiest Adventure. Man, for some reason that sticks out in my mind. Good innocent times from a bygone era. It’s really a shame that kids these days only know of Redbox and NetFlix. I like those modern conveniences too, but damn if it’ll ever match the pure joy and wonder of visiting the local rental store on a Saturday afternoon. If you were a kid growing up at any point between the ’80s to mid ’90s, it was a ritual and a way of life. There’s something incredibly sacred about those old video stores and memories that I cherish and hold near and dear to my heart. And always will.

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Here’s a shot of that same Hollywood Video that I captured on a cold rainy Monday night in January of 2006. Hollywood was one of my favorite stores to visit as a kid. I wasted hours going up and down the long aisles staring at the back of horror movie VHS boxes and gawking at the latest 16-bit video games. It was a big part of my childhood, and it saddens me that the kids of today will never know what it’s like to roam through a video store on a lazy Saturday afternoon. This particular Hollywood Video location finally died off in 2009. It was one of the last relics remaining from my youth. Thanks for the memories, Hollywood! Farewell dear old friend. Long live 16-bit and horror movie boxes!

WELCOME TO THE JUNGLE

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Jurassic Park 2: The Chaos Continues holds a fairly distinct honor. To the best of my knowledge, it’s the only “movie sequel” game on the SNES that came out before the actual movie sequel itself. The Lost World: Jurassic Park didn’t come out in theaters until May 19, 1997.

Handy tips, especially the last one
Handy tips, especially the last one

THE STORY GOES…

Screw ya, Hammond! You chickenshit :P
Screw ya, Hammond! You little old chickenshit :P
The manual said "ASSES." Sorry, I'm easily amused...
The manual said ASSES. Sorry, I’m easily amused…

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Dodgson is a key figure in the book more than the film
Dodgson is a key figure in the book more than the film

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Little do the BioSyn soldiers know it's a suicide mission
Little do the BioSyn soldiers know it’s a suicide mission

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The soft glow of a full moon pierces the eerie night sky
The soft glow of a full moon pierces the eerie night sky

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"IF IT BLEEDS, WE CAN KILL IT!"
“IF IT BLEEDS, WE CAN KILL IT!”

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It's time to kick some dinosaur and BioSyn ass!
It’s time to kick some dinosaur and BioSyn ass!

It’s interesting that the intro focuses purely on the bad guys. That might be a first in SNES history. The best thing about this game is its 2 player co-op mode. Player 2 controls Michael Wolfskin, a character entirely made up for the sake of this game and has no canon to either the film or novel.

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Love how the raptor claws at the screen for the II mark
Love how a raptor claws at the screen for the II mark
You can even bring your partner back from the dead
You can even bring your partner back from the dead

The six weapons are split into two categories: lethal and non-lethal. Lethal guns will kill dinosaurs and humans. But here’s the kicker: there’s a dinosaur counter that keeps track of the dinosaur population inhabiting Isla Nublar. It starts at 100 and drops each time you kill a dinosaur (excluding raptors and the T-Rex). The game ends if the number drops too low. But the number also rises the more you kill them (due to natural reproduction). It is best then to maim dinosaurs with your non-lethal weapons. Note however that non-lethal weapons do zero damage to the humans. The good news? You start off with all six weapons and can switch on a dime. This may sound confusing but it’s pretty natural after playing it for a bit.

NON-LETHAL WEAPONS

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LETHAL WEAPONS

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THE MISSIONS

I appreciate the ability to pick and choose
I appreciate the ability to pick and choose

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Objectives are listed before entering a mission.

Alan Grant is agile and he can shoot diagonally
Alan Grant is quite agile and can shoot diagonally
Cattle prod and rifle have unlimited ammo (999)
Cattle prod and rifle both have unlimited ammo

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They ain't your dumb blind raptors from the first game
Not your dumb blind raptors from the first game…
See what I mean?
See what I mean?
John Hammond I swear... I will WHUP DAT ASS
John Hammond I swear… I will WHUP DAT ASS

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You activated the gas... now the clock ticks. Get out fast!
You activated the gas. Now the clock ticks. Get out!
The gas may be the least of your problems...
The gas may be the least of your problems…

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Awesome how you can leap from behind ladders and swing around them to latch on safely. It’s always the little details.

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Satisfying to pick off these bastards. Doing so will blow their sorry asses SKY HIGH. Boom.

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This came out in the early '90s. What a time to be a kid
This came out back in 1991. What a time to be a kid

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There was even almost a Toxic Crusaders game on the SNES. But it got canned before it could ever get off the ground. Despite the game looking kind of awful, I was disappointed it was never released. Call it morbid curiosity if nothing else.

Ah, the good old days
Ah, the good old days
They also appeared in Elevator Action Returns...
They also appeared in Elevator Action Returns

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Sigh... some people just never learn
Sigh… some people just never learn

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Contact with the steam gas results in pain
Contact with the steam gas results in pain
Best adrenaline rush in gaming BAR none. Sorry
Best adrenaline rush in gaming BAR none. Sorry
Use your non-lethals and watch out for falling rocks
Use your non-lethals and watch out for falling rocks
You're out there somewhere, Mac, thinking of me
You’re out there somewhere, Mac, thinking of me
"HERE WE ARE AGAIN, BRO... JUST YOU AND ME..."
“HERE WE ARE AGAIN, BRO… JUST YOU AND ME…”
"SAME KIND OF MOON, SAME KIND OF JUNGLE..."
“SAME KIND OF MOON, SAME KIND OF JUNGLE…”
Crap, we just found MOMMY
Crap, we just found MOMMY
This is the best looking level of the game
This is the best looking level of the game
Damn you, John Hammond
Damn you, John Hammond
I know that's you, John! Yer going down, HAMMOND!
“I know that’s you, John! Yer going down, HAMMOND!”

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And hey, the mission is called "Protect the Gallimimus"
And hey, the mission is called “Protect the Gallimimus”

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Shades of Metal Slug
Shades of Metal Slug

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At least he didn't bust out the selfie stick
At least he didn’t bust out the selfie stick

[No walk in the Jurassic Park? Sorry -Ed.]
No walk in the Jurassic Park? No? I’ll see myself out
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Emergency missions are a BITCH.

To make things worse, they're bloody TIMED
To make things worse, they’re bloody TIMED
Literally
Literally

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Front and back attack. I felt that one
Front and back attack. God damn
Good luck
Good luck

WHAT THE CRITICS SAID

Where's Rodan when you need him?!
Where’s Rodan when you need him?!

Jurassic Park 2 received a whopping 6-page preview in EGM issue #65 (December 1994). The next month EGM gave it scores of 6, 7, 7 and 8. Super Play rated it 83%. The sequel didn’t get the hype or praise that the first game did, despite it being considerably better than the first one. The first game benefited from being based off the actual movie and naturally had more hype due to its timely release following the summer blockbuster. The fact that Jurassic Park 2 is the only SNES game (to the best of my knowledge) that is a sequel to a film that had yet to exist speaks to the mega brand of Jurassic Park. It makes Jurassic Park 2 a unique footnote in SNES history if nothing else. Speaking of unique, how many SNES games can you name that features a voice-laden intro?

