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!!

Castlevania: Dracula X (SNES)

Pub & Dev: Konami | September 1995 | 16 MEGS
Pub & Dev: Konami | September 1995 | 16 MEGS

CASTLEVANIA. The mere mention instantly conjures many warm memories for gamers of all ages. Hell, the name is nearly synonymous with the NES and classic gaming itself. Play through any of the pre-N64 renditions and it’s easy to see why this beloved franchise has been lionized by so many fans throughout the years. The epic NES series naturally transitioned to the SNES with the epochal Super Castlevania IV in 1991. Dracula X was the final 16-bit Castlevania game as we know it. Being that it’s Halloween season, let’s grab our magical Belmont whip and take a closer look…

A GOLDEN AGE

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When I got back into all things Super Nintendo in early 2006 (January 17 to be precise), I was lucky to be at the right place at the right time. Early 2006 was a great time to be buying SNES games by the truckload. Many didn’t cost more than $10 shipped, and a ton literally went for as cheap as $5 shipped. Titles were not only cheap but they were plentiful as well. However, even back in 2006 there were a few key titles that commanded $40+ even cart only. Castlevania: Dracula X was one of those games, but I was fortunate enough to nab a copy for exactly $40. I beat the rush and nostalgia train by several years, and boy was I thankful about that. These games now command a small fortune and I would never have assembled my collection if I got back into the SNES scene post-2012 or so. Timing is everything.

LOST IN THE SHADOWS

Almost everyone loves the first SNES Castlevania game
Almost everyone loves the first SNES Castlevania game

Nearly 26 years ago today, Super Castlevania IV arrived on the Super Famicom and made its mark as one of the all time Super Nintendo greats. Japan received it on Halloween 1991 (how fitting) while North American audiences got it in time for Christmas ’91. Konami showcased the raw power of the brand new SNES and it left a lasting impression to say the very least.

"You're HUNTING IT all right, yeah. JUST LIKE ME!"
“You’re HUNTING IT all right, yeah. JUST LIKE ME!”

I reviewed Super Castlevania IV back in October of 2008, nearly 10 years ago. Man, time flies! This was a massive effort that took many hours piecing together, and it’s one of my personal favorites. The liberal plot re-imagining used shots from Halloween 4: The Return of Michael Myers. It really fitted in well! That whole review has a crazy Halloween vibe to it. I think it stands as one of the best reviews I’ve ever created and I’m super proud of how it all came together almost a decade ago now.

You can't kill the Boogeyman...
You can’t kill the Boogeyman…

Growing up, Halloween was one of my favorite film franchises. I still recall watching the first one in 1989 as a wee six year old thinking that Halloween was a movie about kids trick-or-treating. Later that night, I had a lucid nightmare that Michael Myers was stalking me in my bedroom! I became a fan for life — go figure! Every Halloween I try to watch at least one of the Halloween films as well as play games like Super Castlevania IV.

I will never NOT love Halloween season
I will never NOT love Halloween season

These images, which I splattered throughout my Super Castlevania IV review nearly 10 years ago, really evoke the spooky and atmospheric pulse of the Halloween season. It’s a fond trip down memory lane for me. I hope you enjoyed the Halloween 4 Simon Belmont intro as much as I had fun making it. After all, Halloween isn’t complete without a little Dr. Loomis and Michael Myers action! [That sounds like a fan fic someone already wrote -Ed.]

This is awesome. But how does Dracula X fare?
Truly one of the Super Nintendo’s finest
This is awesome but how does Dracula X fare?
This is awesome but how does Dracula X fare?
It takes a while to sink one's teeth in...
It takes a while to sink one’s teeth in…

My initial impressions with Dracula X were certainly not too favorable. Here’s what I wrote in my gaming journal: Super Castlevania IV this ain’t. Hey where’s my up and diagonal whip? Where’s my rotating whip? Why is the attack shorter on time? Why does Richter walk up stairs like he just crapped in his pants, eh?

"Oh I'll sink my teeth alright..."
“Oh I’ll sink my teeth alright…”

So, yeah, not too good first thoughts. But don’t judge a book by its cover right? After some help and motivation from various gaming pals, I marched on determined to see if the game would get better. After all, it’s not how one starts but how one ends. Let’s delve deeper into Dracula X

THE STORY GOES…

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The moon hovered ominously over the village… something afoul was brewing…

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An evil DARKNESS had befallen the land, giving rise to sinister vampire legends. Until now the people of Transylvania had grown accustomed to their nice peaceful existence, secure in the knowledge that their famed hero, Simon Belmont, had sealed the fate of one, Count Dracula, several hundred years prior.

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But as we all know, peace doesn’t last forever. People became complacent in their security over time. Then late one night at the witching hour, wicked townsfolk possessed by the darkness gathered in secret holding demonic séances in an attempt to bring back the Prince of Darkness… Sir Dracula!

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Night after night they chanted relentlessly, calling out to revive Count Dracula. While everyone else had already retired for the evening, these heathens scurried out from their dark holes to convene in an ancient abandoned abbey.

Thunder rumbled across the night sky as lightning cracked the abbey. From the dead rose the Prince of Darkness!

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Dracula plotted to exact revenge upon Richter Belmont, the descendant of the family that destroyed him. The Prince of Evil viciously attacked the town with his unholy legion. In a single night, lives young and old were wiped out. This time Dracula brought some brand new toys. True abominations, towering monsters of destruction and nightmares ravaged the village. The townsfolk never stood a chance — it was a blood bath.

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Dracula was more ruthless than ever before. He kidnapped Richter’s girlfriend, Annet, as well as her little sister, Maria. Imprisoning them in his vile castle, he awaits Richter’s inevitable arrival.

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Richter, burdened by his destiny, left for Dracula’s castle with his legendary ancestral whip in hand. Not only that but the stout determination to save his loved ones and the resolve to send Dracula to eternal damnation once and for all.

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As the full moon casts an eerie glow overhead, Richter Belmont gazes at Dracula’s castle ominously looming in the distance. He knows once inside that there’s a chance he might not make it out alive. But he’ll boldly risk life and limb in order to save his girlfriend Annet and her sister Maria. The chilly night air sends tingles up and down his body as if someone took electrical wires and brushed them against the back of his neck. There is much terror and pain before him, but this is the life of a Belmont… the destiny of Richter Belmont!

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Repeat, "It's not Dracula X: Rondo of Blood"
Repeat, “It’s not Dracula X: Rondo of Blood”

THE CAST

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THE SUB-WEAPONS

The boomerang holy cross is my favorite
The boomerang holy cross is my favorite

THE GAME

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Richter Belmont’s less than athletic control can be a bit off putting at first but thankfully, having a sub-weapon like the axe certainly evens the odds up a bit.

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And what would a Castlevania game be without bloody annoying bats that fly and swoop at ‘cha? This is definitely where you’ll miss the incredibly versatile whipping skills of Simon Belmont. Without question this makes Dracula X harder.

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The skeletons in Dracula X are a bit more nimble than the ones we saw in Super Castlevania IV. The ones here tend to leap around like Mexican jumping beans.

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I’ve heard many complaints over the SNES version of Dracula X, but here is one major win. Remember how frustrating it was to lose your favorite sub-weapon by accidentally touching another one? Dracula X gives you a few seconds to pick up your previous weapon should you grab (accidentally or not) another weapon. Brilliant.

