Mortal Kombat II (SNES)

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

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

MORTAL MANIA

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

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

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

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

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

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

MKII2

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

THE STORY GOES…

MKII5

MKII6

MKII7

PLAY IT LOUD AND PROUD

MKII8

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

EXTRA FINISHING TOUCHES

MKII9MKII9b

 

 

 

 

 

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

"FLAWLESS VICTORY!"
“FLAWLESS VICTORY!”

MKII11MKII11b

 

 

 

 

 

Traditional Pit Fatality for the purists out there.

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

MKII13MKII13b

 

 

 

 

 

Spikes, eh? Here are your GAWD DAMN spikes!

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

EXTRA HYPE

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

EXTRA FIGHTERS

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

KOMBAT ZONES

Dead Pool
Dead Pool

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

The Living Forest
The Living Forest

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

The Portal
The Portal

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

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

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

The Pit II
The Pit II

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

The Armory
The Armory

Sorry, this stage kind of sucks :P

The Tower
The Tower

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

The Kombat Tomb
The Kombat Tomb

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

Kahn's Arena
Kahn’s Arena

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

Goro's Lair
Damn straight!

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

THE KOMBATANTS

MKII30

MKII30b

MKII31MKII31b

MKII31cMKII31d

 

 

 

 

 

 

 

 

 

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

MKII32MKII32b

 

 

 

 

 

MKII32cMKII32d

 

 

 

 

 

Searching for your better half? So is Jax…

MKII33

MKII33b

MKII34MKII34b

 

 

 

 

 

MKII34cMKII34d

 

 

 

 

 

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

MKII35MKII35b

 

 

 

 

 

MKII35cMKII35d

 

 

 

 

 

MKII35eMKII35f

 

 

 

 

 

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

MKII36

MKII36b

MKII37MKII37b

 

 

 

 

 

MKII37cMKII37d

 

 

 

 

 

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

MKII38MKII38b

 

 

 

 

 

Uppercut from Hell.

MKII39

MKII39b

MKII40MKII40b

 

 

 

 

 

MKII40cMKII40d

 

 

 

 

 

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

MKII41MKII41b

 

 

 

 

 

MKII41cMKII41d

 

 

 

 

 

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

MKII42

MKII42b

MKII43MKII43b

 

 

 

 

 

MKII43cMKII43d

 

 

 

 

 

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

MKII44MKII44b

 

 

 

 

 

Iceman Cometh.

MKII45

MKII45b

MKII46MKII46b

 

 

 

 

 

MKII46cMKII46d

 

 

 

 

 

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

MKII47MKII47b

 

 

 

 

 

MKII47cMKII47d

 

 

 

 

 

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

MKII48

MKII48b

MKII49MKII49b

 

 

 

 

 

MKII49cMKII49d

 

 

 

 

 

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

MKII50MKII50b

 

 

 

 

 

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

MKII51

MKII51b

MKII52MKII52b

 

 

 

 

 

MKII52cMKII52d

 

 

 

 

 

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

MKII53MKII53b

 

 

 

 

 

MKII53cMKII53d

 

 

 

 

 

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

MKII54

MKII54b

MKII55MKII55b

 

 

 

 

 

MKII55cMKII55d

 

 

 

 

 

MKII55eMKII55f

 

 

 

 

 

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

Siiiiick
Siiiiick. Speaking of sick, see below…

 

 

 

MKII56MKII56b

 

 

 

 

 

MKII56cMKII56d

 

 

 

 

 

MKII56eMKII56f

 

 

 

 

 

MKII56gMKII56h

 

 

 

 

 

 

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

MKII58

MKII58b

MKII59MKII59b

 

 

 

 

 

MKII59cMKII59d

 

 

 

 

 

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

MKII60MKII60b

 

 

 

 

 

MKII60cMKII60d

 

 

 

 

 

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

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

MKII62

MKII62b

MKII63MKII63b

 

 

 

 

 

MKII63cMKII63d

 

 

 

 

 

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

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

MKII65MKII65b

 

 

 

 

 

MKII65cMKII65d

 

 

 

 

 

MKII65eMKII65f

 

 

 

 

 

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

MKII66

MKII66b

MKII67MKII67b

 

 

 

 

 

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

MKII68MKII68b

 

 

 

 

 

Shang Tsung will take your soul without consent.

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

THE BOSSES

MKII70

MKII71

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

SECRET CHARACTERS

MKII74

MKII75MKII75b

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

MKII76

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

MKII79

IMMORTAL MEMORIES

MKII80

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

SPIN THE FATALITY WHEEL

My poor Crash Dummy :P
My poor Crash Dummy

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

MKII82MKII82b

 

 

 

 

 

MKII82cMKII82d

 

 

 

 

 

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

MORTAL FRIDAY… IMMORTAL MONDAY

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

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

MKII83

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

MKII84

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

"GET OVER HERE!"
“GET OVER HERE!”

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

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

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

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

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

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

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

Best customer service ever
Best customer service ever

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

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

WHAT THE CRITICS SAID

MKII91

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

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

MKII93

MKII94

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

CLOSING THOUGHTS

Redemption never tasted so sweet
Redemption never tasted so sweet

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

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

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

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

Award4Overall: 9.0
Gold Award

 

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

MKII100

FATALITY FINALE

MKII101

MKII102

MKII103

MKII104

MKII105

MKII106

MKII107

MKII108

MKII109

MKII110

MKII111

MKII112

Sweet dreams...
Sweet dreams…

Mortal Kombat (SNES)

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

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

MORTAL MONDAY!

MK

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

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

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

THE STORY GOES…

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

MK5

Love this opening sequence!
Love this opening sequence!

MK7MK7b

 

 

 

 

 

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

MK8

MK9

MK10

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

MK11

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

FINISH HIM!!

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

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

MK14

MK15

MK16

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

THE STAGES

THE COURTYARD
THE COURTYARD

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

THE PALACE GATES
THE PALACE GATES

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

HALL OF CHAMPIONS
HALL OF CHAMPIONS

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

THE PIT
THE PIT

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

SHANG'S PALACE
SHANG’S PALACE

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

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

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

THE BONUS STAGE

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

THE KOMBATANTS

MK26

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

MK27MK27b

 

 

 

 

 

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

MK28

His Fatality has been sadly neutered.

MK29

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

MK30MK30b

 

 

 

 

 

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

MK31MK31b

 

 

 

 

 

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

MK32

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

MK33MK33b

 

 

 

 

 

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

MK34MK34b

 

 

 

 

 

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

MK35

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

MK36MK36b

 

 

 

 

 

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

MK37MK37b

 

 

 

 

 

MK37cMK37d

 

 

 

 

 

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

MK38MK38b

 

 

 

 

 

MK38cMK38d

 

 

 

 

 

MK38eMK38f

 

 

 

 

 

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

MK39

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

MK40MK40b

 

 

 

 

 

MK40cMK40d

 

 

 

 

 

MK40eMK40f

 

 

 

 

 

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

MK41MK41b

 

 

 

 

 

MK41cMK41d

 

 

 

 

 

MK41eMK41f

 

 

 

 

 

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

MK42

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

MK43MK43b

 

 

 

 

 

MK43cMK43d

 

 

 

 

 

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

MK44MK44b

 

 

 

 

 

MK44cMK44d

 

 

 

 

 

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

MK45

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

MK46MK46b

 

 

 

 

 

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

MK47MK47b

 

 

 

 

 

MK47cMK47d

 

 

 

 

 

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

THE BOSSES

MK48

MK49

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

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

MK51

What a creepy portrait!
What a creepy portrait!