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CLOSING THOUGHTS

Guess he didn't see the Raptors Crossing sign
Guess he didn’t see the Raptors Crossing sign

Jurassic Park 2 has a little of the intense run ‘n gun action of Contra III but it’s also sprinkled with the exploratory aspects of Alien³. Oh and of course, plenty of dinosaurs. The visuals are quite good. Raptors look a thousand times more realistic and menacing than they did in the first game. Guns fly out of the hands of BioSyn soldiers as you mow them down. Some of the stages have a striking look. Sound and music is both rock solid with lots of nice loud explosions and unsettling dinosaur roars. The game is harder than a two dollar steak, however, and that may turn off some players. Memorization and knowing when to fire which gun is critical to success. Perseverance will lead to a fairly rewarding experience, especially if you can find a buddy to join in. Not too shabby, Ocean. Certainly a marked improvement over their first Jurassic Park outing.

"Um, can this thing please go faster?!"
“Um, can this thing please go faster?!”

However, the game is plagued by a few flaws. Similar to the first game, Jurassic Park 2 doesn’t employ a password system. It makes beating this game in one sitting a very daunting task. It’s a shame Ocean didn’t learn from their previous mistake. Also, the difficulty approaches unfair territory at times; the annoyingly timed emergency missions are a total pain in the ass. But if you’re willing to overlook these flaws then Jurassic Park 2 is a pretty solid two player dinosaur blasting romp. It doesn’t get talked about often and seems to have been largely forgotten. It’s not great, or even good perhaps, but it’s definitely a solid addition to any SNES library that already has everything else.

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

Overall: 7.0

"He'll never see me lying here..."
“He’ll never see me lying here…”
"AW SHIT"
“… AW SHIT!”

Jurassic Park (SNES)

Pub & Dev: Ocean | November 1993 | 16 MEGS
Pub & Dev: Ocean | November 1993 | 16 MEGS

Who didn’t love dinosaurs as a kid? Jurassic Park hit theaters in June of 1993 to critical and commercial success. Five short months later, Ocean released a movie video game adaptation on the SNES — although technically, it’s more based off the book than the movie. Jurassic Park is an overhead action adventure with a first person mode. Wait, Zelda meets Wolfenstein meets dinosaurs? It sounds like a wet dream. Dream being the operative word. Unfortunately, Ocean’s effort fell a bit flat. I guess uh, Ocean finds a way to mess it up didn’t they, Malcolm?

WHEN DINOSAURS RULED THE EARTH

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I was obsessed with dinosaurs growing up. In first grade, my class took a field trip to a museum that featured amazing dinosaur animatronics. I got to see my favorite, the T-Rex, in all its glory. It towered over me and I was absolutely terrified. The whole exhibit was breathtaking, recreating the wonder and terrors that roamed the earth more than 65 million years ago. Several years following this unforgettable field trip, Jurassic Park hit movie theaters nationwide in the summer of 1993. But as much as I loved dinosaurs, I somehow missed the theatrical run of Jurassic Park. That definitely ranks up there on my list of “Small Childhood Regrets.” My brother and I didn’t watch a lot of movies in the theater growing up. I guess we were too busy renting and playing the latest video games instead. Our first movie we caught in the theaters? Super Mario Brothers. Oh, lucky us indeed.

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Made on a budget of 63 million dollars, it became the highest grossing film of the time, toppling E.T. on its way to a nutty 914 million. The movie was an adaptation of the Michael Crichton novel. The plot is simple: on an island off the coast of Costa Rica, a preserve has been built to host cloned dinosaurs. Jurassic Park was to be the theme park attraction of the ages. But of course, as Ian Malcolm prophetically stated in the film: LIFE FINDS A WAY. And sure enough, life does. And then massive dinosaur shit hits the fan. It was a simple concept that worked on so many levels thanks in no small part to its groundbreaking usage of computer generated images. The CGI was stellar for its time, and even to this day many feel it holds up particularly well. It’s an epic film with many memorable breathtaking scenes. F’rinstance, remember when Dr. Grant and the kids (Lex and Tim) rested on a tall tree limb overlooking an ominous night sky, complete with a Brachiosaurus enjoying a midnight snack? Scenes like this were buried in our minds and hearts even nearly 25 years later!

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My favorite scene? The infamous one with the raptors stalking the kids in the kitchen. It’s one of the most (in)tense movie scenes I’ve ever seen. Just the sheer terror of being trapped in a kitchen with two wild ferocious raptors is enough to make my heart skip a couple beats. That moment where the one raptor is shown standing as upright as she can, snorting at the air like some kind of savage war cry, gives me the heebie-jeebies! And perfectly positioned in that same shot was poor little Tim, his face a frozen rictus of horror. The raptors in Jurassic Park were genuinely scary. Even today that scene still freaks the hell out of me. What a movie! :)

As for the game, it fell under the file of “I wanted to play this 20+ years ago but never did.” Thanks to Jurassic World, which came out in theaters summer of 2015, I decided it was finally time to quell a 20+ year childhood curiosity. I wish I could say the game is even half as awesome as the film, but it was largely a bittersweet experience…

Ocean spent six figures to acquire the licensing rights
Ocean spent six figures to acquire the licensing rights
It's compatible with the SNES mouse, oddly enough
It’s compatible with the SNES mouse, oddly enough

DINO ROLL CALL

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The Triceratops spent the film sick as hell but it’s perfectly healthy here. It only appears in a few sections, rumbling through the landscape each time it does appear. You can’t kill or sedate it, so get the hell out of its way.

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Ah, Velociraptors. Arguably the star of Jurassic Park, raptors hunt in packs and strike with blinding speed. If not dealt with immediately they’ll slash you to pieces in no time flat. I recommend using either the bola or rocket launcher. The shotgun takes 2-3 shots to put them down, which leaves you vulnerable to counterattack. Raptors love to hide in the thick dense trees, revealing themselves only after you’ve crossed over into their territory. They may seem tough at first but they’re really not too bad once you know where the ammo and raptors are situated.

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Ever a perennial favorite, the classic T-Rex is terror on two legs personified. Even though he only appears twice in the game and always at the same locations, his presence is still strongly felt. The music changes to this bone-chilling rhythmic jungle beat whenever you’re near a T-Rex zone. You’ll feel a jolt of adrenaline kick in when the king comes barreling out of the left side of your TV screen. Escaping the jaws of death at the very last possible moment is always a major rush!

WEAPONS

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KEY TIP 1: The cattle prod is most effective against the little Compys. Remember that…

KEY TIP 2: You can carry two weapons at a time. I highly recommend carrying the rocket launcher and bola

KEY TIP 3: Even when carrying two weapons, you can always press select to switch back to the cattle prod. Don’t forget to do that when running across a group of little angry Compys. Trust me…

MORE TIPS

You'll get eaten alive without a guide...
You’ll get eaten alive without a guide…

Jurassic Park is a non-linear open world action adventure that can be viewed as sort of a sandbox survival horror game. Trust me, it isn’t nearly as awesome as that may sound, but it’s certainly playable. You won’t find set stages or levels here. The game is split into two modes: an overhead mode and a (primitive) first person mode whenever you enter a building. Unfortunately, these scenarios are rather plodding, not to mention clunky and somewhat confusing. In general, the game can be extremely confusing if you go into it blind so I recommend using a guide if you possibly can. To help you out, here’s a general overview.

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There's something creepy about these critters
There’s something creepy about these critters

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You can get lost without a good memory or a map
You can get lost without a good memory or a map

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Who doesn't remember the dramatic kitchen scene?
Who doesn’t remember the dramatic kitchen scene?