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Believe it or not, this guy ain’t a boss! In fact, you can’t even kill it. All you can do is walk as briskly as you can (‘coz you know, Belmont boys just don’t run). This is a neat twist on forced scrolling. Of course, you’ll be required to make some pixel-perfect jumps, which if successful, will land Richter right on the edge of the platform. Get used to it.

Clash of the Titans would be proud
Clash of the Titans would be proud

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Level two opens with a bang as your ears are suddenly treated to a familiar tune. If this doesn’t get you feeling all tingly inside, you are without pulse.

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Murderous merman and bridges that break — all classic staples of the famed Castlevania franchise!

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The drawbridge lowers as you reach the end… it’s another nod to Super Castlevania IV fans!

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I love this barrel chucking enemy. In general I just love  when games add a wrinkle or two to their bad guys. Little touches here and there helps to spice a game up.

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And of course, what would a Castlevania game be without a haunted castle hallway?

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Their shields are no match for your knives. I like how you can pick this fool off safely from this perch.

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A new feature in Dracula X is the Weapon Crash. This allows Richter to launch an all-out assault of his sub-weapon. It inflicts more damage but eats up more hearts, too. Each Weapon Crash is different and has its own strengths and shortcomings.

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The Spear Men are a true menace. It could easily be Game Over if you find yourself surrounded by a couple of these purple bastards.

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In true Castlevania fashion, certain blocks can be destroyed. This may unlock hidden goodies such as meat. So swing your whip around — you never know when you might find a breakable block.

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This gigantic vampire bat is the second boss you’ll face. He looks rather nasty but his bark is bigger than his bite. Whack him down to size. Literally.

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Although Richter doesn’t control as well as Simon did, he does have at least two moves on Simon: backflipping and the moonwalk. Both come in handy at various points, as you can imagine. F’rinstance, moonwalking does wonders here.

A familiar face (or two) from the past.
A familiar face (or two) from the past.

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How I loathe those bloody annoying Medusa Heads. Use the Pillar Bones to give yourself a boost.

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ARRGGHHH! The Spear Men are almost as annoying as the Medusa Heads. By the way, it’s amazing how they can poke a spear through that thick block but I digress.

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You gotta love moments like this. You know the programmers had some fun here. I’ve always preferred the cross AKA boomerang but Holy Water has its uses as well ;)

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Super Castlevania IV features 11 stages while Dracula X has nine, but you can only trek through seven at a time. Levels four and five have two different levels you can take, depending on what you do (or don’t do). And this will also change the outcome of the game. Yes, there are three possible endings: best, OK and bad. Nice!

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You’ll secure the best ending only if you can save both Annet and Maria as well as slay Dracula. It’s a tall task. If you lose a life, the key is lost for all eternity!

How can one not love Castlevania?
How can one not love Castlevania?

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Unintentional humor abounds when Richter’s arm goes straight through the door. Oops!

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Remember how Super Castlevania IV grants you a brief moment of invincibility after taking damage? Not so here. Like I said, everything is harder in this game by a considerable amount.

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Sweet background. I’m a sucker for anything ancient ruins. This is the alternative level five by the way.

Go back to The Land Before Time, Long Neck!
Go back to The Land Before Time, Long Neck!

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This huge pile of Bone Pillars, while intimidating, is no match for Richter Belmont. The final showdown is almost at hand. But before you can take on Dracula, you must first contend with an old friend named DEATH. They don’t call him that for nothing, believe you me. It might be Richter’s fate as well as your controller’s as well, if you get my drift.

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To say that Dracula X is a difficult game is a gross understatement. It will test your will, possibly breaking it too. At times I was cursing like a sailor. It’s not really my style but the pixel-perfect required jumps, swooping bats, Medusa Heads, and Richter’s somewhat stiff mobility led to many moments of frustration.

BREAKTHROUGH

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After beating Super Castlevania IV for the first time ever back on April 29, 2006, I decided to fire up Dracula X the very next day. I was enjoying it somewhat at first until I made it to the boss of level four. He’s got two forms. Frustrated, I vented on a gaming board and it was there that an old internet pal urged me to stick it out with Dracula X.

Glad I listened to my friend!
Glad I listened to my friend!

He defended it, saying it’s got a stilted gameplay system that forces you to be absolutely perfect if there is any hope of win. Somehow, the sentence stuck with me. I decided to stick with Dracula X, and that fateful night finally defeated the Cloak boss.

Not on my watch...
Not on my watch…

I would go on to face DEATH who absolutely destroyed me more times than I dare count, but then I got locked into the proverbial zone. I ended up perfecting his ass and went on to defeat Dracula for the very first time. I don’t think I could ever accomplish that again. It was exhilarating.

Beating Dracula was a rush!
Beating Dracula was a rush!

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By the way, a special shout out to this bad guy. He’s not a boss but he’s one of my favorites. It’s a shame that he only appears once. He’s sort of like the Abobo or Andore of Dracula X.

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Many claim the Dracula showdown in this game to be among the toughest in the franchise. Initially, I would agree. But not so if you know where to position yourself properly…

Konami did bosses like few other firms could
Konami did bosses like few other firms could

WHAT THE CRITICS SAID

It's impossible to think of  Super Castlevania IV and...
It’s hard to think of Super Castlevania IV and…
... NOT smile. It's a proven fact, oh yeah
NOT smile. SNES Dracula X on the other hand…

Almost everyone adores Super Castlevania IV, but the same can’t be said for the SNES version of Dracula X. It’s been knocked over the years and its reception is a mixed bag. When compared to the superior PC-Engine original, the SNES version falls short. You’ll find just as much criticism as you’d find praise for this game.

It made for one hell of a sweet cover, though
It made for one hell of a sweet cover, though

However, Dracula X fared slightly better with most gaming publications. EGM gave it scores of 6.5, 6.5, 7 and 7. GameFan gave it ratings of 82, 84 and 93%. Super Play rated it 80%. So while it didn’t quite live up to the lofty Castlevania standards set before it, it still earned fairly respectable marks.

Well summarized by those Super Play chums
Well summarized by those Super Play chums

CLOSING THOUGHTS

"FANGS" for the memories. Sorry... [Oh dear -Ed.]
“FANGS” for the memories. Sorry… [Oh dear -Ed.]
Not having played the PC-Engine import, I’m unable to compare the SNES version. This is perhaps a blessing in disguise. However, coming off the heels of playing through Super Castlevania IV, I had to put that aside and judge Dracula X on its own merits. The game grew on me before I knew it. Do I wish we got a proper Castlevania sequel with 1995 SNES trimmings instead? Of course. But so many times I feel we can focus too much on what wasn’t instead of enjoying what is. And Dracula X is, in my opinion, a fine action adventure. Once I adjusted to the difficulty level and the stilted control of Richter Belmont, I found myself inching closer to Dracula step by step as I disposed of his cronies one at a time. Most importantly, I found myself having a pretty good time.