MK53

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

THE ENDINGS

MK54

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

MK55

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

THE SONG

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

MK56

MK57

MK58

MK59

MK60

MK61

MK62

MK63

MK64

MK65

MK66

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

WHAT THE CRITICS SAID

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

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

The classic Mortal Kombat symbol
The classic Mortal Kombat symbol

CLOSING THOUGHTS

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

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

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

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

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

Overall: 6.5

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

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

Double Dragon V (SNES)

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

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

NOT YOUR BROTHER’S DOUBLE DRAGON

ZZZDDV

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

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

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

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

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

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

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

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

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

TAXI CAB CONFESSIONS

DDV7

DDV8

DDV9

DDV10

DDV11

DDV12

DDV13

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

MANUAL MADNESS

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

THE SHADOW FALLS

DDV19

DDV20

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

DDV22

DDV23

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

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

THE FIGHTERS

DDV29

DDV30

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

DDV31DDV31b

DDV31cDDV31d

 

 

 

 

 

 

 

 

 

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

DDV32

DDV33

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

DDV34DDV34b

 

 

 

 

 

DDV34cDDV34d

 

 

 

 

 

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

DDV35

DDV36

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

DDV37DDV37b

 

 

 

 

 

DDV37cDDV37d

 

 

 

 

 

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

DDV38

DDV39

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

DDV40DDV40b

 

 

 

 

 

DDV40cDDV40d

 

 

 

 

 

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

DDV41

DDV42

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

DDV43DDV43b

 

 

 

 

 

DDV43cDDV43d

 

 

 

 

 

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

DDV44

DDV45

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

DDV46DDV46b

 

 

 

 

 

DDV46cDDV46d

 

 

 

 

 

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

DDV47

DDV48

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

DDV49DDV49b

 

 

 

 

 

DDV49cDDV49d

 

 

 

 

 

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

DDV50

DDV51

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

DDV52DDV52b

 

 

 

 

 

DDV52cDDV52d

 

 

 

 

 

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

DDV53

DDV54

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

DDV55DDV55b

 

 

 

 

 

DDV55cDDV55d

 

 

 

 

 

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

DDV56

DDV57

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

DDV58DDV58b

 

 

 

 

 

DDV58cDDV58d

 

 

 

 

 

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

DDV59

DDV60

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

DDV61DDV61b

 

 

 

 

 

DDV61cDDV61d

 

 

 

 

 

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

DDV62

DDV63

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

DDV64DDV64b

 

 

 

 

 

DDV64cDDV64d

 

 

 

 

 

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

DON THE DRAGON MASK!

DDV65DDV65b

 

 

 

 

 

DDV65cDDV65d

 

 

 

 

 

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

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

SECRET CODES

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

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

WHAT THE CRITICS SAID

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

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

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

CLOSING THOUGHTS

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

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

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

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

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

Overall: 6.0

DDV73

DDV74

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

Battletoads & Double Dragon (SNES)

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

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

CROSSOVER CRAZE

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

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

OHHHH SHIT!
OHHHH SHIT!

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

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

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

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

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

Neddrunk

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

THE STORY GOES…

BTDDBTDD1

 

 

 

 

 

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

BTDD2BTDD3

 

 

 

 

 

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

BTDD4BTDD5

 

 

 

 

 

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

BTDD6BTDD6b

 

 

 

 

 

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

BTDD7BTDD7b

 

 

 

 

 

BTDD8BTDD8b

 

 

 

 

 

Joining forces to assemble THE ULTIMATE TEAM!

BTDD9BTDD9b

 

 

 

 

 

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

BTDD10BTDD10b

 

 

 

 

 

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

BTDD11BTDD11b

 

 

 

 

 

Finally, Marian is not the cause.

BTDD12BTDD12b

 

 

 

 

 

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

BTDD13BTDD13b

 

 

 

 

 

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

BTDD14BTDD14b

 

 

 

 

 

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

STAGE ONE: TAIL OF THE RATSHIP

BTDD15BTDD15b

 

 

 

 

 

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

BTDD16BTDD16b

 

 

 

 

 

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

BTDD17BTDD17b

 

 

 

 

 

Better yet, stomp on their fingers.

BTDD18BTDD18b

 

 

 

 

 

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

BTDD19BTDD19b

 

 

 

 

 

Ahhh, the classic Will Smith elbow drop!

:D
:D

BTDD20BTDD20b

 

 

 

 

 

BTDD20cBTDD20d

 

 

 

 

 

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

BTDD21BTDD21b

 

 

 

 

 

Abobo was never this tough before!

BTDD22BTDD22b

 

 

 

 

 

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

BTDD23BTDD23b

 

 

 

 

 

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

STAGE TWO: BLAG ALLEY

BTDD24BTDD24b

 

 

 

 

 

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

BTDD25BTDD25b

 

 

 

 

 

Shame you can’t toss them into each other.

BTDD26BTDD26b

 

 

 

 

 

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

BTDD27BTDD27b

 

 

 

 

 

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

BTDD28BTDD28b

 

 

 

 

 

BTDD28cBTDD28d

 

 

 

 

 

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

BTDD29BTDD29b

 

 

 

 

 

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

BTDD30BTDD30b

 

 

 

 

 

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

TurboTunnelBTM05

 

 

 

 

 

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

BTDD31BTDD31b

 

 

 

 

 

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

BTDD32BTDD32b

 

 

 

 

 

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

BTDD33BTDD33b

 

 

 

 

 

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

BTDD34BTDD34b

 

 

 

 

 

Someone’s been working out! :P

BTDD35BTDD35b

 

 

 

 

 

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

BTDD36BTDD36b

 

 

 

 

 

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

STAGE THREE: ROPES AND ROPER

BTDD37BTDD37b

 

 

 

 

 

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

BTDD38BTDD38b

 

 

 

 

 

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

BTDD39BTDD39b

 

 

 

 

 

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

BTDD40BTDD40b

 

 

 

 

 

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

BTDD41BTDD41b

 

 

 

 

 

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

BTDD42BTDD42b

 

 

 

 

 

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

BTDD43BTDD43b

 

 

 

 

 

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

BTDD44BTDD44b

 

 

 

 

 

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

BTDD45BTDD45b

 

 

 

 

 

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

STAGE FOUR: RATSHIP RUMBLE

BTDD46BTDD46b

 

 

 

 

 

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

BTDD47BTDD47b

 

 

 

 

 

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

BTDD48BTDD48b

 

 

 

 

 

Commence Mission Stop That F*cking Missile.

STAGE FIVE: MISSILE MAYHEM

BTDD49BTDD49b

 

 

 

 

 

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

BTDD50BTDD50b

 

 

 

 

 

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

BTDD51BTDD51b

 

 

 

 

 

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

BTDD52BTDD52b

 

 

 

 

 

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

BTDD53BTDD53b

 

 

 

 

 

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

BTDD54BTDD54b

 

 

 

 

 

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

SupPO94SupPO95

 

 

 

 

 

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

STAGE SIX: SHADOW BOSS SHOWDOWN

BTDD55BTDD55b

 

 

 

 

 

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

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

BTDD56BTDD56b

 

 

 

 

 

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

BTDD64BTDD64b

 

 

 

 

 

BTDD64cBTDD64d

 

 

 

 

 

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

BTDD57BTDD57b

 

 

 

 

 

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

BTDD58BTDD58b

 

 

 

 

 

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

BTDD59BTDD59b

 

 

 

 

 

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

BTDD60BTDD60b

 

 

 

 

 

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

BTDD61BTDD61b

 

 

 

 

 

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

BTDD62BTDD62b

 

 

 

 

 

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

BTDD65BTDD65b

 

 

 

 

 

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

BTDD66BTDD66b

 

 

 

 

 

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

STAGE SEVEN: ARMAGEDDON

BTDD67BTDD67b

 

 

 

 

 

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

BTDD68BTDD68b

 

 

 

 

 

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

A LITTLE HELP

BTDDCode1

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

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

WHAT THE CRITICS SAID

BTDDCritNP

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

Not quite the ultimate crossover
Not quite the ultimate crossover

CLOSING THOUGHTS

stevecoll207

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

Heads up!
Heads up!

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

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

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

stevecoll207c

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

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

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

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

Overall: 6.0

Super Double Dragon (SNES)

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

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

RETURN OF DOUBLE DRAGON

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

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

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

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

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

MEMORIES FROM A BYGONE ERA

The craze began here
The craze began here

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

Such a gawd damn classic
Such a gawd damn classic

RODD1

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

THE STORY GOES…

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

RODD17

RODD18

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

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

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

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

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

RODD24

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

RODD27

RODD28

RODD29

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

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

RODD32

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

RODD33

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

RODD35

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

RODD37

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

RODD41

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

RODD44

RODD45

RODD46

RODD47RODD47b

 

 

 

 

 

 

 

Kicking them from behind like such felt so good.

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

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

RODD49

RODD50

RODD51RODD51b

 

 

 

 

 

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

RODD52

RODD53

RODD54

RODD55RODD55b

 

 

 

 

 

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

RODD56

RODD57

RODD58

RODD59

RODD60

RODD61

RODD62

D'OH!
D’OH!