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Could have used your help here, Mr. Hammond
Could have used your help here, Mr. Hammond

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Sorry, there are no vehicles here. Backtrack by foot :(
Sorry, there are no vehicles here. Backtrack by foot :(
Lots of this [Sounds like my marriage -Ed.]
Expect lots of this [Sounds like my marriage -Ed.]
I recommend using a guide. You might go nuts if not
I recommend using a guide. You might go nuts if not

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Text boxes are too damn big. Speaking of which...
Text boxes are too damn big. Speaking of which…

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At least you can get rid of these boxes with L or R
At least you can get rid of these boxes with L or R
Of course not. You're way too smart for that T-Rex...
Of course not…
Oops. I spoke too soon
Oops. I spoke too soon
Learn from the movie: NEVER listen to Nedry
Learn from the movie: NEVER listen to Nedry
See? STAND STILL MY ASS. Raptors don't care
See? STAND STILL MY ASS. Raptors don’t care
WHAT A DAMN PRICK [I like his sense of humor -Ed.]
WHAT A DAMN PRICK [I like his sense of humor -Ed.]

WHAT THE CRITICS SAID

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Jurassic Park was well received by the critics of the time. EGM gave it scores of 6, 7, 8 and 8. GameFan lauded it with ratings of 89, 92, 95 and 95%. Super Play rated it 89% and called it the 84th best SNES game on their Top 100 list (issue #42, April 1996). However, reception among retro gamers is almost nearly the complete opposite. Most seem to find Jurassic Park clunky and not so good. Reasons for this mainly include the cumbersome first person sections as well as the ridiculous amount of backtracking, thanks to all the scattered ID cards required to grant you access. I find critical reception of this game to be quite fascinating; there weren’t too many games that were scored highly back in the day that people now more often than not DO NOT like. (ActRaiser 2 is another example). Jurassic Park also marks the first SNES game in which I completely disagree with the “Big 3.” Usually, I find one of EGM, GameFan or Super Play “gets it right,” so to speak. But in this case, they all endorsed the game by and large, and I gotta say that I disagree.

Of the big 3, this opinion most closely mirrors mine
Of the big 3, this opinion most closely mirrors mine

CLOSING THOUGHTS

What a fantastic film. The game? Yeah, not so much
What a fantastic film. The game? Yeah, not so much

Jurassic Park is one of the most epic, memorable and badass summer blockbuster hits of all time. The idea of a game that mixes elements from Zelda and Wolfenstein is an enticing combination indeed, especially when you add dinosaurs to that equation. But unfortunately, it’s really not Zelda meets Wolfenstein. What you’re left with then is an uneven experience. The overhead sections are above average while the indoor first person parts are below par. But if you play Jurassic Park using a guide, you just might get a bit of enjoyment out of it. The visuals are decent enough. The sounds and music are well done; raptor roars and the like are convincing and even a bit frightening. The music switches from one zone to the next with each theme suitably befitting to that part of the island. It’s just too bad then that the game as a whole fails to capture the awe, wonder and magic of the blockbuster 1993 film.

Dont be fooled, its not an action-packed game
Don’t be fooled by this, it’s not an action-packed game

Speaking of negatives, Jurassic Park would have hugely benefited from having a save feature. It’s just lengthy enough that finishing it in one sitting isn’t ideal. Not to mention, the insane amount of backtracking and finding ID cards put a real damper on a game lacking a save system (hell, even a password system would have sufficed). Although, this issue is slightly mitigated to a small degree if you play with a guide. And that’s really the only way I recommend playing this game. Sadly, pictures like the one you see above may suggest lots of action but the real game lacks these white-knuckle situations. Dinosaurs are sadly few and far between, and remain stranded to their fixed positions. They don’t chase or stalk you like they did in the movie. They only jump out at you if you happen to pass by and they don’t give chase if you make a run for it. Instead, they just saunter back to their hiding spots like college kids working at the local Halloween haunted house. It takes away considerably from the intensity of the game. Jurassic Park actually isn’t hard — the game provides plenty of ammo for survival. The real challenge comes in the form of endurance. Can you put up with all the slow clunky first person levels, gathering all the ID cards and powering through in one long sitting? If so, you just might enjoy Jurassic Park. But for the rest of us, it ends up being more frustrating than it is fun.

Graphics: 7
Sound: 8
Gameplay: 5
Longevity: 4

Overall: 5.0

... not to endorse this video game
… not to endorse this game. Jurassic Park 2 is better
"Say that one more time; I'll find a way to hurt you"
“Say that one more time and I’ll find a way to hurt you!”
Cmon Ian Malcolm. This game isn't THAT terrible...
C’mon, Ian Malcolm. This game isn’t THAT terrible…
That Barbasol can is in honor of one, Dennis Nedry
That Barbasol can is in honor of one, Dennis Nedry
Rest In Power, Dennis Nedry
Rest In Power, Dennis Nedry

On a hot lazy summer afternoon back in 2015, I spent 4½ hours beating Jurassic Park in one long sitting. Probably never doing that again! While I did find some odd sense of enjoyment out of it, it really isn’t a “good” game by any stretch of the imagination. But is it playable and enjoyable? It can be BUT I highly recommend using a guide.

But why not just rewatch the film? :P

Or listen to the main theme?
Instant goosebumps!

Justice League (SNES)

Pub: SunSoft | Dev: Blizzard | June 1995 | 20 MEGS
Pub: Sunsoft | Dev: Blizzard | June 1995 | 20 MEGS

Superman. Batman. Wonder Woman. The Flash. These are some of the most well known and beloved super heroes of all time. Imagine if someone were to take them and throw them into a fighting game. That’s exactly what Blizzard and co-developer Sunsoft did in the summer of 1995. Sounds like a winning formula, right? Well… not so fast there, Flash. Justice League: Task Force is certainly a moderately flawed fighting game, but it’s not terribly offensive. It’s just kind of… there. For diehard SNES owners and fighting game/DC Comics fans only.

So many choices! Nice to see Flash get near top billing
Nice to see Flash get near top billing

JUSTICE LEAGUE UNITE

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Last night I caught the premier of the brand new Justice League movie. I had a good time but found the film to be rather uneven. The tone shifted at times from scene to scene. I felt slightly underwhelmed by the time it was over but it definitely sets the stage for better to come.

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Being in a Justice League mood, I decided there was no better time than now to finally play a childhood curiosity that has stood for over 22 years — Justice League: Task Force. I remember seeing it in magazines around the time I was graduating from elementary school. By June of 1995, I had my mind on other things as life grew increasingly more complex. I still loved the SNES but things were rapidly changing. Although I longed to play Justice League, I never did.

March 5, 2006. DAMN
March 5, 2006. DAMN

After getting back into the SNES on January 17, 2006, I bought Justice League for $4.75 not two months later. But it wasn’t until earlier this week that I finally played it for the first time. It’s always neat to cross a childhood curiosity off your list once and for all, especially when it’s for something you’ve been wondering about for over 20 years. Seeing that eBay invoice by the way brought back some memories. I didn’t expect to see it when I cracked open my copy of Justice League. In fact, it completely took me by surprise. I forgot all about the invoice. I’m a big fan of archiving so seeing this simple piece of paper definitely made my day. We’re off to a good start with Justice League but it’s not how one starts, it’s how one ends.

Sorry Green Arrow fans. Cyborg is in the film instead
Sorry Green Arrow fans. Cyborg is in the film instead

EVERYBODY’S KUNG FU FIGHTING

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Cashing in on the fighting game boom of the mid ’90s, Justice League: Task Force has your typical modes. The Story mode allows you to only pick from the 6 super heroes while the Battle mode allows you to use the super heroes in addition to 3 super villains. The difficulty is adjustable from 1-5 with the default level being pretty tough. Like many clones of the era, Justice League copies the classic 6 button formula of Street Fighter II.