It has plenty to offer if you enter with the right mindset
It has plenty to offer if entered with the right mindset

Being that it’s Halloween time, I’ve been replaying the two Super Nintendo Castlevania games all month long. I’ll always love the first game and I’ve come to appreciate the second one over the years. Taken for what it is and judged on its own merits, there’s plenty to like. While not the Konami swan song we were all hoping for in their final Super Nintendo Castlevania offering, it’s still a pretty good game at its core. One that is worthy enough to be in any Super Nintendo library and deserving to be played every Halloween season or so. If you’re looking for a challenging action game with awesome music and a wickedly macabre atmosphere, then you’ve found a pretty good candidate here. Stick with it and you might find you’re glad that you did. Finally, two tips to help enhance your Dracula X experience: 1). Turn off all the lights and 2). Tell yourself it’s not the PC-Engine original or a sequel to Super Castlevania IV. Happy demon slaying and happy Halloween!

Graphics: 8
Sound: 9
Gameplay: 7.5
Longevity: 6.5

AwardOverall: 7.5
Bronze Award

 

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HAPPY HALLOWEEN Y'ALL!  MWAHAHA!  ^_^
HAPPY HALLOWEEN Y’ALL!  MWAHAHA!  ^_^

Resident Evil (Saturn)

Publisher & Developer: Capcom | August 1997
Pub: Capcom | Dev: NexTech | August 1997

When Resident Evil first hit the PlayStation in the spring of 1996, it caused quite the uproar. Gamers and critics alike raved about its tense atmosphere, its amazing cinematic feel and its edge-of-your-seat survival horror gameplay. Sure, games like Alone in the Dark came before but it was Resident Evil that really caused the boom of the survival horror genre from where I sit. There were really only two games I was genuinely scared of before I first played Resident Evil back in the summer of ’96. Those two being NES Godzilla with its creepy music (hey, I was five years old) and Doom, the first person shooter that saw imps and demons stalking you through the tight corridors and haunted halls of Hell. Then along came Resident Evil. It reminded me of what it felt like to actually have a sense of dread as I navigated my way through the game. With this being October and all, it’s a great time to look back on this epic horror game and remember what made it such a classic. Capcom is no stranger to the survival horror genre. They released Sweet Home exclusively to the Famicom (Japanese Nintendo) in 1989. Resident Evil, in fact, was heavily inspired by the firm’s previous survival horror effort seven years prior. It’s safe to say time and technology allowed Capcom to take the genre to the next level. Let’s take a stroll down memory lane…

IT ALL STARTED WHEN…

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Remember where you were the first time you played Resident Evil? I bet you do. Whether it was a stormy night in Sacramento or a darkening late afternoon in Detroit, everyone remembers the very first time they played and laid eyes on this. It’s just one of those games. Back in the day I was lucky enough to have a tight-knit gaming group. Those guys were a big part of my childhood. Sure, I had my best buddy Nelson, but there’s something special about 18 kids coming together and having legendary sleepovers where we would stay up til 2 in the morning gaming the night away. And it was these damn bastards that introduced me to the EVIL. It was the summer of 1996. By then I had largely slipped out of the gaming scene. At least in the sense that I was no longer reading game magazines and following up on it like I had in the earlier part of the ’90s. So it was on a faithful hot summer evening that my friends, knowing what a horror freak I was, took me upstairs to show me this new “badass” game. I watched the B-Movie-like intro and was sold immediately. I had never seen or heard of this game before. I had no idea what to expect, except I knew this was a moment not only in my gaming fandom but my childhood that would come to stand the test of time.

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The classic newspaper headline added perfectly to the B-Movie feel. I remember thinking “Who killed the people?” My friend then passed the controller to me. I looked at him bewildered, as if I had just seen a ghost. They told me they already played it and that it was my turn. And so, it began…

"You, the master of unlocking..."
“You, the master of unlocking…”

After the cheesy yet tense intro, you find your three characters escaping into the safety of a secluded mansion, or so they think. A bit of corny dialogue ensues as they decide to sweep the mansion for their missing team members.

First time a console video game ever made me jump
One of the most iconic moments in gaming history

This was the first time a console video game ever made me jump out of my chair. Needless to say, my friends enjoyed a hearty laugh at my expense. I’m pretty sure it all happened to them the first time too, but of course, they denied such a thing happening. What a bunch of great friends, huh? :P

And then the dramatic, cinematic zombie scene...
And then the dramatic, cinematic zombie scene…
You realize the true horror behind the murders...
As you realize the true horror behind the murders…
... the abominable creature turns his attention to you!
… the abominable creature turns his attention to you
You knew for sure then you were in for one hell of a ride!
You knew for sure you were in for one hell of a ride!
It's a dark mansion. Never know what's behind ya...
It’s a dark mansion. Never know what’s behind ya…
YIKES! Where's Jeff Daniels when ya need him?!
YIKES! Where’s Jeff Daniels when ya need him?!

THE CAST

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Chris Redfield’s old friend and partner, Barry is a former SWAT team member. He maintains and supplies weapons for all S.T.A.R.S. members. With over 16 years of experience, Barry has led many successful projects. Barry is a trusted ally but has had some trouble with his wife and two daughters as of late. He may look or sound depressing at times due to his current issues at home.

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Previous member of S.T.A.R.S. Bravo Team and already stationed in Raccoon City, Joseph was recently promoted to serve as vehicle specialist for Alpha Team. Many Bravo Team members are jealous of his promotion but he was anointed by Wesker himself. Joseph is young, enthusiastic and has an inquisitive nature.

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After being kicked out of the Air Force, Chris became a drifter until he met Barry Burton. Barry recruited him for the newly formed S.T.A.R.S. squad. Now Chris has been reassigned to a smaller unit at Raccoon City headquarters in order to prove himself.

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An intelligent soldier that has rescued many S.T.A.R.S. members from danger in the past, Jill has been reassigned to Raccoon City just like Chris. She is excellent with mechanical devices such as lock-picks. Jill has strong moral convictions and fights for what she believes in.

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Brad is a computer expert and is great at gathering information. His fear of dying draws much heat from his fellow soldiers. His lack of enthusiasm for rushing into danger has earned him the nickname “Chickenheart.”

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Wesker has risen quickly inside the S.T.A.R.S. organization and currently leads the Alpha Team. Wesker was recruited by a headhunter for his sharp insight and eventually founded the S.T.A.R.S. unit in Raccoon City.

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A very important member of the unit, he is the communication expert for Bravo Team. The only link back to headquarters for teams out in the field, Richard pulls double duty as radioman for both units since Alpha Team really has no trained operator except for Jill (who has a knack for technology).

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The youngest member of the group, Rebecca was recruited for her knowledge of field medicine and First Aid. She is nervous around other team members due to her age and her lack of experience. Rebecca is eager to please.

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Bravo Team’s leader and Wesker’s second in command for the S.T.A.R.S. unit, Enrico feels threatened by the arrival of the Alpha Team. He has an inkling that Chris or Barry may end up replacing him as Wesker’s right hand man. Nonetheless, Enrico is a dedicated S.T.A.R.S. operative and is always proud to lead the unit whenever Wesker gives him the nod.

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Forest is a great sniper as well as Bravo’s vehicle specialist. He is a consummate professional and his work earns him great respect from his colleagues. He shares a very natural connection with Chris Redfield.