RODD64

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

RODD66

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

RODD68

RODD69

RODD70

RODD71

RODD72RODD72b

 

 

 

 

 

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

RODD73RODD73b

 

 

 

 

Nunchucks can deflect weapons, too. Sick!

RODD74RODD74b

 

 

 

 

 

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

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

RODD76

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

RODD80RODD80b

 

 

 

 

 

 

 

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

RODD81

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

RODD83

RODD84

RODD85

RODD86

RODD87

RODD88

RODD89

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

RODD93

RODD94

RODD95

[Weirdo -Ed.]
[Weirdo -Ed.]
RODD97

The final level, Mission 7, takes ya to Duke's fortress
The final level, Mission 7, takes you to Duke’s fortress

RODD99

RODD100

RODD101

RODD102

RODD103

RODD104

RODD105

RODD106

Damn straight it is!
Damn straight it is!

RODD108

RODD109

RODD110

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

RODD114

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

WHAT THE CRITICS SAID

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

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

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

CLOSING THOUGHTS

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

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

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

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

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

Award4Overall: 9.0
Gold Award

 

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

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

Double Dragon Trilogy (NES)

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

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

DDNES

Who could forget this intro?

DDNES2

THE FIENDS!

DDNESa

Remember the little music here?

DDNES3

Make them pay for their sins.

DDNES4

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

DDNES5

Love the city in the backdrop.

DDNES6

Abobo is an all-time iconic NES villain.

DDNES7

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

DDNES8

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

DDNES9

You really felt like you were on a mission.

DDNES10

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

DDNES11

Speaking of Bruce Lee…

DDNES12

Don’t think these are friendly woods.

DDNES13

Take his knife and throw it back at him!

DDNES14

This was so atmospheric :)

DDNES15

Batting practice, anyone?

DDNES16

Abobo twins busting out was so epic.

DDNES17

This part always did me in.

DDNES18

As did this, if I made it this far.

DDNES19

Watch those sticks of dynamite…

DDNES20

The Incredible Abobo.

DDNES21

That moon is straight up Konami!

DDNES22

How ominous looking…

DDNES23

OH BLOODY HELL!

DDNES24

Come here often?

DDNES25

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

DDNES26

Ah, the 2-player mode we didn’t want.

DDNES27

A novelty act that didn’t last long.

DDNES29

Well, at least you could use Abobo.

DDNES28

How about 2 players in the real mode?

Ask and you shall receive
Ask and you shall receive

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

DD2NES2

DAMN RIGHT!

DD2NES6

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

DD2NES9

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

DD2NES10

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

DD2NES11

Never gets old stealing their weapons.

DD2NES12

Remember throwing them off the ledge?

DD2NES13

Reminded me of WWF’s Demolition!

demolition-tag-team

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

DD2NES14

“GET TO DA CHOPPA!”

DD2NES15

Such an awesome moment.

DD2NES16

Not the best position to be in…

DD2NES17

This was even worse.

DD2NES18

I called these guys “Ninja Scarecrows” :P

DD2NES19

I loved these little cutscenes.

DD2NES20

“Neon-filled night” — beautiful phrase.

DD2NES21

I called these guys “Paintbrush Men” :P

DD2NES22

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

DD2NES23

Welcome to Skull Island.

KongSkullIsl

“Is that a monkey?”

DD2NES24

Love that sunset.

DD2NES25

It’s the Arnold mid-boss!

DD2NES26

Shades of Contra, anyone?

ContraDD

Imitation is the sincerest form of flattery.

DD2NES27

Bit tricky this was.

DD2NES28

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

DD2NES29

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

DD2NES30

This part claimed so many lives…

DD2NES31

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

DD2NES32

So fun setting these guys on fire.

DD2NES33

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

DD2NES34

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

DD2NES35

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

DD2NES36

Disappearing platforms, yay…

DD2NES37

“Paint THIS, bitch!”

DD2NES40

Concentrate, young Jedi.

DD2NES41

Send my regards to Mr. Fuji!

FujiDD

*devious Mr. Fuji crackle*

DD2NES42

Just a cog in the machine…

DD2NES43

Back again? You weren’t lying, Arnold.

DD2NES45

“Damnit, we just wiped this floor clean!”

DD2NES46

Your greatest enemy is yourself…

DD2NES50

This guy kicked my ass hard.

DD2NES51

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

The Sacred Disappointment
The Sacred Disappointment

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

DD3NES

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

DD3NES2

Creepy intro, though.
Points for that.

DD3NES3

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

DD3NES4

Ah what the hell. Let’s go.

DD3NES6

He nails the homeless man impersonation.

DD3NES7

I never liked the aesthetic.

DD3NES10

Double Dragon II looked way better.

DD3NES11

This is the boss? How disappointing.

DD3NES13

At least they still have a forest stage.

DD3NES14

Nice to see the Great Wall of China, too.

DD3NES15

Chin, you’ve really let yourself go…

DD3NES16

It’s a little depressing :P

DD3NES18

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

DD3NES20

Beat Ranzou and he becomes an ally.

DD3NES24

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

DD3NES23

He’s certainly no Abobo.

DD3NES25

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

CLOSING THOUGHTS

DD2NES52

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

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

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

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

Ultra Baseball Jitsumeiban Trilogy (SFC)

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

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

SUPER BASEBALL SIMULATOR 1.000 2?

SBS4bUBJ

 

 

 

 

 

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

SBS29cUBJ1

 

 

 

 

 

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

SBSa2UBJ-2

 

 

 

 

 

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

SBS8bUBJ-3

 

 

 

 

 

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

SBS12bUBJ-4

 

 

 

 

 

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

UBJ-5UBJ-5b

 

 

 

 

 

UBJ-5cUBJ-5d

 

 

 

 

 

Nothing compares to a close dramatic play at home plate!

UBJ-6UBJ-6b

 

 

 

 

 

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

UBJ-7UBJ-7b

 

 

 

 

 

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

UBJ-8UBJ-8b

 

 

 

 

 

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

UBJ-9UBJ-9b

 

 

 

 

 

UBJ-9cUBJ-9d

 

 

 

 

 

Admiring your handy work is all part of the fun.

UBJ-10UBJ-10b

 

 

 

 

 

Worry not, the Ultra Plays are back.

SBSCrit2UBJ-11

 

 

 

 

 

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

UBJ-12UBJ-12b

 

 

 

 

 

That’s definitely going to leave a mark.

UBJ-13UBJ-13b

 

 

 

 

 

UBJ-13cUBJ-13d

 

 

 

 

 

Missile Hit returns in all its glory.

UBJ-14UBJ-14b

 

 

 

 

 

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

CLOSING THOUGHTS

UBJ-CT

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

ULTRA BASEBALL JITSUMEIBAN 2

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

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

… IN SMALL AND BIG WAYS APPARENTLY

UBJ2-2UBJ2-2b

 

 

 

 

 

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

UBJ2-3UBJ2-3b

 

 

 

 

 

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

UBJ2-4UBJ2-4b

 

 

 

 

 

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

UBJ2-5UBJ2-5b

 

 

 

 

 

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

SUB2-5bSUB2-11

 

 

 

 

 

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

UBJ2-6UBJ2-6b

 

 

 

 

 

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

UBJ2-7UBJ2-7b

 

 

 

 

 

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

UBJ2-8UBJ2-8b

 

 

 

 

 

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

UBJ2-9stevecoll190

 

 

 

 

 

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

UBJ2-10UBJ2-10b

 

 

 

 

 

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

UBJ2-11UBJ2-11b

 

 

 

 

 

ProTip: Avoid meteors whenever possible.

UBJ2-12UBJ2-12b

 

 

 

 

 

UBJ2-12cUBJ2-12d

 

 

 

 

 

UBJ2-12eUBJ2-12f

 

 

 

 

 

Taking out multiple defenders with the Missile Hit? Priceless.

UBJ2-13UBJ2-13b

 

 

 

 

 

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

CLOSING THOUGHTS

UBJ2-CTP

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

ULTRA BASEBALL JITSUMEIBAN 3

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

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

UltraJit3Box1

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

UBJ3-1UBJ3-1b

 

 

 

 

 

UBJ3-1cUBJ3-1d

 

 

 

 

 

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

UBJ3-2UBJ3-2b

 

 

 

 

 

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

UBJ3-3UBJ3-3b

 

 

 

 

 

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

PRO YAKYUU STAR

proyakbat3proyakhome

 

 

 

 

 

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

CLOSING THOUGHTS

UBJ3-CT

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

Ranking Culture Brain’s six SNES baseball games:

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

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

SBS3b

Super Ultra Baseball 2 (SFC)

It's Super Baseball Simulator 1.000 2!
Culture Brain strikes again!