SUPERMAN

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Clark Kent (6’3″, 225 lbs) is a reporter for The Daily Planet, a major metropolitan newspaper. In reality, he is a super being from the planet Krypton. As Superman, he is dedicated to upholding “Truth, Justice and the American Way!” His fights are held appropriately enough on the rooftop of The Daily Plant, overlooking the beautiful city of Metropolis.

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Superman’s powers are on full display here as he exhibits his heat vision, freeze breath and when all else fails, his burning fist is put to good use!

BATMAN

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Bruce Wayne (6’2″, 210 lbs) is a master of martial arts, an impeccable detective and an inventor of specialized weaponry. He battles atop a roof overlooking Gotham City at night. This backdrop nicely captures the grit and grim of Gotham City.

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Batman’s classic Batarang serves as a natural choice for his fireball. He also has a variety of kick-based attacks including a Smoke Bomb Drop Kick reminiscent of M. Bison. The Dark Knight can also evade projectiles.

WONDER WOMAN

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Princess Diana (5’11”, 135 lbs) is an Amazon warrior princess and an Amazonian ambassador to “Man’s World.” Wonder Woman preaches the power of peace and other Olympian virtues, never fighting without provocation. Her home and a lovely fountain can be seen in the background.

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Wonder Woman puts her Lasso of Truth to good use in Scorpion-like fashion. She can hover for a bit before performing a diving kick. She can also reflect projectiles with her wrist guards and hit you with a nasty Springing Flip Kick.

THE FLASH

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Wally West (6’0″, 175 lbs) gained super speed as a teenager in a freak accident while visiting his idol, the original Flash. He took over as The Flash when his idol died. He uses his power to run circles around some of the world’s most notorious criminals. His stage features flashes of lightning. Not only that but a piece of paper can be seen floating throughout. Both nice touches.

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Fighting games from the mid ’90s always had one fighter with a super fast multi-hit strike. No one was born for that more than The Flash. His Tornado Blast takes a page right out of Joe Higashi’s playbook. And of course, you can’t be The Flash without some sort of dashing attack. Even better, he finishes off his dashing strike with a Dragon Punch.

AQUAMAN

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Arthur Curry (6’1″, 325 lbs) was born in the undersea world of Atlantis. Aquaman was adopted by a lighthouse keeper and later became a founding member of the Justice League. His life’s work is keeping the oceans free of villains. Don’t spend too much time admiring the sea life in his stage — he’s tough enough without distractions!

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Channeling Sub-Zero of Mortal Kombat fame, Aquaman delivers a mean Slide Kick. He also fires a deadly Water Blast and can knock you out cold with his Leaping Slam Punch. The Spinning Uppercut Punch protects him from projectiles.

GREEN ARROW

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Oliver Queen (5’11”, 178 lbs) began life as a pampered millionaire, but eventually chose a career in crime fighting, becoming Green Arrow. Green Arrow lives in Seattle, Washington, where he defends the weak and oppressed. Seattle’s Space Needle can be seen in his forest background.

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Green Arrow’s special moves all revolve around his arrow expertise. Flaming arrows, icy arrows and from all angles. He’s a bit limited and niche, but hey, you got to respect a super hero that stays in his lane.

CHEETAH

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Barbara Ann Minerva (5’9″, 120 lbs) was once an important though ruthless archaeologist and treasure hunter. On an African expedition, she drank a potion that transformed her into the Cheetah. In order to maintain her power, she must hunt down victims. She and Wonder Woman are bitter rivals. Cheetah’s stage reflects her African exploits. She impales her victims with razor sharp claws.

DESPERO

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Despero the Conqueror (8’5″, 450 lbs) is the last of a race of telepaths. He was once the iron-handed ruler of the planet Kalanor, a planet all but destroyed by nuclear wars. He is a savage opponent and a constant threat to the Justice League. His Eye Blast is the biggest fireball in the game. His Diving Kick and Leaping Head Fin Thrust shows off his deceptive speed. Stars can be seen flying by in the background of his spacecraft but if not careful, you’ll be seeing stars personally.

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Darkseid (7’6″, 515 lbs) betrayed his uncle, banished his own wife and son and murdered his mother in order to rule his home planet of Apokolips! A complex and cunning villain, Darkseid has been known to spare vanquished foes who have fought well. But don’t count on it! And watch out for his Sliding Backhand Punch, Laser Beams, Leaping Knee Kick and Jumping Head Stomp. I don’t care if you’re Superman, that will give anyone a serious headache!

GENESIS VERSION

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Justice League: Task Force was also released on the Sega Genesis. I haven’t played it but it’s interesting to note the different aesthetics between the two. The Genesis one takes on a more comic book-like appearance. The two games have different backgrounds and even special moves. An interesting oddity if nothing else. EGM gave the Genesis version ratings of 4, 5.5, 7 and 7.

WHAT THE CRITICS SAID

Ouch. Super Play gave it the proverbial kiss of death
Ouch. Super Play gave it the proverbial kiss of death

Justice League: Task Force came out during an odd time. Back in June of 1995, the 16-bit era was starting to wind down as well as the fighting game boom. The game also seemed to come out of nowhere, with no Justice League connection elsewhere recently released to the public. Sure, these super heroes and villains have a certain level of timelessness to them, but the release date and more importantly average gameplay did it zero favors. Thus, Justice League came and went with little fanfare. These iconic characters definitely deserved better. Super Play slammed it, giving it a paltry score of 30% (OUCH).

C'mon SPlay, it's not that bad
C’mon SPlay, it’s not THAT bad…

CLOSING THOUGHTS

Such wasted potential. Sigh
Such wasted potential. Sigh

Justice League: Task Force feels a lot like a day late and a dollar short. Or in this case, a few years late and a fun fighting engine amiss. It would have fared better if it were released in mid 1992 as opposed to the summer of 1995. By then, SNES owners had already experienced the likes of the Street Fighter II trilogy, Mortal Kombat II, TMNT: Tournament Fighters and World Heroes 2. Hell, even games like Fighter’s History and World Heroes, both rather underrated arcade to SNES ports, blow Justice League out of the water so bad that not even Aquaman can save it.

Not my superhero game
Not my superhero game

There’s a reason why you never see Justice League on anyone’s Super Nintendo Hidden Gems list. It’s a strictly middle of the road fighting game. The visuals are decent looking in spots but the animation leaves a lot to be desired. Some of the music tracks are alright but others are mute-inducing. The sound effects are terrible and there are no voiceovers whatsoever. It’s a small thing but I love it when I hear an announcer proclaiming, “ROUND ONE… FIGHT!” or when my characters talk during their special moves. These absences only further accentuate the cheapness of the product we received… a sort of half-baked attempt to cash in on both the fighting game boom and the general popularity of iconic comic book characters. While it’s certainly not unplayable by any means, you would have to be a pretty diehard fan to go out of your way to play this when there are so many better choices available. Justice League, Unite? More like Justice League, Retreat.

Graphics: 5.5
Sound: 5
Gameplay: 5.5
Longevity: 5

Overall: 5.5

Facepalm, indeed
Facepalm, indeed

DYK: Dan MacArthur worked on the SNES versions of World Heroes and Justice League. He did a fantastic job with the World Heroes port. Justice League, not so much.