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A quiet but very talented field scouting officer, Kenneth also has spent time as a chemist. His chemical knowledge will come in handy for Raccoon City’s zombie siege…

THE WEAPONS

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There’s also a flamethrower and rocket launcher to be found within the hallowed halls…

SEGA SATURN MAGAZINE SPECIAL

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Sega Saturn Magazine (the best gaming publication EVER for my money) championed Resident Evil to the moon. They sold the game so wonderfully well that I’m including excerpts of their various Resident Evil previews, showcases and review below. Enjoy!

RESIDENT EVIL CONFIRMED!

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Those who haven’t seen Resident Evil will no doubt be wondering what all the fuss is about. It caused a huge stir last year when it was released on the PlayStation and was a massive commercial success. This survival horror video game follows the exploits of Jill Valentine and Chris Redfield who are both members of the S.T.A.R.S. (Special Tactics And Rescue Service) Alpha team. They have been called to investigate a series of grisly murders at a place known as Raccoon City.

EVIL HAS A NEW ADDRESS

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Resident Evil is an incredible and terrifying gaming experience. For Capcom’s first foray into the realms of 3D, Resident Evil is an awesome achievement which upon the time of its release received rave reviews and critical acclaim. The game uses a mixture of horror and puzzle elements to dramatic effect, creating an atmosphere unparalleled in any other video game ever. As a result it proved to be immensely successful, surpassing SEGA Rally Championship as the fastest selling CD game of all time.

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Capcom of Japan are renowned for being perfectionists with a meticulous attention to every conceivable detail as is evident from their 2D beat ‘em up classics. So despite the high praise heaped upon Capcom, they weren’t entirely satisfied with the finished PlayStation version of Resident Evil. Several ideas that the programmers had in mind for the game failed to come to fruition, so upon completion of the original game the programmers set to work on an enhanced version. The new version would allow the programmers the opportunity to iron out the gameplay irritations of the original and incorporate those various elements that were absent. The new Resident Evil Dash as it became known was intended for release on the PlayStation some time ago, but failed to arise as it was canned not long into its development cycle. Luckily for Saturn owners, this is the version they’re getting.

THE PLOT THICKENS

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Like every B-movie horror flick, Resident Evil Dash has a terrifying plot which unfolds and develops as you play. The horror story centers around two main characters Jill Valentine and Chris Redfield, two members of the S.T.A.R.S. (Special Tactics And Rescue Service) Alpha team. They are called to a remote town, Raccoon City, to investigate the grisly murders and the disappearance of the S.T.A.R.S. Bravo Team, with whom all communication has been lost. After a brief encounter in the woods with a pack of savage canines, Alpha Team seek refuge in a secluded mansion which, unknown to them, is full of frights.

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Further investigation leads to the recovery of reconnaissance notes which reveal sketchy details of a company known as Umbrella. They have been conducting genetic mutation research commissioned by the government. The aim of this research is shrouded in secrecy, with a cover-up under way to prevent details of horrific events leaking out. Alpha Team’s mission is to explore the mansion and eliminate everything within, locate the whereabouts of Bravo Team and find out exactly what the hell is going on…

THE EVIL WITHIN

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Put simply, RED (Resident Evil Dash) is a disturbing and harrowing experience players are proud to say they have endured and survived. Guide Chris or Jill around the dingy, claustrophobic and blood-splattered rooms of the mansion uncovering clues to the plot which remains shrouded in secrecy until the very end. All the while players are stalked by a bizarre series of genetic mutations, evidence if ever it were needed of a scientific experiment gone horribly wrong. From the flesh-eating zombies to the giant tarantulas, ravenous Dobermans and lizard creatures, danger is lurking around every corner and behind every door.

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It quickly becomes clear that our brave investigators are ill-equipped to deal with the situation at hand, so survival becomes the primary goal. This makes locating the secret ammo stashes even more essential, whilst getting acquainted with the capabilities of different weapons.

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But that’s all by the by, the main interest of RED is clearly the gratuitous violence. To my mind there’s no other video game as blatantly gruesome, gory and stomach-churning as RED. Frantically reaching for a shotgun and blowing the head clean off a zombie as a fountain of blood erupts from between its shoulders is one of the most satisfying moments in video game history.

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However, there’s so much more to RED than the infamous blood-spilling sequences. There’s a strong puzzle element to the game requiring much lateral thinking and forward planning. Some of the puzzles are self-explanatory switches or locating certain items. But as players gain access to more areas of the grounds and the plot steadily unfolds, the puzzles become more complex requiring a much greater deal of head-scratching. But that’s not to say that RED is a rock hard mammoth gaming chore reminiscent of Core’s Tomb Raider. Capcom appears to have set the difficulty level just right, allowing novices to progress through the game with competence as Jill, whereas more seasoned players are able to take their gaming skills to the limits as Chris (who carries less items than Jill).

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Graphically, RED is in a class of its own with the pre-rendered backgrounds looking absolutely stunning and exhibiting more detail than even the original PlayStation version. From the blood-stained corridors to the dark laboratories, the level of detail and depth to each of the scenarios is incredible. The real stars of the show however are the hideous monsters which are superbly animated and chillingly realistic.

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But what makes RED so undoubtedly great is the tense atmosphere upon which it thrives, keeping players engrossed in a masochistic kind of way. The feeling of your imminent demise is intense throughout the game, heightened by the chilling Hitchcock-style tunes, not to mention the accompanying moans and groans from the undead. Add to this the dramatic fixed camera positions (reminiscent of Alone in the Dark) which lends the game a cinematic feel. Factor all these aspects and the scene is set for one of the most horrific games of all time.

HEAR NO EVIL SPEAK NO EVIL

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Capcom’s Saturn development is arguably the best of any third party developer. Over the last couple years Capcom have supplied Saturn owners with a wealth of arcade beat ‘em ups, such as the awesome Street Fighter Alpha 2 and X-Men: Children of the Atom, a trend which appears set to continue. Why, just flick through the glossy pages of this esteemed magazine and you’ll discover the very latest earth-shattering pictures of Saturn Marvel Super Heroes and Street Fighter Collection. However, Capcom’s latest and possibly greatest Saturn development is not another 2D arcade beat ‘em up but rather the multi-genre gore-fest of Resident Evil.

BE AFRAID… BE VERY AFRAID

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Playing Resident Evil is like nothing gamers will have experienced before. Though comparisons will undoubtedly be drawn with Core Design’s Tomb Raider, essentially the two games play very differently. For the most part, the gameplay of Resident Evil is of the killed or be killed variety with players being stalked throughout the mansion and its grounds by hordes of bizarre genetic mutations. The range of monsters is astonishing, from the giant spiders to the huge Tyrant boss, all thirsting for the taste of your blood. Survival soon becomes the main priority as operatives struggle to escape the confines of the mansion. To make matters worse, ammo is scarce, so it’s not simply a case of running around in a mad blasting frenzy. Some monsters are best avoided altogether as they’re either too tough or too difficult to hit. Conserving ammo is the key to success as players soon learn how to side step the hordes of genetic mutations in order to amass enough ammo to destroy the final boss.