Super Baseball Simulator 1.000 has something of a semi-cult following. An early first generation SNES game, it thrilled players with its engrossing customization and ridiculously fun Ultra Plays. These plays, when activated, give you certain special powers. For example, baseballs turn into floating leaves or scorching meteors. Culture Brain wasn’t shy to think (way) outside the box and they brought a certain level of fun to the genre like no one had done before. It’s a shame, then, that the sequel never saw the light of day here in North America. Released on July 28, 1994, Super Ultra Baseball 2 takes everything you loved about Super Baseball Simulator 1.000 and ups the ante.

BIGGER AND BEEFIER

SBSa2SUB2Compare

 

 

 

 

 

Super Baseball Simulator 1.000 looks a bit crude in places. I mean, there’s still a certain level of charm to the rudimentary graphics but no one will ever say that it’s pleasing to the eye. Super Ultra Baseball 2, on the other hand, legitimately looks like a port of an arcade baseball title! Also, new little details like the sweat beads bouncing off a nervous batter’s forehead brings a whole new sense of life to the game. Of course graphics aren’t the be-all, end-all of a video game, but it’s nice when they’re nice! Keep in mind though — the first game was released in Japan on July 12, 1991, so the sequel that came out three years later is bound to look that much better.

SUB2SUB2-1

 

 

 

 

 

Lovely little intro opens us up. You still get 18 teams to pick from, just like in the first game. And just like the first one, there are six Ultra League teams capable of utilizing the Ultra Plays.

SUB2-2SUB2-2b

 

 

 

 

 

Select from six stadiums and then if applicable, choose how many Ultra Play points you wish to have. You can go as low as 50 or as high as infinite.

SUB2-3SUB2-3b

 

 

 

 

 

Presentation is on point. Love the way it looks, especially when you have runners at the corners. One of the best looking SNES baseball games around!

SUB2-4SUB2-4b

 

 

 

 

 

Those wacky and nutty Ultra Plays are back and better looking than ever.

SUB2-5SUB2-5b

 

 

 

 

 

Tinkering with all the Ultra Plays is half the fun!

SUB2-6SUB2-6b

 

 

 

 

 

Brings new meaning to “He’s got ELECTRIC stuff.”

SUB2-7SUB2-7b

 

 

 

 

 

SUB2-7cSUB2-7d

 

 

 

 

 

Pitchers had their fun — now it’s time for the batters. The fan favorite Missile Hit is back and still functions the same. Get the hell outta its way!

SUB2-8SUB2-8b

 

 

 

 

 

SUB2-8cSUB2-8d

 

 

 

 

 

Another fan favorite, the Bomb returns to terrorize defenders.

SUB2-11SUB2-11b

 

 

 

 

 

Fielding and running feels a bit smoother than the original.

SUB2-9SUB2-9b

 

 

 

 

 

SUB2-9cSUB2-9d

 

 

 

 

 

Baseball players often describe being “in the zone” as seeing the ball like it’s the size of a beach ball. This must be what they’re talking about…

SUB2-10SUB2-10b

 

 

 

 

 

SUB2-10cSUB2-10d

 

 

 

 

 

Seriously, does it get any cooler than this?

BUT IS IT BETTER?

SBS12bSUB2-Dive

 

 

 

 

 

Super Baseball Simulator 1.000 or Super Ultra Baseball 2? It really is a tough call. To answer the question of is it better… my answer would have to be yes and no. Graphically, it’s not even close (no surprise there). The fielding is a bit smoother and I’d say SUB 2 plays a bit better than its predecessor.

SBS14dSUB2-HR

 

 

 

 

 

However, Super Baseball Simulator 1.000 has it beat in two categories: stadium “life” and music. SUB 2 isn’t bad sounding or anything but the renditions were better in the original. Listen to the two and there’s really no comparison. By stadium “life” I mean just look at the first picture here. The first game had some quirky ballparks that added to the charm of the game, such as the field with a tiny white fence that makes hitting home runs a lot easier. Although there are still six stadiums in SUB 2, they all sort of feel the same and there are no interesting quirks with any of them, really. It feels slightly “soulless” if you get my drift. I also even miss the way the first game would zoom in after a home run.

SBS8bSUB2-CT

 

 

 

 

 

Summary: the first game wins in music and stadium variety. The sequel wins in graphics and gameplay. If only Culture Brain could have combined the two games it would have been the perfect baseball game.

CLOSING THOUGHTS

SUB2-CT3

You can’t go wrong with either game. If you love Super Baseball Simulator 1.000 then you’ll like this as well. It’s hard to pick but if I were forced to, as of right now I would give the slight edge to the first game. Regardless, Super Ultra Baseball 2 is a damn fine sequel that’s sure to make any fan of the first game proud. The wacky Ultra Plays make this an appealing title that even non-baseball fans can enjoy.

SUB2-CT2

Each game in this series brings different pros and cons to the table. Both complement each other well and it’s nice to own both with the choice to play whichever one you’re in the mood for. Super Ultra Baseball 2 has more of that modern flair with all the Ultra Plays you love from the original. But Super Baseball Simulator 1.000 has that classic nostalgic early first generation SNES charm to it. Both games are fun as hell and sure to entertain baseball gamers for many more summers to come. Not to mention those cold December nights where real life baseball is well into its offseason. So grab your mitt, er, SNES controller, and play ball!

"I'm too old for this SH*T!"
“I’m too old for this SHIT!”

PS- Can’t get enough of these wacky Culture Brain baseball titles? Then be sure to check out Ultra Baseball Jitsumeiban Trilogy and Pro Yakyuu Star.

Super Baseball Simulator 1.000 (SNES)

Pub & Dev: Culture Brain | December 1991 | 4 MEGS
Pub & Dev: Culture Brain | December 1991 | 4 MEGS

Every year when summer rolls along I can’t help but grow nostalgic for the 16-bit baseball games of my youth. Summer and baseball just go together, and that includes baseball video games. While I don’t recall playing Super Baseball Simulator 1.000 back in the ’90s, I do remember wondering about it and wishing I could have played it. It’s a game that has gone on to achieve something of a semi-cult status in diehard SNES circles. After playing it myself, it’s easy to see why.

HOMECOMING

Homecoming

January 26, 2006. I remember it like it was yesterday. I just got back into all things Super Nintendo (January 17, 2006) and on that Thursday night I decided to revisit my childhood town. It marked 10 years since I moved from my childhood home. 10 years. I wanted to swing by the old crib and also check out the Game Crazy inside my childhood Hollywood Video, which still stood at the time. Being less than two weeks into my SNES resurrection and having a want list of over 200 games meant there was a good chance I was going to find at least one game to add to my ever growing collection.

My childhood Hollywood Video, taken January 2006
My childhood Hollywood Video — in the flesh!

Early 2006 was a good time to get back into the SNES scene. Prices had yet to explode and real life stores like Game Crazy (a chain tucked inside Hollywood Video locations) actually carried a decent selection of SNES games. So many times as a kid my dad would take me to this very Hollywood Video location and I would browse the horror section endlessly as well as the 16-bit rentals. It was a joy to be able to pick up the various boxes to examine up close, admiring the art work on the front and reading the description on the back of the boxes. It’s a shame kids nowadays don’t get to experience that.

SBSGameCrazy

That fine evening I bought Art of Fighting, Clay Fighter, Mortal Kombat II and Super Baseball Simulator 1.000. It was a perfect mix of childhood favorites and curiosities. Clay Fighter was a guilty pleasure while MK II was legit one of my favorite SNES games, period. As for Art of Fighting and Super Baseball Simulator 1.000, those were two games I always wanted to play as a kid but just never did. Now I could. Such is the beauty of retro gaming — the combination of availability and having the disposable income today that you didn’t have 20-25 years ago. It’s the closest thing to a time machine.

SBSGameCrazy1

Four more games crossed off the ol’ want list. Clay Fighter was free because Game Crazy used to do this Buy 2 Get 1 Free deal for older games. Early 2006 was definitely a glorious time to be buying SNES games. Alas, I digress once more. I couldn’t wait to finally play Super Baseball Simulator 1.000.