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ActRaiser 2 (SNES)

Pub: Enix | Dev: Quintet | November 1993 | 12 MEGS
Pub: Enix | Dev: Quintet | November 1993 | 12 MEGS

A successful sequel builds upon the original. Or to put it bluntly, it should be bigger and better. Sadly, that was not the case for ActRaiser 2. Released two years following its predecessor, ActRaiser 2 is a bit infamous for having ruffled a few feathers. The original ActRaiser is such a beloved SNES classic that a sequel would have big shoes to fill. Quintet certainly tried, but the formula didn’t quite hit the right marks. But that’s not to suggest that this follow-up is a complete dud. It’s not without some merit, but it’s definitely a far cry from the first game. The box cover boasts the claim “100% pure action and excitement!” Well, they weren’t lying about the 100% action part. Say goodbye to the simulation aspect from the original. ActRaiser 2 is strictly an action title. And a rather uneven one at that.

GETTING THE “HANG” OF IT

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Your hero has wings but he can’t fly. He can, however, glide and dive. It sounds good on paper but the actual execution is a bit iffy to say the very least.

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Slashing enemies above you feels very satisfying. As does a well-timed block. It’s just too bad your hero moves a bit slowly and somewhat stiff.

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Magic returns. They are as follows:

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Using the right one at the right time can make all the difference.

THE QUEST BEGINS

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ActRaiser 2 opens up promisingly enough. You get a brief intro that shows our hero battling Tanzra. Right away the graphics stand out as incredibly detailed. You get the best of Tanzra here but unfortunately for you, Tanzra has beckoned the most vile and vicious demons to form a legion against you. Kind of like the Secret Society of Super Villains

INDUSTEN

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Appreciate the Mode 7 callback to the first ActRaiser. Scale up this tree while dealing with arrow-slinging goblins.

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Industen is broke up into two action sections. The first boss is a terrible plant monster that would make Little Shop of Horrors and Joe & Mac proud. The second boss is a scythe chucking scumbag whose cloudy compadre will try to blow you [whoa… -Ed.] off the screen.

MODERO

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Modero is up next. Or rather, it could be. One of the nice things about this game, contrary to popular belief that it’s a total dud, is that you’re given a certain level of freedom. You can tackle the stages in any order, which is nice. Modero is a hellish graveyard. The last boss of this stage is particularly memorable. The SNES flexes its Mode 7 muscles.

DEMON’S CAVE

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Demon’s Cave, not to be confused with Demon’s Crest (although admittedly Demon’s Crest does have a bit of an ActRaiser 2 vibe in terms of aesthetics), is full of demonic mutant spiders and nightmarish critters. And no, that ain’t a speaker system there. It’s a fill-up for your health or magic bar. The end boss would make Stan Winston proud.

BENEFIC

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There’s a rather tricky jump right away that can be a bit infuriating. Not landing the clearing correctly leads you to fall below where enemies annoyingly respawn and sap you of precious health. The control takes a while to master and even then, it feels a bit shoddy and unreliable.

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Battle a horrendous giant snake and snail to purify the country of Benefic. Saving your magic until the boss is highly recommended.

DEATH FIELD

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Death Field is appropriately named. Some of the fiery sections can hurt you. The mid-boss is reminiscent of the classic first boss from the original.

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Galloping riders aim to ruin your day. If you manage to survive the onslaught, a mad knight awaits you at level’s end.

ALMETHA

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Another gorgeous burning stage, Almetha is one of the easier levels in the game.

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Massive monsters that aren’t bosses or even mid-bosses have always been a pet favorite of mine. That’s why I love this horned blue cyclops creature so much. The boss fight is an intense one. Keep moving and don’t fall to an early grave.

PALACE

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What’s up with all these great names like Modero and Benefic and then we have Palace? Oh well. Palace is your typical ice-themed world. Make good use of the many platforms to help you conquer the boss.

GRATIS

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Gratis opens up with a sign that reads, “WELCOME MASTER to your DOOM!!” It’s a nice touch and reminds me of Altered Beast. More deformed mutant spiders await. This level is very annoying as ghosts pop out of nowhere while you’re trying to make this big leap. This leads to cheap hits and starting all over again. The stiff control makes this level way harder than it should be.

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Provided you can safely navigate the annoying platforming, your reward is facing off with these two bastards.

STORMROOK

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Stormrook is perhaps the best looking level in the entire game.

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Survive the night and slay this fire-spewing monstrosity. Easier said than done…

PALACE REVISITED

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Deception Demon rules this land and has been hiding in the king’s mind. Once you’re inside the king’s mind, find the blue door to fight the ghost mid-boss.

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Ominous red door leads to a showdown with the Deception Demon boss.

TORTOISE ISLAND

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Enter the sunken remains of a ghost town to kill this octopus-looking monstrosity.

ALTHERIA

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Altheria is somewhat similar to Tortoise Island. The boss here has a definite Ghostbusters vibe which I absolutely dig.

TOWER OF SOULS

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You’ll square off with all the mid-bosses before facing the clock boss. Some folks may claim that boss gauntlets are outdated but to me they’re timeless[Har har -Ed.]

DEATH HEIM

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Death (Heim) awaits those skilled (and patient) enough to make it this far.

WHAT’S THE PASSWORD?

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ActRaiser 2 uses a password system. Some easter eggs include a sketch of the team. Why not try out typing in “long long ago.” sometime and see what happens…

WHAT THE CRITICS SAID

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ActRaiser 2 is one of those games that most of the critics heralded at the time but is now (overly) criticized. It’s one of the more polarizing SNES titles to this day. Most seem to dislike it but there’s a small camp that feel it’s become underrated and underappreciated over the years.

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It’s interesting to look back on old gaming review scores. ActRaiser 2 was heavily praised back in November of 1993. The picture above is from an issue of Super NES Buyer’s Guide — a sister publication of EGM. The red color indicates graphics and ActRaiser 2 was one of the rare games that got a full red to the max rating. Yellow indicates gameplay which you would think is most important to a game’s overall rating. Yet oddly enough, the yellow is about halfway for the first two reviewers yet they still gave the game a robust 87 and 88%. Er, OK. EGM gave it scores of 8, 9, 9 and 9. GameFan scored it 88, 94, 94 and 95%. Leave it to good old Super Play, however, to show some levity and pump the brakes on the sequel hype. They rated it 69%.

Good old Super Play -- I agree with you lads
Good old Super Play. I mostly agree with you fine lads

CLOSING THOUGHTS

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I find ActRaiser 2 to be a very uneven game. There are parts I like about it, but a lot of other parts that went awry. I do miss the simulation part of the game but I understand the desire to change it up a bit. However, the execution faltered somewhat and thus hampers the game a good bit from reaching its full potential. Yes, this game is hard. Hard as a brick. And I don’t mind a hard game as long as it isn’t due to unfair enemy placement and/or stiff control. Sadly, both are culprits here. While I did enjoy myself playing through certain bits of ActRaiser 2, the unfair difficulty and stiff control always came back to stop my momentum from truly enjoying the game. It’s a shame too, as this could have been a very solid sequel if they had properly addressed those two significant issues.

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When it comes to graphics and sound, ActRaiser 2 delivers. The visuals are sublime — it’s arguably one of the best looking SNES games of 1993. The amazing orchestral score, once again helmed by musical maestro Yuzo Koshiro, hits the mark. It’s just too bad that the most important aspect, the gameplay, is below par. Especially when compared to the previous game which came out two years prior, ActRaiser 2 just feels like a disappointing drop-off. I wanted to like it so badly and at times I actually do, but the overall effect sadly misses the mark. I don’t think it’s as bad as some others have claimed it to be, but they have a right to their opinion. Without doubt, had this game been called The Knight Avenger or anything other than ActRaiser 2 then maybe it would have fared better with diehard fans of the first game. Alas, when you tack a “2” at the end of a name as big as ActRaiser, certain expectations come along with it. I, however, don’t think it’s all bad. Disappointing? Yes. Completely worthless? No. Regardless of how one feels about ActRaiser 2, I think there’s one thing we can all agree on: at least we’ll always have the first game to fall back on.