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All the while players struggle to overcome a wealth of diverse puzzles featured throughout. Most require you to locate a certain object before using it to unlock a door mechanism, or finding a hidden switch somewhere. But later on the puzzles become more complex, with chemical formulas being mixed and even a piano to play! On the whole, the difficulty level of the puzzles appear to be pitched just right, presenting a deep challenge to even experienced gamers.

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However, what really sets Resident Evil apart from Tomb Raider is the tense atmosphere. Terror lurks around every corner with some genuine shocks in store for first time players. Savage dogs leaping through windows, seemingly dead zombies chomping at your ankles and giant snakes bursting through walls are just a taste of the shocks in store. Add to this the macabre music, eerie silences and accompanying moans from the horde of the undead, and Resident Evil works better than a strong laxative.

SHOOTING S.T.A.R.S.

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The problem that has beset so many other adventure games in the past is that their linear structure means that once the game has been completed there’s little to entice players back. Therefore it’s to Capcom’s credit that such pitfalls have been avoided with Resident Evil. The gameplay is surprisingly nonlinear, with players being required to make decisions at several key points during the game. Depending on which choices have been made greatly affects the unfolding plot and eventually the game’s ending. However, the main source of variety in Resident Evil stems from which of the two S.T.A.R.S.’ operatives that players select at the beginning. Choosing either Chris or Jill affects which weapons players are able to discover, the amount of monsters and ultimately the outcome of the plot (just to name a few key differences).

CHRIS REDFIELD

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Though Chris handles himself considerably well when separated from his fellow S.T.A.R.S. crew members, players choosing to take on his mantle are essentially opting to travel the most difficult route through the game. That said, players who wish to explore every nook and cranny of the mansion and solve every last puzzle in order to appreciate the full splendor of Resident Evil are best off choosing Chris. To begin with our hero is ill-prepared for the horrors which await him, being devoid of all firearms and armed only with his trusty combat knife. Obviously this causes a few problems when encountering flesh-eating zombies hell-bent on sinking their teeth into your flesh and draining it of blood. So Chris’ first priority is to seek out a more powerful weapon. Once the Beretta has been located, Chris’ superior shooting skills become evident, as he is able to fire with greater accuracy than Jill, requiring less bullets to take down the mutated monsters. It’s a good thing too, as the plentiful ammo supply enjoyed by Jill is not available to Chris, with extra ammo being scarce throughout his campaign. By way of compensation, Chris’ bulky frame is better able to take more damage than Jill before death comes knocking.

To make things more difficult, Chris left his backpack at the drop zone and his action slacks are only able to carry up to six items at a time. This means playing as Chris requires a great deal of forward planning and effective resource management. Much of the time players find themselves legging it back and forth between storage rooms and depositing unwanted objects in favor of more useful items.

Despite his shortcomings, Chris Redfield is a skilled member of the S.T.A.R.S. Alpha Team whose superior shooting skills, strength and resilience make him a worthy (if challenging) character to play as.

JILL VALENTINE

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Jill Valentine is a relatively new member of the S.T.A.R.S. Alpha Team whose mission is considerably simpler and shorter than that of her colleague for a number of reasons. Firstly, Jill begins her adventure armed with a Beretta pistol, having a clear advantage over Chris who spends much of the early part of the game foraging for weapons and ammo. In addition, Jill is given a lock-pick early on by fellow S.T.A.R.S. teammate Barry Burton, enabling Jill to enter certain rooms and storage areas not accessible to Chris without the corresponding key. Jill is also able to carry up to eight items in her navy blue action slacks. Her larger inventory means that managing resources is a tad simpler than playing as Chris. Jill’s game is also considerably easier in that fewer monsters patrol the corridors of the mansion, so players needn’t worry too much about being overrun by hordes of the undead. Besides, even if Jill were to find herself in a spot of bother, secret admirer Barry Burton is on hand to make sure she comes to no harm.

However, in some respects Jill is worse off than Chris. Being of a slight build, her body is less resilient to enemy attack, taking less chomps from a marauding zombie to kill her. In addition, Jill’s aim isn’t up to the same standard as that of her teammate, requiring her to take more time when aiming and with less accuracy than sharpshooter Chris. Despite her shortcomings, Jill’s superior intelligence and lock-picking abilities make her mission a more straight-forward affair and rather less challenging.

THE EVIL HAS LANDED

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As we exclusively revealed in last month’s SEGA SATURN MAGAZINE, the long-awaited Saturn version of Resident Evil will be quite different to its PlayStation brethren.

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Possibly the most exciting addition to the Saturn rendition is the planned inclusion of an Arena Battle/Survival Mode. This is a special mini-game which becomes available once the regular game has been completed. Controlling either Chris or Jill, players progress through 15 stages fending off a continuous onslaught of 11 different types of genetically mutated monsters which advance with relentless speed. Only one weapon of choice is available to begin with, though more are collected as players use all their skills to battle through the stages. Players are then ranked upon completion or demise according to items used, the time taken and lives remaining.

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At long last Capcom have also confirmed Saturn Resident Evil will DEFINITELY feature new monsters… and we’ve seen ‘em! The new (as yet unnamed) monster in the 80% version we have is a redesigned version of a Hunter and lurks in the sewers beneath the mansion. It acts similarly but looks quite different. In addition, survivors of the PlayStation version may recall the huge Tyrant boss at the end of the game. A genetically engineered super-creature, the Tyrant was very agile and extremely difficult to kill. Well, depending on your point of view and game playing skills, the good or bad news is that for the Saturn version of Resident Evil there are now two Tyrants to destroy!

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And now, let’s meet the monsters…

ZOMBIES

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A lethal experimental virus was accidentally released among the Laboratory technicians. After the initial itchy sores had subsided, the laboratory technicians began to lose their minds and their bodies slowly began decaying. Their stinking rotting corpses now stagger around the mansion, arms outstretched in the hopes of snaring their prey and feasting on its blood. Their lack of agility and intelligence makes them easy to run around. Also be weary of downed zombies as they tend to play dead, pardon the pun, awakening only to chomp at your ankles.

HUNTERS

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Genetically engineered to be devastating fighting machines, the Hunters are extremely difficult to avoid and even more difficult to kill. When attacking their enemy, the Hunters leap about into the air, making targeting at times a virtual impossibility. Their sharp claws prove deadly and are often used for severing heads from shoulders.

CERBEROS

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After being infected with the same lethal strain of virus which drove the lab technicians insane, the one-time guard dogs of the mansion are similarly affected. The hungry Dobermans retain their in-bred instinct to protect the mansion and its grounds from intruders, and that means you!

CHIMERAS

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A lethal and deadly opponent, the Chimeras not only patrol the floors of the tight corridors but also the ceilings, occasionally swinging down to attack their prey with their vicious claws. Naturally this makes targeting the genetically mutated monsters very difficult indeed, which invariably leads to heavy ammo loss. So you’re best advised to avoid them with some nifty foot work.

GIANT SNAKE

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The giant snake is encountered twice throughout the game and is the largest genetic mutation roaming the mansion. Those bitten by the snake will find their bloodstream infected with a deadly poison unless treated immediately with an anti-poison vaccine.