Good times
Good times

A QUICK HISTORY LESSON

bsimulator1BS100

 

 

 

 

 

Culture Brain released Baseball Simulator 1.000, known as Choujin Ultra Baseball in Japan, to the NES in March of 1990. It stood out in a crowded genre thanks in part to its Ultra Plays. Ultra Plays give batters and pitchers different temporary power-ups, such as being able to throw a fire ball — a much faster fastball that is also capable of eliminating an opposing batter from the game if it hits them! Needless to say, it was a fun and quirky take on the sport that endeared itself to many NES gamers.

SBSSBSa

 

 

 

 

 

December 1991 saw the release of Super Baseball Simulator 1.000 (known as Super Ultra Baseball in Japan). It brought over the Ultra Plays that made the NES original so memorable. While not everyone’s cup of tea, to me it stands as one of Super Nintendo’s most fun baseball games.

OPTIONS

SBS1SBS1b

 

 

 

 

 

Select your desired options and then pick from one of 18 teams. The six teams in the Ultra League have the ability to use Ultra Plays.

SBS2SBS2b

 

 

 

 

 

Playing with an Ultra League team gives you the choice to set how many points you want. Each Ultra Play costs a certain amount of points. You can set it as low as 50 or unlimited. Or turn it off altogether if you’re the purist type.

SBS3SBS3b

 

 

 

 

 

There are six stadiums to pick from. I love the way the umpire looks. Gives off that “NES baseball” vibe and I mean that in the best way possible. Screw the fancy 3D models of today’s baseball games. Give me charming and cartoony sprites any day of the week!

SBS4SBS4b

 

 

 

 

 

Zooming in because Mode 7! My personal favorite is Brown Stadium. I love the way it has those tiny little white fences tucked in there to give you a chance at hitting some “cheapie” home runs…

PLAY BALL!

SBS5SBS5b

 

 

 

 

 

Baseball games from that era suffered a bit from weak arms. Yes, there’s a bit of that here, too. Balls will bounce in the dirt even from short distances. It’s not ideal but it’s not a game killer.

SBS6SBS6b

 

 

 

 

 

SBS6cSBS6d

 

 

 

 

 

SBS6eSBS6f

 

 

 

 

 

Double plays are pretty smooth and easy to turn. A minor pet peeve: the runner disappears when he’s thrown out rather than running away. But again, just a minor gripe, really. Fielding is fairly good and that’s the most important thing.

SBS7SBS7b

 

 

 

 

 

Sometimes you appear to be safe but you’re called OUT instead. Now that can be frustrating. But I like to think of it as the umpire made a bad call, just like you see in real life every now and again. I mean, it’s not too bad but is worth noting.

SBS8SBS8b

 

 

 

 

 

SBS8cSBS8d

 

 

 

 

 

Umpire didn’t mess up here, though. See? It’s not too bad. Too bad the game doesn’t show you the new score when a run comes in, though. Small touch but goes a long way. But you get used to it.

SBS9SBS9b

 

 

 

 

 

Speaking of human error, if you turn errors on then that’s exactly what can happen from time to time. D’oh! It does bring an added sense of realism, though.

SBS10SBS10b

 

 

 

 

 

SBS10cSBS10d

 

 

 

 

 

Seeing a ball you hit bounce off the top of the wall is a bit of a bummer. But in this case at least you still got a chance at driving in a run. The base runner icon in this game is a bit funky. Instead of seeing it progress naturally, it only updates every halfway point or so. It’s a bit jarring the first time you see it.

ASK AND YOU SHALL RECEIVE

SBS11SBS11b

 

 

 

 

 

SBS11cSBS11d

 

 

 

 

 

Seeing a ball you hit just barely clear the fence is ultra satisfying.

SBS12SBS12b

 

 

 

 

 

Smashing home runs never get old. Nice fake hustle there!

SBS13SBS13b

 

 

 

 

 

SBS13cSBS13d

 

 

 

 

 

Robby smacks the ball DEEP! Well OK, sort of deep. A little bit deep-ish? The center fielder gives chase to cover his teammate out in right who already has a beat on the ball…

SBS14SBS14b

 

 

 

 

 

SBS14cSBS14d

 

 

 

 

 

Actually, he doesn’t. No, the right fielder can only witness in horror and frustration as the ball innocently sails just past the little white picket fence and lands in the grass clearing in front of the big blue wall. These are the best home runs to hit. It doesn’t get any better than that!

SBS15SBS15b

 

 

 

 

 

Gratuitous Mode 7 ensues. Quirky and endearing.

SBS16SBS16b

 

 

 

 

 

SBS16cSBS16d

 

 

 

 

 

Perhaps I spoke too soon… the mammoth MOON SHOT that leaves no doubt is the absolute best. Holy crap look how high up that one went!

ULTRA PLAYS

SBS17SBS17b

 

 

 

 

 

SBS17cSBS17d

 

 

 

 

 

SBS17eSBS17f

 

 

 

 

 

Majestic home runs are nice but let’s check out the real star of the game here: ULTRA PLAYS. This one turns the ball into a leaf which floats slowly and makes it difficult for the defender to catch. Love the way the batter (and the runner too) flashes. It’s the small details!

SBS18SBS18b

 

 

 

 

 

Looking for a power boost? Look no farther. This Ultra Play gobbles up 9 points, though.

SBS19SBS19b

 

 

 

 

 

Super Stroke Simulator 1.000, more like.

SBS20SBS20b

 

 

 

 

 

Brings new meaning to the term, “That player bombed…”

SBS21SBS21b

 

 

 

 

 

SBS21cSBS21d

 

 

 

 

 

Missile Hit Ultra Play represents all that is right in gaming. It’s impossible not to smile when you see this (unless it’s happening to you). God bless Culture Brain for thinking outside the box.

SBS22SBS22b

 

 

 

 

 

SBS22cSBS22d

 

 

 

 

 

SBS22eSBS22f

 

 

 

 

 

Another great laugh. This game is endearing as hell!

SBS23SBS23b

 

 

 

 

 

Pitchers wanna have fun, too! This one makes the ball disappear during its flight to home plate before reappearing at the very last second. Pretty cruel stuff…

SBS24SBS24b

 

 

 

 

 

SBS24cSBS24d

 

 

 

 

 

SBS24eSBS24f

 

 

 

 

 

Think of all the great unhittable pitches of our time. Pedro Martinez’s curveball. Nolan Ryan’s fastball. Mariano Rivera’s cutter. Well, with that historical context firmly in mind, add to it the leafball. That’s right, the LEAFBALL. It’s so slow and perplexing that hitters can swing and miss SEVERAL times before it ever hits the catcher’s mitt!

SBS25SBS25b

 

 

 

 

 

Pissed off, the batter decides to let it go. Who knows, maybe it’ll fall in for a ball. GOD DAMNIT! 35 MPH strike?! YA GOTTA BE KIDDIN’ ME, MAN!

EDIT AND SCOUT

SBS26SBS26b

 

 

 

 

 

Super Baseball Simulator 1.000 is extremely customizable. It was a marvel back in 1991 for those who played it back then. You can adjust and alter Ultra Plays to your heart’s content.

SBS27SBS27b

 

 

 

 

 

Construct your very own team, players and their ratings. Hell, even choose the uniform color! This was groundbreaking stuff back in 1991. And yes, I did max out a certain “Steve” there… [Only in video games -Ed.]

SBS28SBS28b

 

 

 

 

 

SBS28cSBS28d

 

 

 

 

 

Steve steps up to the plate, batting .750 with 99 HR, and launches one off his bat. Let’s see how far it goes… [Like I said, only in video games -Ed.]

SBS29SBS29b

 

 

 

 

 

SBS29cSBS29d

 

 

 

 

 

HOLY SHIT! Marvel at how far this moon shot goes.

SUPER BASEBALL SIMULATOR 1.000 2

Super Ultra Baseball 2 (J)_00035Super Ultra Baseball 2 (J)_00022

 

 

 

 

 

Unbeknownst to some, Culture Brain released a sequel only in Japan. Super Ultra Baseball 2 came out on July 28, 1994. It beefed up the visuals but kept the same quirky gameplay that made the first one so endearing. It’s a shame it never came out to North America. An English translation of SUB 2 can be found online…

SIMILAR TITLES AND RECOMMENDATIONS

Ultra Baseball Jitsumeiban (J)_00021Ultra Baseball Jitsumeiban (J)_00006

 

 

 

 

 

Culture Brain made many SNES baseball games in Japan only. This is Ultra Baseball Jitsumeiban. Released August 28, 1992, it plays pretty much like Super Baseball Simulator 1.000 but it features real professional Japanese baseball players. Still has all the Ultra Plays you know and love but it’s presented in a slightly less cartoonish way.