Graphics: 9
Sound: 9
Gameplay: 6
Longevity: 6

Overall: 6.0

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ActRaiser (SNES)

Pub: Enix | Dev: Quintet | November 1991 | 8 MEGS
Pub: Enix | Dev: Quintet | November 1991 | 8 MEGS

Every new system relies heavily on its early catalog to help determine how successful its infancy period is. And with titles like Super Mario World, F-Zero, Gradius III, Super Castlevania IV and Super Ghouls ‘n Ghosts, the SNES was legitimized. Of course, one can’t talk about the earliest Super Nintendo games without extolling the virtues of one, ActRaiser. Released in North America a whopping 26 years ago, ActRaiser is one of the most beloved early SNES classics of all time. Hell, remove ‘early’ — it’s one of the most memorable SNES hits, period. What makes ActRaiser so great? Well, for starters, developer Quintet was able to accomplish a rather rare feat. Quintet managed to masterfully straddle two genres, blending into an immersive and seamless action adventure for the ages. And that’s just scratching the surface. With the help of Retro Gamer Magazine, let’s delve a little deeper below the surface…

BUT FIRST, A TRIP DOWN MEMORY LANE

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

January 30, 2006. It was a quiet and idyllic Monday night, just two weeks into my Super Nintendo resurgence. On that fateful night I stopped by the Hollywood Video still lingering in my childhood hometown, hopeful to add more games to my ever growing collection. Any nostalgic memories would be but a bonus.

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I ended up buying six games that fine evening. Hollywood Video used to have a Game Crazy hub inside where they sold games from all generations. The SNES selection back in early 2006 was still a bit of a goldmine. Game Crazy did a special buy 2 get 1 free deal for their retro games. I still remember feeling so excited when I spotted ActRaiser on the glass shelf. I actually never played it back in the day so for me this was one of those “redemption” games. My SNES resurrection was a second chance to finally play all those great SNES games I missed out on as a child for one reason or another.

Nothing beats getting free games
Nothing beats getting free games
Good memories :)
Good memories :)

AN ACT OF LOVE

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Hey now, ActRaiser 2 wasn’t THAT bad, but we’ll get to that later. Many games have attempted to balance multiple genres, but few did it better than ActRaiser.

It was pure magic the moment it came on
It was pure magic the moment it came on
It showed off Mode-7 impeccably well
It showed off Mode 7 impeccably well
These are the bad guys in the simulation part
These are the bad guys in the simulation part

DIVERSE LOCALES

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Death Heim awaits...
Death Heim awaits following this…

FEARSOME BOSSES

Talk about a nostalgic first boss! God damn...
Talk about a nostalgic first boss! God damn…

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Plus many more!
Plus many more!

FILLMORE

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Hovering over the world like the sexy beast that you are, the people down below look to you for their every need: slaying monsters that have invaded their land, building up towns and generally being a source that they can place their faith in. Just remember, with great power comes great responsibility.

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Volatile demons of all sizes and shapes come out of the woodwork to thwart your cause. I’ll always be a sucker for tree-based monsters.

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Thanks for the helping hand, sucker! Ah, look at that first boss. The Centaur Knight is such a nostalgic sight for anyone who was a Super Nintendo gamer back in the day. I have an extremely soft spot for giant boss sprites and Mr. Centaur definitely left a lasting impression.

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Simulation has never been my favorite genre but I quite enjoyed it in ActRaiser. It’s not overly complicated and it adds to the storyline of the game rather well.

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Construct the town to prosper and thrive. Be ready to protect it against hostile invaders, at all costs!

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Fillmore ain’t done with you yet! A hulking Minotaurus greets you at level’s end. Golden Axe would be proud.

BLOODPOOL

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Quintet did such a terrific job with the visuals that you could easily confuse this for a Capcom or Konami title. Bloodpool is arguably the best looking stage of the entire game. I love how atmospheric it looks! It’s particularly perfect to play on a dark and cold late afternoon in November.

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Action bit, simulation. Rinse and repeat. Somehow, it never gets boring. The crimson red lake of Bloodpool is such a cool sight. Naturally, it’s been poisoned by monsters and it’s up to you to save the day.

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Another memorable moment, a full moon hangs overhead ominously as our hero treks across to enter the horrors that lie deep within this castle…

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Initially, this appears to be a run-of-the-mill battle with a wizard warlock. That is, until he reveals his true form! ActRaiser simply captures one’s imagination.

KASANDORA

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Kasandora is a scorching desert filled with some incredible music. Composed by Yuzo Koshiro, it’s to no one’s surprise. It sounds almost Star Wars-esque. Hell, the first boss of this world is named Dagoba which is similar to Dagobah (a planet in the Star Wars universe that Yoda called home in his final years).

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Digging the Egyptian motif and mummies.

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Deranged scorpions litter your path. Eradicate them quickly and it will help take the sting out of things. A massive Pharaoh head guards the end of the level.

AITOS

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Things start off in a mountain area with foul rock-throwing trolls. It isn’t long before you catch a lift. The seemingly incessant cloud scrolling here was mind-blowing for 1991 standards.

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Inside this cavern you’ll battle terrible winged beasts and a Manda-like serpent.

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Protect the people of Aitos at all costs. Back to the hack and slash action, players find themselves buried deep inside a fiery cavern of death and misery.

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Samurai spirits [Shodown? -Ed.] attack relentlessly. A demonic fire wheel is your reward at the end of this level.

MARAHNA

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Marahna is a humid jungle guarded by a terrible plant beast with plenty of tentacles. The Japanese approve.

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Disaster strikes! Tend to the issues properly ASAP.

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Beware the grim reaper, who would love nothing more than to claim your soul. Kalia shoots lightning blasts but isn’t as tough as it looks.

NORTHWALL

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Northwall is a frozen and frigid country. It’s also one of the hardest stages in the game. Watch out for blue ogres and expect a lot of slipping and sliding around.

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Annoying bugger! Your platforming skills and patience will be put to the test.

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Bubbles assist you to the top. Hey, didn’t I see that boss in Super Ghouls ‘n Ghosts? Hmmm.

DEATH HEIM

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Death Heim is no joke. Prepare for a nasty boss gauntlet. It’s only after beating these six bosses that you are deemed worthy to fight Tanzra.

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Tanzra’s final form has a whopping 40 health bars! Good Lord. I always got a kick out of bosses with health that stretches across the entire screen. It never fails to bring back that nostalgic feeling of dread and anxiety as the battle begins!

TWICE AS NICE… OR NOT

A mixed bag to say the very least...
A mixed bag to say the very least…

ActRaiser 2 was released two years later in November 1993. It’s generally crapped upon, but there is a small camp of folks who believe it’s a bit underrated. But that’s a story (or review) for another time. Few SNES games are as polarizing as ActRaiser 2. It’s a bit ironic given how much the original is universally lionized.

WHAT THE CRITICS SAID

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ActRaiser has earned its overwhelmingly positive reputation for good reason. There are so many unoriginal games out there — only a select few are truly unique and stand out from the pack. ActRaiser is one of those games. EGM gave it scores of 9, 9, 9 and 9. Super Play rated it 90%. Critics and fans alike ate it up. It’s widely beloved in retro gaming circles and certainly no respectable Top 100 SNES list is complete without it.