CROWS

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Much of the time they remain passive but make a mistake and the aggravated flock will swoop down with great haste to peck their prey to death. Just ask poor Forest…

TYRANT

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The grand finale to Capcom’s awesome horror-fest sees the unleashing of not one but two Tyrants. A genetically engineered killing machine, the Tyrant was created to be the ultimate life force. It’s extremely fast, attacking opponents with a devastating series of claw swipes before finishing things off with an uppercut which skewers the victim. Players are confronted by a Tyrant on a number of occasions and are best advised to run away from this super creature, stopping occasionally to launch an attack. Good luck!

SEGA SATURN MAGAZINE’S REVIEW

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Taking a break from the 2D beat ‘em ups for which they have become synonymous, Capcom’s latest Saturn development is the critically acclaimed RESIDENT EVIL. Originally titled Biohazard for its earlier Japanese release, the game offers a scenario whereby players are called to investigate a series of grisly murders around a secluded mansion at a place known as Raccoon City. As one of its two members of the elite S.T.A.R.S. Alpha Team, it becomes evident that the mansion has played host to a series of bizarre scientific experiments which early reconnaissance notes suggest have gone terribly wrong. Alpha Team’s mission is to explore the mansion and eliminate everything within, find the missing Bravo Team and find out what the hell is going on.

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The game is similar to last year’s massive hit Tomb Raider and the rather dated Alone in the Dark games, but is arguably superior to both. Basically, players find themselves trapped inside a vast mansion crawling with all manner of strange genetic mutations with an unquenchable thirst for blood. Protocol is quickly discarded as players struggle to survive and escape the confines of the mansion. However, blocking the route to safety through the dark and dingy blood-splattered corridors are locked doors, the keys to which are usually hidden at the opposite end of the mansion. Expect plenty of diverse puzzles, too. These usually involve locating certain objects and exchanging them with others, or triggering a hidden switch to reveal a secret passageway. Some of these puzzles are huge, requiring a great deal of lateral thinking and forward planning, considering you’re only able to carry a certain number of items at any given time.

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Of course, this could have the makings of a pretty boring game were it not for the vast amount of action in Resident Evil, something which clearly distinguishes the game from the likes of Tomb Raider. For the most part, the gameplay is of the killed or be killed variety as players are stalked throughout the mansion and its grounds by a continuous onslaught of genetically mutated monsters. So locating the more powerful weapons and replenishing the limited supply of ammunition quickly becomes a priority for operatives wishing to stay alive. This gives way to some of the most gruesome and shocking scenes ever witnessed in a video game, with gallons of bloodshed featured throughout.

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Clearly these elements contribute to a fantastic game, but it’s the intense feeling of terror heightened by the chilling music and eerie silences which sets Resident Evil apart from any other adventure game you may care to mention. The shit-scary feeling of your imminent demise as players are faced with a room full of zombies and rapidly deteriorating health is quite unlike anything players will have experienced before in a video game, being more akin to a Wes Craven horror flick. Indeed the game has a very cinematic quality to it, with the ensuing action being viewed from the dramatic fixed camera positions pioneered by Infogrames’ Alone in the Dark series. Some camera angles can lead to some rather interesting visuals…

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In fact, aside from the terrible voice-overs and over-emphasized hand gesticulations which provide the game with some unintentional light relief, there’s very little to moan about.

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BTW, EGM scored it 6.5, 8.0, 8.5 and 9.0.

SOME OF MY FAVORITE MOMENTS

Snooping around always comes back to bite you...
Snooping around always comes back to bite you…
You see?! What an awesome dramatic moment
You see?! What an awesome dramatic moment
Pop a cap in that ass! Do the 'hip kids' still say that? [They did until now -Ed.]
Pop a cap in that ass! Do the ‘hip kids’ still say that?
[They did until right about now -Ed.]
Glorious gallons of pixellated blood
Glorious gallons of pixelated blood

You get this cool cutscene if you pick Jill. My jaw dropped the first time I saw this. I couldn’t believe the amount of gore or how raw it felt. I remember thinking to myself on that summer night of 1996 that video games have come such a long way from when I first played the 8-bit Nintendo some 10 years prior!

Looks like we're Alone in the Dark... [HA HA HA -Ed.]
Looks like we’re Alone in the Dark[HA HA HA -Ed.]
Flick on the lights. Uh oh, that doesn't look too good...
Flick on the lights. Uh oh, that doesn’t look too good
The Tyrant reminds me of a souped up Freddy Krueger!
Tyrant reminds me of a souped up Freddy Krueger!
"One... two... Freddy's COMING FOR YOU..."
“One… two… Freddy’s COMING FOR YOU…”

CLOSING THOUGHTS

"THAT'S A GOOD BOY NOW... OK, ROLL OVER!"
“THAT’S A GOOD BOY NOW… OK, ROLL OVER!”

I’ll never forget that sweltering summer night back in 1996 when I first faced the horrors within the hallowed halls of Resident Evil. It was like no other console gaming experience I ever had. Players were literally dumped into a horror movie from hell, submerged in a twisted world of monsters and mayhem. The game has an atmosphere like no other. There was always this impending sense of doom in the pit of your stomach as you dashed through the dark corridors of the mutant-infested mansion, searching desperately for an ink ribbon, healing herb or new clue. Ammo was limited so you had to rely on your brains and not so much your brawn. It was a harrowing experience the likes of which I had personally never seen before, and I’ll always fondly remember it for that.

It made us all flinch the first time back in the day :P
This made us all flinch the first time back in the day :P

Those entering the world of the original Resident Evil, be it on PlayStation or Saturn, for the first time today may not quite appreciate it the way we did over 20 years ago back in 1996. I liken it to playing 1993’s DOOM for the first time today. You kind of had to be there when it first came out to get the full impact. Although the controls were a bit clunky; there was no 180° degree turn back then and the graphics had its limits (though I’ll admit to enjoying the jagged less-than-perfect 3D polygons of the 32-bit generation), there’s no denying Resident Evil was a shit-scary experience. It left an indelible mark on an entire generation of gamers, as evident by the swarming legion of fans still to this day. This led to numerous sequels and had other companies scrambling to create their own survival horror game as seen with Konami and Silent Hill. Capcom, like they did five years earlier in 1991 with Street Fighter II, once again struck gold!

"SMILE -- YER ON HIDDEN CAMERA, BITCH!"
“SMILE — YOU’RE ON HIDDEN CAMERA, BITCH!”

Earlier this month I fired up Resident Evil for the 50th time. It’s a true classic and a title I love revisiting every October. The eerie music and creepy silences add tremendous atmosphere to the game. Not to mention around every corner and behind every door there lurks a bloodthirsty zombie or two just waiting to feast on your flesh. The plot is simple and effective, it features a memorable cast of characters and monsters, and it brought home an authentic B-Movie feel in raw 3D. Good times indeed. Another notch on Capcom’s belt, Resident Evil is a classic adventure from the 32-bit era.