Ultra Baseball Jitsumeiban 2 (J)_00060Ultra Baseball Jitsumeiban 2 (J)_00068

 

 

 

 

 

Obsessed with pumping out baseball games much? Culture Brain was pretty much the Capcom of the baseball genre! Not five months after Super Ultra Baseball 2, Ultra Baseball Jitsumeiban 2 graced the Land of the Rising Sun on December 22, 1994. Yup, little Japanese boys and girls enjoyed themselves a merry baseball Christmas that holiday season. The biggest change? The visuals. I really like their decision to go Super Deformed. There’s something charming about a 16-bit baseball game featuring slightly deformed ball players. Kind of even has a quasi-EarthBound look, eh? Best of all, the Ultra Plays are still here.

ultra-baseball-jitsumeiban-3-j_00008ultra-baseball-jitsumeiban-3-j_00011

 

 

 

 

 

Arriving mere days before Halloween 1995 (October 27), Ultra Baseball Jitsumeiban 3 is what you’d get if you took the previous two games in the series and mixed them in a visual blender. It’s not quite Super Deformed as the second game and it’s not as “serious looking” as the first one. But it still has all the Ultra Plays you could want!

proyakbat3proyakhome

 

 

 

 

 

Culture Brain released its final Super Famicom baseball title on January 17, 1997. Rather than go with Super Ultra Baseball 3 or Ultra Baseball Jitsumeiban 4, Pro Yakyuu Star was a standalone effort. Although the Ultra Plays were scrapped, from a technical standpoint this is Culture Brain’s best SNES baseball game. Improved fielding after all goes a long way. If you miss the Ultra Plays, you can play any of the five previous games.

Super Ultra Baseball 2 (J)_00070Super Ultra Baseball 2 (J)_00095

 

 

 

 

 

Overall, you can’t go wrong with any of these. They’re all fun and charming in their own way. On a side note, a wacky Japanese announcer is introduced in Ultra Baseball Jitsumeiban 2 and reappears from there on out. You know, just to give those games even more of a Japanese punch. There’s some Japanese text to navigate obviously, but nothing you can’t figure out. If you love Super Baseball Simulator 1.000 then you owe it to yourself to check out its direct sequel Super Ultra Baseball 2 at the very least. While you’re at it, it might be worth your while to sample Culture Brain’s other baseball offerings as well.

You baseball whores you! :D
You baseball whores you! :D

WHAT THE CRITICS SAID

Had Taco Bell for breakfast eh?
Had Taco Bell for breakfast, eh?

Super Baseball Simulator 1.000 is quite the polarizing little game. On the surface it appears to be a crude looking rudimentary baseball game. That alone makes it not everyone’s cup of tea. I’ve seen many retro gamers say that this game was “meh.” Super Play rated it 49%. I can see why someone would give this game such a low mark. But then you have a camp of retro gamers who love this game and swear by it. It’s got sort of a semi-cult following, even. And it’s easy to see why. The kooky Ultra Plays, the insane level of customization and just the overall fun. While it doesn’t come close to topping the almighty Ken Griffey Jr. Presents Major League Baseball, this is easily one of the best SNES baseball games especially if we’re talking strictly North American releases only. I get a kick out of reading stories about how much Super Baseball Simulator 1.000 meant to various people throughout the years. It’s really quite the little nostalgic number for many folks who grew up with the SNES back in the early ’90s. When so many people love a game, you know the developer did something right.

Great job, Culture Brain
Great job, Culture Brain

CLOSING THOUGHTS

SBSCrit2

As far as 16-bit baseball games go, Super Baseball Simulator 1.000 is admittedly a bit elementary. The fielding isn’t the best. Players’ arms are way too weak. It’s got more than its fair share of blemishes. However, this is all overlooked (somewhat) because of how much damn fun it is to play. It doesn’t take itself too seriously, as evident with the Ultra Plays. Some are downright comical such as the Missile Hit which sends any poor defender who catches the ball careening hard into the outfield wall, complete with dizzy stars encircling their bruised dome. It’s ridiculous stuff like this that makes it such a joy to play. Not into Ultra Plays? Turn it off, limit it or play as one of the non-Ultra League teams. Super Baseball Simulator 1.000 is as serious or as silly as you decide to make it. That versatility goes a long way! It’s impossible not to crack a grin at some of the zany “Did that really just happen now?” moments. Few baseball games have made me smile more than this one. I only wish I played it back in the ’90s.

SBSCT1

The visuals are improved over the NES original obviously but they’re far from great. They’re a bit crude in places but there’s an overall charm to them that works, from the various batting stances to even the way the different stadiums are constructed. It gets the job done. The music gets really upbeat when you have a rally going and is pretty pleasant on the ears, as long as you enjoy that early ’90s baseball video game vibe. I personally do. The gameplay as I mentioned has a few rough spots but it’s perfectly functional and once you get the hang of things you’ll find your groove. The amount of options and customization along with the creativity of the Ultra Plays make this a winner. If you’re tired of baseball games that take themselves way too seriously and you’re looking for something that isn’t afraid to operate outside the box, Super Baseball Simulator 1.000 is a good bet to scratch that itch.

Graphics: 4.5
Sound: 8
Gameplay: 8.5
Longevity: 9

Overall: 8.5

Double Silver Award
Double Silver Award
Zoinks!
Zoinks!

Super Bases Loaded 2 (SNES)

Pub: Jaleco | Dev: Tose | February 1994 | 12 MEGS
Pub: Jaleco | Dev: TOSE | February 1994 | 12 MEGS

Here at RVGFanatic I relish the opportunity to talk about my favorite SNES games. In particular, I love shining the spotlight on those obscure games that flew under the radar. There are many Super Nintendo games that one could classify as such, but here’s one that is criminally overlooked. It’s so far below the radar that it honestly blows my mind. On the other hand, being a sports game it kind of automatically slips through the cracks. 16-bit sports games aren’t everyone’s cup of tea. But I’ve always loved a well made one, and Super Bases Loaded 2 certainly is that. I’m going on the record to calling this the second best baseball game on the SNES, only trailing the epochal Ken Griffey Jr. Presents Major League Baseball. Obviously, if you don’t care for 16-bit baseball titles, this may not sway you in any way. But for everyone else, read on and more importantly, play the game yourself and see if it doesn’t become a favorite of yours as well.

MIDSUMMER CLASSIC

2017AllStarMLB1

Last night Major League Baseball put on its 88th annual All-Star Game.

APTOPIX All Star Game Baseball

Robinson Cano hit the go ahead home run to put the American League up 2-1 over the National League in 10 innings.

TonyPerez

Baseball has a funny way of repeating history in the most bizarre of ways.

July 11, 1967: Tony Perez hits an extra innings homer to lift the NL past the AL in the All-Star Game by the score of 2-1 in Anaheim.

July 11, 2017: Robinson Cano hits an extra innings homer to lift the AL past the NL in the All-Star Game by the score of 2-1 in Miami.

Not a single extra innings home run in-between those 50 years. Not only that but before Tuesday night’s All-Star Game in Miami, baseball put together a ceremony to honor the game’s Latin American history. Eight Latin-born Hall of Famers threw out first pitches to eight Latin-born All-Stars.

In one group? Tony Perez. In the other group? Robinson Cano. Yup, only in baseball. It’s no wonder so many diehard fans have the same mentality: “It’s hard NOT to get romantic about baseball.”

2017AllStarMLB

With summer currently in full swing, I decided it was time to start a 162-game season. Normally I play Ken Griffey but this time I decided to pull a different baseball title off my shelf. Over a decade ago I remember playing Super Bases Loaded 2 briefly and thinking that it was pretty enjoyable. I decided to give it a more thorough look and ended up having an absolute blast with it. Let’s see why it’s one of the most underrated sports games on the entire Super Nintendo.

BUT FIRST, A QUICK HISTORY LESSON

BasesLoadedNES

Bases Loaded originated on the 8-bit Nintendo. It went on to have three sequels on the NES. The series was immensely popular, selling more than five million copies worldwide.