Nintendo Power ranked it #57 on their Top 100 list
Nintendo Power ranked it #57 on their Top 100 list
Retro Gamer Magazine loves it
Retro Gamer Magazine listed it 24th best SNES game

CLOSING THOUGHTS

Not just nostalgic. It's still bloody awesome
ActRaiser captures that early SNES magic to a tee

The action stages are admittedly fairly basic; there’s nothing fancy about them but they hit a very sweet spot for me. There’s a late ’80s-early ’90s action arcade game vibe to the platforming that really works. ActRaiser is of such high quality that I’d still think very highly of it even if it only consisted of the side-scrolling hack and slash bits. But it’s definitely the skillful blending of platforming and simulation that make it truly one of the all-time greats. Town building is simple enough for a sim novice such as myself to get into. The sim parts do well to make me feel that much more connected to the villagers. I always get a kick out of helping the little guys. F’rinstance, resolving the inner conflicts plaguing the people of Bloodpool by playing a special song courtesy of Kasandora stands out as a highlight. See? ActRaiser is proof that music is a unique art form and therapeutic! This masterful alternating between genres is a magical mix that Quintet absolutely crushed out of the park.

Utterly epic, it's the stuff nightmares are made of
Utterly epic, it’s the stuff nightmares are made of

Speaking of music, Yuzo Koshiro is at the top of his game here. The soundtrack is absolutely thumping and sounds like it could be something out of a Star Wars film. The boss theme in particular is suitably dramatic and foreboding. It’s some of the best on the SNES. Graphically, ActRaiser is a beautiful looking game. Although the hero’s animation is a bit stiff, I love the various locales and the overall aesthetic of the game. Colors are bright, bold and well defined. There’s not much fault I can find with this game except that it’s way too short for its own good. Just when I feel I am sinking my teeth into the game, it’s over. The action levels are especially short and rather easy (note: the Japanese version is much harder). The action sequences aren’t mind-blowing or anything, but they’re very fun and satisfying (while they last). I love the variety of magic spells at my disposal — it diversifies the action by not being a straight hack and slash affair. I also love being able to repel enemy projectiles with a well-timed sword swing. Little details like that make me a very happy gamer. If for whatever reason you still haven’t played ActRaiser yet… what are you waiting for? It’s easy to see why this is considered one of the all-time SNES greats.

Graphics: 9
Sound: 9.5
Gameplay: 9
Longevity: 7

Award4Overall: 9.0
Gold Award

 

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Heisenbe

Axelay (SNES)

Pub & Dev: Konami | September 1992 | 8 MEGS
Pub & Dev: Konami | September 1992 | 8 MEGS

How would Konami follow up their hit SNES shooter, Gradius III? Why, with Axelay of course. At first, you might be disappointed this isn’t a direct sequel to Gradius III. But that thought quickly subsides the second you play Axelay. It’s a technical marvel in many ways, displaying the various capabilities of Nintendo’s 16-bit wonder. Although the game only features six levels, each level is memorable and concludes with a massive, screen-filling boss that are among the very best in 16-bit history. From a terrifying multi-jointed robotic spider to a gigantic fire-spewing lava lord, Axelay stands as one of the best shooters on the Super Nintendo.

FIREPOWER

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Unlike most shooters, Axelay starts you out with your three main weapons. As you progress through the levels, your weapons receive a power-up boost. Another unique aspect of Axelay is the way in which your ship sustains damage. Getting hit by enemy fire causes you to lose whatever weapon you currently have equipped. This means you can take three hits before losing a life. However, kiss your Axelay goodbye if you make direct contact with an enemy ship or the environment. It works extremely well and makes playing Axelay a blast.

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MEMORABLE MOMENTS

Shout out to Retro Gamer Magazine for these shots
Shout out to Retro Gamer Magazine for these shots

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BIG BAD BOSSES

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THE STORY GOES…

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Something wicked this way comes. A family man admires his cherished family photo before facing the nearly insurmountable task that lies ahead.

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Corliss is being threatened by a terrible alien force.

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Axelay takes place in the fictional planetary system known as Illis. It was a peaceful place until the Armada of Annihilation decided to show up…

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There’s only one aircraft that can save Illis… Axelay!

LEVEL ONE: CUMULUSES

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Players are instantly introduced to an impressive scrolling world that sets the tone for all that is to come. Axelay is easily one of the best looking SNES games of 1992.

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There is sort of a funky gravitational pull that takes a moment or two to adjust to, but you’re off to the races blowing up the Alien Armada. You have access to all three weapons off the bat, so switch accordingly when necessary.

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Visuals are rich and vibrant. Axelay was further proof that few firms did it better than Konami in the early ’90s. Meet the boss of stage one: the terrifying Arachnatron.

LEVEL TWO: TRALIEB COLONY

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BLAST your way through space before arriving at an enemy base.

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Corliss, the planet which you call home, can be seen in the backdrop as a reminder of why you’re on this suicide mission. At level’s end, you come face to face with the T-36 Towbar — a war machine designed to impede a rebellion. Konami definitely drew inspiration from the ED-209 of RoboCop fame.

LEVEL THREE: URBANITE

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Urbanite is one of my favorite stages. Flying over the vibrant multi-colored lights of the city below is just so damn atmospheric. Even better is working your way through a network of barriers, with the more vulnerable segments needing to be blasted for passage of safety.

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Axelay has its share of mid-bosses. There’s nothing I love more than a space shooter with mini-bosses galore — well, except perhaps blasting an Alien Armada to Kingdom Come against the beautiful backdrop of a neon city at night.

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Regenertoid starts out as a funky looking black spinning top, but wearing it down reveals a sinister battle station with enough firepower to make MechaGodzilla blush.

LEVEL FOUR: THE CAVERN

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Space shooters and water-based stages nearly go hand-in-hand, and Axelay is no exception. Beautiful details like the water splashing as you go in and out speak to the level of care that Konami exercised.

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Water stages in platformers can be annoying but I love them in my SHMUPS. Once you reach the end of this level, prepare to battle the aggressive Aquadon. It’s got two weak spots but good luck focusing on which one reveals itself against the litany of hostile objects and laser beams flying at ‘cha!

LEVEL FIVE: LAVA PLANET

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Giant worms come barreling after you in a fashion that is reminiscent of Frank Herbert’s sci-fi classic, Dune. This level is easily the most visually impressive of the entire game.

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Gradius fans can’t help but smile at Konami’s nod here. But just when you think it doesn’t get any cooler, Wayler rises out of the fiery depths to completely blow your mind. This diabolical demon is easily one of the most memorable bosses in 16-bit lore.

LEVEL SIX: THE ARMADA OF ANNIHILATION’S FORTRESS

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Battle your way through a hostile alien fleet and infiltrate the enemy base.

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Intensity quickly picks up as the alien empire throws everything it has against you.

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Veinion is the evil leader behind the army. At first glance it appears to be some generic robotic overlord but after pelting away at it, it reveals its true form as a horrific alien organism. You wouldn’t expect anything less coming from Konami.

WHAT THE CRITICS SAID

EGM ranked it #91 on their Top 100 Games list
EGM ranked it #91 on their Top 100 Games list

Axelay is often hailed as one of the greatest SNES shooters of all time. One playthrough and it’s easy to see why. EGM gave it scores of 8, 9, 9 and 9. Super Play rated it 85%. Many fans agree that Axelay is one of the better shooters of the entire 16-bit era. As the EGM blurb above mentions though, many were also disappointed that an Axelay 2 never became a reality, as hinted at the conclusion of the game. What a tease! It’s rather reminiscent of Shadowrun.