Award4Overall: 9.0
Gold Award

 

One of the defining moments in all of gaming
One of the most defining moments in all of gaming!
"MMMMM... tasty... itchy..."
“MMMMM… tasty… itchy…”

Nosferatu (SNES)

Pub & Dev: Seta | October 1995 | 16 MEGS
Pub & Dev: Seta | October 1995 | 16 MEGS

Although it was released in 1995, Nosferatu had been in development for years prior and was originally scheduled to be released much earlier. It can best be described as Prince of Persia meets a mix of Castlevania and Splatterhouse. There weren’t a great deal of dark games on the Super Nintendo. So as a fan of the macabre, this was one game I definitely had my eye on back in the day. The lovely magazine previews made it seem like a can’t miss affair. Did it live up to the hype I created inside my gaming heart all those years ago? Sadly, especially considering the lengthy delays, the answer is an emphatic NO. But that doesn’t mean it’s not without some merit. Since we’re in the middle of Halloween season, I can’t think of a better time than now to take a closer look at what SHOULD have been one of the Super Nintendo’s unsung treasures.

WHY SO LONG?

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Man, do I remember the magazine previews for this game. I would just stare at the previews in awe, thinking to myself back in the early-mid ’90s, “All these cute and colorful SNES games are nice and all but where are the darker, more mature titles at?” One glance at this game and it was like Seta had read my mind. But Nosferatu remained in developmental hell year after year. You began to wonder if it would ever see the light of day. After years of delay, Seta finally released it in October of 1995. Better late than never, right…

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I wanted so badly to play Nosferatu back in the day but I somehow never did. My brother and I bought an issue of SWAT Pro Magazine once and it featured an amazing eight page breakdown of Nosferatu. I must have read those eight pages over 100 times. From the macabre visuals to the maze maneuvering, it looked like a game tailored made for my monster and adventure loving heart. Sadly, as I said, I never got around to playing Nosferatu as a kid. It came out pretty late in the Super Nintendo’s lifespan — by the fall of 1995 I was more concerned with navigating the murky waters of junior high than keeping tabs with the latest SNES releases. I eventually donated my SNES to my cousin David in ’98 or ’99. But things came full circle when I repurchased the system on January 17, 2006. Nosferatu was one of the earlier games I bought (February 8, 2006). At long last, it was time to quell a childhood curiosity that had stood for over 10 years.

Wait, I didn't see these monsters in the final version...
Wait I didn’t see these monsters in the final version…

Cool looking monsters, right? Sadly, you don’t see any of these huge beasts in the game. And see how our hero looks like he’s firing some sort of voodoo projectile at the two-headed behemoth there? Looks pretty rad, right? But nowhere in the actual game is it found! Who knows why, but seeing these early shots bring a tear to my eye knowing what could have been

THE STORY GOES…

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Be sure to watch the 1922 silent film or 1979 version
Be sure to watch the 1922 silent film or 1979 version

GAME BASICS

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Nosferatu features a very basic power-up system. Kyle’s fighting prowess increases as you collect crystals found via treasure chests or slain beasts. Sadly, the gems are rather scarce and it’s far too easy to lose them, especially when facing Frankenstein or those damn floating eye balls.

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Collect these items as you go along to aid you in your quest. Be sure to explore everywhere. The green gem is highly valuable since it adds new bars to your life. You’ll need every last one!

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The first stage is simple, introducing you to the game mechanics by putting you at ease and setting the somber mood proper. Later stages, however, have branching paths to wade through.

Theres a slight puzzle element to the game
There’s a slight puzzle element to the game
Which one is it going to be?
Which one is it going to be?

Hmmm, shall I take the brightly lit stairs leading up or the dark stairs leading down filled with beastly growls? [For you, take the dark stairs leading down… -Ed.]

Lots of doors in Nosferatu to navigate through
Lots of doors in Nosferatu to navigate through
Its not just a mindless action game
It’s not just a mindless action game
Look for blocks and walls to push
Look for blocks and walls to push
Jigsaw would be proud
Jigsaw would be proud
REALLY proud
REALLY proud
Careful there, Kyle!
Careful there, Kyle!
Watch out for the monsters. Speaking of which...
Watch out for the monsters. Speaking of which…
Perfect for Halloween
Perfect for Halloween
Reminds me of Altered Beast...
Reminds me of Altered Beast

LEVEL ONE

Kyle is dumped unceremoniously in this little holding cell
Kyle is dumped unceremoniously in this holding cell
You find a way out but quickly learn you're not alone...
You find a way out but quickly learn you’re not alone
Well then, have a little...
Well then, have a little…
... FIST SANDWICH!
… FIST SANDWICH!

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Animation is pretty top-notch stuff. I love the detail of the prisoner reaching out there…

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Pocket the treasure and quickly high tail it! Something is definitely not right here…

Kyle wants no part in a human centipede
Kyle wants no part in a human centipede

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Attention to detail is surely impressive. You gotta love the female begging there. Dare enter the dark room there?

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One of the most atmospheric SNES games around
One of the most atmospheric 16-bit games around

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Get a good running start and slide. Otherwise, BAM!
Get a good running start and slide. Otherwise, BAM!
"SUPPER COMES EARLY TONIGHT, MOMMA!"
“SUPPER COMES EARLY TONIGHT, MOMMA!”

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Get the red gem to increase your fighting strength
Get the red gem to increase your fighting strength

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Better time this correctly or else!

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Kyle’s got bigger problems to worry about than falling… such as Frankie’s fists!

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Ah, out of the decrepit hell hole and you find yourself on the outskirts of the forest on a cool chilly night. If you guess this is the prelude to the first boss battle, then you my friend are correct.

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Slightly reminiscent of Antonio from Streets of Rage
Slightly reminiscent of Antonio from Streets of Rage
Ah, the memories
Or maybe it’s just me :P
Luckily for you he is as dumb as a box of rocks
Luckily for you he is as dumb as a box of rocks
Clever! And very cool, too
Clever! And very cool, too
Get too close and he'll toss you around like a rag doll
Get too close and he’ll toss you around like a rag doll
[Yeah, that line always works... -Ed.]
[Yeah, that line always works… -Ed.]
We're certainly off to a good, memorable start
We’re certainly off to a solid, memorable start…

LEVEL TWO

An eye for an eye... [You're fired -Ed.]
An eye for an eye… [You’re fired -Ed.]
This guy is super annoying. You can only jump kick him to death. Not bad until you factor in it’s hard to do that. If you are carrying gems, you’ll lose a few when he knocks you down. Cheap as hell…

Whew, too close for comfort!
Whew, too close for comfort!
ProTip: Do NOT play Red Rover with Frankie
ProTip: Do NOT play Red Rover with Frankie
Unless you like losing your gems!
Unless you like losing your gems!
On paper it sounds great. In execution however...
On paper it sounds great. In execution however…
Seta were clearly fans of FLOCK OF SEAGULLS
Seta were clearly fans of FLOCK OF SEAGULLS

I couldn’t get away!

Reached out a hand to touch your face.
You’re slowly disappearing from my view.
Disappearing from my view.

And I ran.
I ran so far away.
I just ran.
I ran all night and day.
I couldn’t get away!

WHOA!
WHOA!
First Frankie, now Mummy. Monster quota is being met
First Frankie, now Mummy. Monster quota being met
See, video games can be eductational
See, video games can be educational
Don't play hero, Kyle. Get the hell outta dodge!
Don’t play hero, Kyle. Get the hell outta dodge!
"Oh crap, cramp cramp!  One second please..."
“Oh crap — cramp! One second please…”
Love how deformed and raggedly he looks
Love how deformed and raggedly he looks
Reappearing obstacles, check
Reappearing obstacles, check

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These little moments where the action speeds up and the sense of urgency increases is where the game delivers most.