Bases Loaded
Bases Loaded
Bases Loaded 2
Bases Loaded 2
Bases Loaded 3
Bases Loaded 3
Bases Loaded 4
Bases Loaded 4

The series naturally moved to the SNES.

Super Bases Loaded
Super Bases Loaded
Super Bases Loaded 2
Super Bases Loaded 2
Super Bases Loaded 3
Super Bases Loaded 3

Neat little fact #1: Many people associate Jaleco with the Bases Loaded series but it’s actually TOSE who developed all of these games. Jaleco picked up the publishing rights.

Neat little fact #2: Super Bases Loaded 2 is the only game in the series not originally intended to be part of the series. TOSE developed Super Professional Baseball 2 (the actual sequel to Super Bases Loaded) in August 1992. They then developed a stand alone baseball game, Super 3D Baseball, in October of 1993. Jaleco decided to publish Super 3D Baseball here in the States as Super Bases Loaded 2. Interesting that they skipped over Super Professional Baseball 2. This explains the drastic shift in style and look for Super Bases Loaded 2.

SBL2SBL2a

 

 

 

 

 

Jaleco made the right call to port Super 3D Baseball rather than Super Professional Baseball 2.

PLAY BALL!

SBL2-1SBL2-1a

 

 

 

 

 

Customize the game as you see fit: it is very player-friendly. The first Super Bases Loaded suffered from not having a battery backed memory. This game fixes that. Although the players aren’t real nor the teams, it’s still fun to play.

SBL2-2SBL2-2a

 

 

 

 

 

Select from 18 teams. I personally enjoy using the L.A. Cyclops. Four teams are customizable but more on that later.

SBL2-3SBL2-3a

 

 

 

 

 

Choose from three different stadiums to play in. I wish each team had its own field but the three here all play differently. This one is the biggest and is good for triples galore. Also has the tallest wall of the three.

SBL2-4SBL2-4a

 

 

 

 

 

Standard park with all your modern amenities.

SBL2-5SBL2-5a

 

 

 

 

 

Classic ball park with the shortest distance to straight away center field.

 SET YOUR LINEUP

SBL2LU

Set your batting order carefully. Players do vary in terms of ability to hit base hits, home runs, swipe bags, throwing power, etc. Unfortunately, there’s no way to discern this other than trial and error. The stats do help sometimes, but it would have been nice to see a rundown exactly. This is my preferred lineup. The green icons indicate players who feel locked in for that particular game. On the flip side, the orange-yellow icon shows players who aren’t feeling so hot. This doesn’t mean they still can’t perform well, but their odds go down. It’s an interesting system that Extra Innings also had.

SBL2-6SBL2-6b

 

 

 

 

 

Players charge the field. It’s a nice little touch.

SBL2-7SBL2-7b

 

 

 

 

 

SBL2-7cSBL2-7d

 

 

 

 

 

Speaking of nice touches, I like how batters receive a quick statistical rundown. It’s a classic, clean look that I really dig. You can check your swing and sometimes this leads to cheap infield singles. Nice!

SBL2-8SBL2-8b

 

 

 

 

 

Jaleco proudly declared on the back of the box that this was the first SNES baseball game to employ the DSP chip. Obviously it’s not really 3D but there’s something charming about the way this game looks. Better yet, you can actually steal bases like a thief in the night.

SBL2-9SBL2-9b

 

 

 

 

 

SBL2-9cSBL2-9d

 

 

 

 

 

Power of the DSP chip allows the camera to track the baseball in a “3D fashion.” It’s quite smooth and although it’s not the fastest baseball game around, it works well. Nothing beats seeing the ball land just fair. Cyclops go up 1-0 early.

SBL2-10SBL2-10b

 

 

 

 

 

SBL2-10cSBL2-10d

 

 

 

 

 

SBL2-10eSBL2-10f

 

 

 

 

 

SBL2-10gSBL2-10h

 

 

 

 

 

Simon crushes the baseball to right field for a two run jack! It’s pretty cool being able to track the ball for those massive home run swats.

SBL2-11SBL2-11b

 

 

 

 

 

SBL2-11cSBL2-11d

 

 

 

 

 

SBL2-11eSBL2-11f

 

 

 

 

 

Defense is a make or break aspect of a baseball game. I’m happy to say the defense in Super Bases Loaded 2 is AWESOME. You almost always feel in control and while the infielders move a bit slowly, diving stops work great and it feels so good to gun out a base runner. Most baseball games render themselves instantly obsolete due to poor defense. This one does not!

SBL2-12SBL2-12b

 

 

 

 

 

SBL2-12cSBL2-12d

 

 

 

 

 

SBL2-12eSBL2-12f

 

 

 

 

 

Seeing the ball pop off the bat is so satisfying. Is this another home run shot? Nope. Close but no cigar. No matter, it still brings home a run. L.A. Cyclops go up 4-0 on the Boston Kings. Gotta love the fake names. It’s charming in its own way.

SBL2-13SBL2-13b

 

 

 

 

 

Stretching a double into a triple is the best.

SBL2-14SBL2-14b

 

 

 

 

 

Getting beaned, however, not so much. Sometimes the hit batter will even charge the mound and “beat up” the pitcher. No joke. First time I saw that I marked out!

SBL2-15SBL2-15b

 

 

 

 

 

SBL2-15cSBL2-15d

 

 

 

 

 

Hitting line drive doubles just inside the foul line is immensely gratifying.

SBL2-16SBL2-16b

 

 

 

 

 

SBL2-16cSBL2-16d

 

 

 

 

 

Adding insult to injury is the dribbler that sneaks through the infield for another RBI hit. The camera really lets you see the ball getting pounded into the dirt as it travels just past the defenders. Sweet!

SBL2-17SBL2-17b

 

 

 

 

 

SBL2-17cSBL2-17d

 

 

 

 

 

SBL2-17eSBL2-17f

 

 

 

 

 

SBL2-17gSBL2-17h

 

 

 

 

 

Perhaps nothing is more demoralizing to the opposition than seeing the ball land in-between two defenders (“No Man’s Land”) and roll all the way to the fence as opposing base runners madly dash around the bases. Oh man does it feel good to do this. On the flip side, it’s crushing to be on the receiving end.

SBL2-18SBL2-18b

 

 

 

 

 

SBL2-18cSBL2-18d

 

 

 

 

 

SBL2-18eSBL2-18f

 

 

 

 

 

Unlike many baseball games from that era, it’s actually possible to score on sacrifice flies. Players’ speed and arm strength in this game feel almost “just right” for the most part. I love scoring on sac flies! It also doesn’t ruin the batter’s batting average, just like in real life. Good stuff.

SBL2-19SBL2-19b

 

 

 

 

 

SBL2-19cSBL2-19d

 

 

 

 

 

Flashing off some leather! Like I said, the defense in this game is pretty top-notch. You’ll be stealing away base hits from the opponent like a demon. I also like how the outfield switches seamlessly to a more traditional look.

SBL2-20SBL2-20b

 

 

 

 

 

SBL2-20cSBL2-20d

 

 

 

 

 

Another sick home run shot. If I had turned on the slaughter rule, this game would have already been over. But there’s no slaughter rule in the pros and I got to get my stats… ;)

SBL2-21SBL2-21b

 

 

 

 

 

Leaping catches are sick. But oh, the agony of letting one through the cracks.

SBL2-22SBL2-22b

 

 

 

 

 

SBL2-22cSBL2-22d

 

 

 

 

 

Aggressive base running from the Kings. Down 11-0, they’ve got nothing to lose.

SBL2-23SBL2-23b

 

 

 

 

 

Nothing beats a diving save over the third base chalk line that leads to gunning out the runner at first. So damn satisfying!

SBL2-24SBL2-24b

 

 

 

 

 

SBL2-24cSBL2-24d

 

 

 

 

 

Robbing would be base hits is so smooth and natural in this game.

SBL2-25SBL2-25b

 

 

 

 

 

Seriously, this is an awesome baseball game! So underrated.

SBL2-26SBL2-26b

 

 

 

 

 

SBL2-26cSBL2-26d

 

 

 

 

 

WOW… FAIR BY A HAIR! It’s such a helpless feeling for the defender as he chases after the ball.

SBL2-27SBL2-27b

 

 

 

 

 

Baseball, like football, can often times be a game of inches. Being on the offensive side of this is a great feeling. Not so much on the defensive side.