Damnit. Still waiting...
Damnit. Still waiting…
Nothing but love for Axelay all around
Nothing but love for Axelay all around

DID YOU KNOW?

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CLOSING THOUGHTS

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Axelay is a technical marvel and yet another Konami stamp on their 16-bit résumé. From the moment you boot the game up, you find yourself waging war against an alien empire as your ship spirals into a vast cloudy sky. The special effects, music and visuals pound your senses in a way that only Konami (and a few others) could do back then. You knew you were in for a special ride. If it wasn’t confirmed by then, then surely it was by the time you reach the guardian of the first stage. A titanic terror, the Arachnatron moves its multi-joints in such a creepy and convincing manner that it makes your skin crawl. After blasting the robotic spider into thousands of pieces of metal, you’re off to the second stage which then becomes a horizontal side-scrolling affair. The six levels switch from vertical to horizontal in a seamless and impressive fashion. Although there are only six levels and it takes roughly an hour to beat, it’s such a blast that you’ll be revisiting Axelay time and time again.

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Unlike Gradius III, there isn’t much slowdown to speak of here. I love that all three weapons are available from the start and that you can upgrade them as you beat each level. It’s also pretty cool that you lose your guns on bullet hits rather than dying outright. Axelay is a fair bit more generous than your average 16-bit shooter. Its difficulty is adjustable — adequate players are challenged enough on easy while space ship shooting maniacs are taxed on the hard mode. This makes Axelay accessible to a wider audience. It also comes equipped with an auto turbo feature, unlike a few other shooters from the era (I’m looking at you, Aero Fighters and U.N. Squadron). Highly recommended, Axelay is one of the best shooters on the SNES and no respectable Top 100 SNES list is complete without it.

Graphics: 9.5
Sound: 9
Gameplay: 9
Longevity: 7.5

Award4Overall: 9.0
Gold Award

A-F*CKING-MEN
A-F*CKING-MEN

Gradius III (SNES)

Pub & Dev: Konami | August 1991 | 4 MEGS
Pub & Dev: Konami | August 1991 | 4 MEGS

Originally released in the arcade on December 11, 1989, Gradius III served as one of the launch titles for the Super Nintendo in North America circa August 1991. I’ve always had a fondness for the classic space shooter, or SHMUP as it’s come to be known. In my view, the SHMUP is one of the purest genres. I’d put it right up there with platformers and beat ‘em ups. There’s something simple yet beautiful and exquisite about being a one man army defending the galaxy against a horde of enemy ships and giant nasty bosses. It just takes me back to my childhood and a great era in gaming where classic side scrolling shooters ruled the day. Gradius III does well to recreate those memories and conjures the feels of those halcyon days.

VIC VIPER, ROLL OUT!

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Introduction was simple and brief, but got you pumped up to save the universe.

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Unfortunately, that 2 player option isn’t co-op. But on the bright side, you’re given some options [I C WAT U DID DERE -Ed.] with regards to your power-up system. I love it when games give you options; it’s always fun to tinker around with and find out what suits you best.

LEVEL ONE

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Ahhhh, that classic first stage and those early opening moments. Combined with that impeccable music, it’s ultra nostalgic and never fails to bring a smile to my face. My mind was blown the first time I saw the massive dragon flying out of the sand.

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Speaking of unforgettable and memorable, how about seeing that humongous boss at the end of stage one for the very first time? As I’ve stated before many times, no one could do bosses like Konami back in the day.

LEVEL TWO

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Stage two opens up with bubbles galore. I’ll never forget the first time I popped the bigger ones, splitting them into smaller bubbles. Yet another mind-blowing moment for its time.

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Konami does it again. Not only did their bosses have the best design, but the level of detail that went into each one truly made the bosses feel alive and real.

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Breaking down its defenses and shooting at its giant eye always struck a chord with my imagination. The boss fights in Gradius III are so much fun.

LEVEL THREE

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Halfway through this stage, the music shifts from an upbeat tune to one far more dramatic and foreboding. It was a cool effect. The boss can be pretty tough and blowing it up felt oh so satisfying.

LEVEL FOUR

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Easter Island heads (AKA Moai) litter the playing field. Things can get messy and heated fast if you don’t respond in a timely matter.

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Appropriately so, the boss of this level is the mother of all Easter Island heads.

LEVEL FIVE

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Navigate your way through this fiendish, fiery hell. For your troubles, you’re greeted by a pair of fire dragons at level’s end. Lucky you.

LEVEL SIX

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Things begin venturing into the downright bizarre as you transition from the reaches of outer space to this dangerous plant world. A massive nightmare of a creature guards this stage, and it moves in a very unsettling way. Despite the slowdown, this blew my mind as a kid back in the early ’90s.

LEVEL SEVEN

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Action really picks up speed here as the screen scrolls faster than normal. You’ll have to work your way through tight corners and narrow spaces.

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Watch out for blue balls… [You were waiting to say that, huh? -Ed.]

LEVEL EIGHT

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Gauntlet time — you’ll face off with FIVE bosses!

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Konami couldn’t decide on which one boss to keep for this level so they said screw it, let’s throw all six at the player. My theory, anyhow.

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BOSSES R US! Say hello to boss number four and five of this stage.

LEVEL NINE

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Infiltrate the enemy base and rage against the machine.

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Nothing says SHMUP like a good old screen filling boss accompanied by some dramatic, epic sounding music.

LEVEL TEN

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Brings back memories of Life Force (AKA Salamander), eh?

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Blowing through the field in these type of games never gets old. At last we come to the end boss, and what a sight for sore eyes he is. Vintage Konami. No one did bosses like they did.

OPTIONS

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The Gradius series is known for its options (helpers) but Gradius III also excels in offering the player a plethora of options. Not only are you given a choice of which weapon lineup you wish to use but the game even allows you to fully customize your choices. You can form your dream team so to speak and mix and match to your heart’s content.

WHAT THE CRITICS SAID

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Gradius III on the SNES has a mostly favorable reputation, but is mainly criticized for its (immense) bouts of slowdown. Although to be fair, the 1989 arcade had its share of slowdown as well. I didn’t mind the slowdown so much as it actually helps more than it hinders. Slowdown is just more forgivable when that’s the case. EGM gave it scores of 8, 8, 8 and 8. Super Play rated it 82%. Being a launch title in North America, Gradius III is one of the more nostalgic games in the SNES catalog for many folks, myself included.

We'll never forget sights like this!
We’ll never forget sights like this!

CLOSING THOUGHTS

Not perfect but perfectly nostalgic
Not perfect but perfectly nostalgic

There’s a reason why so many folks hold Gradius III in high regard. While it’s certainly not the best playing shooter on the Super Nintendo, there’s an undeniable charm to it that has left a lasting impression on those who initially played it back in 1991. The graphics were amazing for its time but it was the stellar soundtrack that completed the package, ensuring that Gradius III would always have a special place in our gaming hearts. Even to this day, I can still hear the tunes playing in my head. Whenever I think of classic space shooters, Gradius III always immediately comes to mind. It’s a game I find myself revisiting rather frequently throughout the years and one that never fails to make me smile.

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

Overall: 8.5

Double Silver Award
Double Silver Award
Some shit never gets old
LONG LIVE GRADIUS III, BAY BAY!!