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Puzzles aren’t very taxing. Push a block to activate the switch which opens the door there. Nonetheless, it adds some flavor instead of being your typical platformer.

Maybe Kyle should have played in the NFL
Maybe Kyle should have played in the NFL
Is that Sanda and Gaira?!
Is that Sanda and Gaira?!
The War of the Gargantuas (1966)
The War of the Gargantuas (1966)
Ouch. Kyle will feel that one in the morning
Ouch. Kyle will feel that one in the morning

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Nosferatu has some nice cutscenes. I love how we catch a very brief glimpse of the vampire himself, watching and stalking Kyle from his tower…

'Tis a shame
‘Tis a shame

LEVEL THREE

"WHOA BRO! Someone could use a Tic Tac..."
“WHOA BRO! Someone could use a Tic Tac…”

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Please don't let me fall again...
Please don’t let me fall again…

See that little opening there up top? This is a pretty cool spot where you need to stop and ponder first before jumping and going at it all gung-ho. It’s hard to explain but it’s moments like this that I love navigating.

Pick the right box or else...
Pick the right box or else…
... BOOBY TRAPPED!
… BOOBY TRAPPED!

WAYS TO DIE

Spear
Spear
Wall spikes
Wall spikes
Ceiling spikes
Ceiling spikes
Floor spikes
Floor spikes
OUCH!
OUCH!

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TIPS

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Climb down to peek below before you jump
Climb down to peek below before you jump
Haste makes waste
Haste makes waste

Inch your way by walking instead of running. This allows you to see things and obstacles to come.

Keep Kyle alert and ready to strike at all times
Keep Kyle alert and ready to strike at all times
Try every door. You never know what you may find...
Try every door. You never know what you may find…
ProTip: Avoid falling great distances [Thanks -Ed.]
ProTip: Avoid falling great distances [Thanks… -Ed.]
Keep your distance from bone wielding zombies
Keep your distance from bone wielding zombies
Make your first strike a jump kick to certain enemies
Make your first strike a jump kick to certain enemies
Dont rub the belly
Don’t rub the belly. Trust me on that one

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This handy cheat saves this game somewhat. It allows you to sample the later levels which the programmers at Seta made damn difficult to reach naturally. Levels 4-6 are INSANELY brutal. Even on Easy, it ain’t. Far from it! Part of it is due to the stiff control. Here are some other great cheats:

  • Maximize HealthDo spinning kick, pause, Up, X, right, A, down, B, left, Y
  • Maximize Power CrystalsPause, Up, X, right, A, down, B, left, Y
  • [GAME GENIE]  Don’t Lose Crystals When HitC265-3DBD
  • [GAME GENIE]  Almost Infinite EnergyC9BA-1F04

WHAT THE CRITICS SAID

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To nobody’s surprise, GameFan once again went semi-gaga over a game that both EGM and Super Play were both less forgiving and a bit harsher toward. That is the case 9 times out of 10. Expect GameFan to dole out the more generous scores while EGM and especially Super Play were harder to impress. EGM scored it 6.5, 6.5, 7.0 and 7.0. GameFan gave it ratings of 80, 85 and 88%. Super Play rated it 75%. Nosferatu is a mixed bag among SNES fans. Most tend to dig its macabre and ghoulish atmosphere, but it’s hampered by stiff gameplay and an absurdly high level of (cheap) difficulty.

Oh and here are GamePros thoughts :P
Oh and here are GamePro’s two cents :P

CLOSING THOUGHTS

Not quite what I wanted it to be...
Not quite what I wanted it to be…

I vividly remember drooling at all of the Nosferatu previews and screenshots back in the day, thinking to myself what a cool and awesome game it must be. It looked like an enticing hybrid of such beloved games like Prince of Persia, Castlevania and Splatterhouse. “How could this game be anything but fantastic!?” I thought. Fast forward nearly 15 years later to the year 2009. I finally quelled my Nosferatu curiosity and I’m sad to say it fell way short of my expectations. Although I try my best to play a game for the very first time with a blank canvas in mind, admittedly I do enter select video games with certain hopes. I thought to myself that Nosferatu would surely be a “hidden gem.” I came into it believing it would play like a game that deserves no less than a strong 8 out of 10 score. Sometimes a game will meet my expectations. Other times it may even exceed. And then sadly, there are times where the game falls below par and you shake your head at what a missed opportunity. I wish I could tell you Nosferatu belongs somewhere in the first two categories but it plops itself into the tragic, heartbreaking third category. That’s not to say Nosferatu isn’t without its good points. The graphics are pretty cool and although the scenery appears somewhat repetitive, the visuals really give this game a unique and somber mood that fits in perfectly with this time of the year (Halloween season). The music suits it well and adds to the atmosphere. And unlike other similar games on the SNES, Nosferatu scrolls rather than flicking between screens. When fighting the monsters, the third and final right cross from Kyle results in a semi-slow motion cinematic blow, which only adds to the Hammer Horror B-Movie feel.

Eat your heart out, Criss Angel
Eat your heart out, Criss Angel

It’s a shame then that the controls aren’t nearly as responsive as one would hope. The rotoscope animation is lovely but controlling Kyle is a bit of a pain. To run you double tap but it’s way harder than it oughta be. Why not make “R” run? In the later levels there are tough traps and cruel enemy placements galore that, combined with the less-than-stellar control, makes the game far harder than it should be. The sick looking demons and set pieces are top-notch for the most part but you just wish the game plays as well as it looks. The gameplay isn’t innovative — it borrows heavily from past games in the genre and the puzzles aren’t that taxing. But the lack of control and insane difficulty really puts a damper on things. I wanted to like Nosferatu so much. On the surface, it looks like it has all the makings to be a great obscure gem that somehow fell through the cracks. But then you play it and you realize why nobody ever really talks about it (outside of Halloween season). I still like it and it’s certainly a game I’ll pull off the shelf every October for a go or two… well, at least for the first two levels, anyhow. But there will always be a part of me that can’t help but think, “Oh what could have been.” Especially given all the delays. Oh well, you can’t win them all. While Nosferatu has its moments, I’m sad to say that all things considered it’s probably my most disappointing Super Nintendo game of all time.

Graphics: 8.5
Sound: 8.5
Gameplay: 6
Longevity: 6

Overall: 6.0

Oh what could have been indeed...
Oh what could have been indeed…
Whoa, this just became a disturbing fan fic...
Whoa, this just became a disturbing fan fic…

It’s late in the evening; she’s wondering what clothes to wear.
She puts on her make-up and brushes her long blonde hair.
And then she asks me, “Do I look all right?”
And I say, “Yes, you look wonderful tonight.”

We go to a party and everyone turns to see
This beautiful lady that’s walking around with me.
And then she asks me, “Do you feel all right?”
And I say, “Yes, I feel wonderful tonight.”

I feel wonderful because I see
The love light in your eyes.
And the wonder of it all
Is that you just don’t realize how much I love you.

It’s time to go home now and I’ve got an aching head,
So I give her the car keys and she helps me to bed.
And then I tell her, as I turn out the light,
I say, “My darling, you were wonderful tonight.
Oh my darling, you were wonderful tonight.”