SBL2-28SBL2-28b

 

 

 

 

 

SBL2-28cSBL2-28d

 

 

 

 

 

SBL2-28eSBL2-28f

 

 

 

 

 

Simon once again terrorizes the Boston Kings, smacking a 2 run double in the gap. The L.A. Cyclops have now scored 3 touchdowns and gone up 21-1. Damn. By the way, you gotta love how the game shows you how each batter performed in his previous at-bats. Especially when a guy has a multi-hit game. Fill up that stat sheet!

SBL2-29SBL2-29b

 

 

 

 

 

Another solid single that barely sneaks past the defenders into right field. It’s so fun tracking your hits since the perspective doesn’t switch until you hit the outfield.

SBL2-30SBL2-30b

 

 

 

 

 

SBL2-30cSBL2-30d

 

 

 

 

 

Suicide squeeze up 22-1? I’m definitely getting beaned next time! But check out how you can lower your bunt if you so choose. You can swing or bunt high, normal or low in this game. It all adds to the variety and options.

SBL2-31SBL2-31b

 

 

 

 

 

Gonna be a close play at the plate… SAFE! 26-1, 25 run lead. DAMN.

SBL2-32SBL2-32b

 

 

 

 

 

SBL2-32cSBL2-32d

 

 

 

 

 

SBL2-32eSBL2-32f

 

 

 

 

 

Computer’s defense is definitely not the smartest. 2 outs and instead of throwing to first base for the sure 3rd out, he throws it to second base. SAFE. The second baseman then flings it to first but he’s a half second late. SAFE. Bases loaded for a crack at a Grand Slam and 30 runs…

SBL2-33SBL2-33b

 

 

 

 

 

Patton steps up to the plate having had a monster day. A single, two doubles and a home run already in the books, could he go 5 for 7 with a Grand Slam to boot? Uh oh… look at that swing! Look at that ball fly… could it be?!

SBL2-33cSBL2-33d

 

 

 

 

 

SBL2-33eSBL2-33f

 

 

 

 

 

SBL2-33gSBL2-33h

 

 

 

 

 

HOLY SHIT Patton did it! The ball stays just fair to give Patton a Grand Slam and a monster game for the ages. The L.A. Cyclops are spanking the Boston Kings 30-1!

SBL2-34SBL2-34b

 

 

 

 

 

SBL2-34cSBL2-34d

 

 

 

 

 

SBL2-34eSBL2-34f

 

 

 

 

 

SBL2-34gSBL2-34h

 

 

 

 

 

Computer, allow me to show you how a real double play is turned! Double plays are the best especially the diving ones. Double plays are a pitcher’s best friend after all. One last out to get…

SBL2-35SBL2-35b

 

 

 

 

 

SBL2-35cSBL2-35d

 

 

 

 

 

SBL2-35eSBL2-35f

 

 

 

 

 

Another sick diving save at 3rd base. It never gets old.

Sheer, utter whuppage
Holy crap — 30 hits and 30 runs!

FAIR OR FOUL?

SBL2Fair1SBL2Fair

 

 

 

 

 

Hitting a ball fair or foul is one of those “OHH!” moments for sure. Whether you’re pumping your fist or cursing your lot in life, it certainly elicits that “OHH!” feeling.

SBL2Fair2SBL2Fair2b

 

 

 

 

 

Nothing beats seeing a ball land just fair and roll all the way to the wall! Well, if you’re on offense, anyhow.

SAFE OR OUT?

SBL2SafeSBL2Safe1

 

 

 

 

 

Speaking of the umps, they always get the final say. That won’t stop your 1st base coach however from signaling safe even when the runner is called out. It’s little stuff like this that helps make a game more endearing to me.

BIG OR SMALL?

SBL2SizeSBL2Size1

 

 

 

 

 

Players will sometimes “shrink and grow” on the infield. It doesn’t really affect gameplay but it’s a notable quirk. Hey, the DSP chip wasn’t perfect.

DESIGN OR NOT?

SBL2DesignSBL2Design1

 

 

 

 

 

Super Bases Loaded 2 allows you to design up to four teams. You can change their player names — this could potentially lead to some juvenile antics but thankfully there’s none of the sort here. [Right -Ed.]. Players are rated in different categories and you can set the number ratings however you wish. You can create the ultimate team of players with 8’s across the board, or the worst team possible with all 1’s. Or you can make them all 4’s, or mix and match. It’s pretty cool.

Speed makes all the difference...
Speed makes all the difference…

SEASON STATS

SBL2Cam4

As mentioned earlier I recently wrapped up a 162-game season. I finished 154-8 for a whopping 95% winning percentage. Won the Omega League by 70+ games! I averaged about 3.75 runs a game and over 2 stolen bases a game.

SBL2Cam2

I freely admit I am a sucker for round numbers. I would hate to end a season with a .299 batting average, 29 home runs, 99 RBIs and 39 stolen bases…

SBL2Cam3

Thankfully Patton was having none of that.

SBL2Cam7

I had three guys in the top 10 for home runs: Baker (36), Patton (32) and Simon (28). Bonner also had 23 so technically he should have been the 4th guy in the top 10.

SBL2Cam6

I had four guys in the top 10 for RBIs: Patton (113), Simon (103), Baker (91) and Bonner (77). I was a little peeved that I couldn’t get 9 more RBIs with Baker to give him an even 100.

SBL2Cam5

I had nine guys in the top 10 for stolen bases! I really love how you can steal bases in this game. Leigh was a beast leading the way with 69 steals.

SBL2Cam8

That Cooper guy on Philly is pretty good!

SBL2Cam9

Damn, Ryan 80 wins and Willis 76 saves!

Unfortunately, I couldn’t take pictures of my final regular season stats. After Game 162, you’re taken to the World Series and the stats reset for post season play. Therefore I couldn’t take pictures but I did write down the stats. I will show the “normal” stats for each L.A. batter below. The caption will reveal the stats I had with that player during the 162-game season.

.224 BA, 5 HR, 37 RBI, 65 SB
.224 BA, 5 HR, 37 RBI, 65 SB
.249 BA, 18 HR, 66 RBI, 69 SB
.249 BA, 18 HR, 66 RBI, 69 SB
.309 BA, 32 HR, 113 RBI, 47 SB
.309 BA, 32 HR, 113 RBI, 47 SB
.311 BA, 28 HR, 103 RBI, 21 SB
.311 BA, 28 HR, 103 RBI, 21 SB
.259 BA, 36 HR, 91 RBI, 21 SB
.259 BA, 36 HR, 91 RBI, 21 SB
.282 BA, 23 HR, 77 RBI, 22 SB
.282 BA, 23 HR, 77 RBI, 22 SB
.225 BA, 3 HR, 35 RBI, 24 SB
.225 BA, 3 HR, 35 RBI, 24 SB
.210 BA, 4 HR, 33 RBI, 41 SB
.210 BA, 4 HR, 33 RBI, 41 SB
.221 BA, 1 HR, 30 RBI, 26 SB
.221 BA, 1 HR, 30 RBI, 26 SB
I clinched the Omega League after 119 games
I clinched the Omega League after 119 games
Boston took me to 7 games. Props to them
Boston took me to 7 games. Props to them
You damn right!
You damn right!

WHAT THE CRITICS SAID

SBL2Crit1

Sadly, there was never much hub-bub about Super Bases Loaded 2. I remember a one page preview in EGM in early 1994 that caught my eye. The graphics for the time were unique and didn’t look like any other 16-bit baseball title. I ended up buying a copy in 2006 after experiencing my SNES resurrection. I remember playing it very briefly and thinking it was pretty fun, but I stored it away. Earlier this summer I finally decided to pick it up and play again. What started as a few games turned into a full 162-game season! Maybe if more people played it there would be some more positive chatter about this highly underrated game.

Sports fans, don't miss this!
Baseball fans, don’t miss this!

CLOSING THOUGHTS

SBL2Crit7

I’m so glad I finally sat down to play this game thoroughly. It’s now become one of my favorite Super Nintendo games, especially as far as sports games go. There’s just something about it that feels so right. The graphics aren’t the greatest but it has that classic retro baseball look to it. If I were to close my eyes and think of a 16-bit baseball game, my mind would probably think of a screenshot from a game like Super Bases Loaded 2. And I love that camera system. It’s the only SNES baseball game I know where hitting the ball doesn’t automatically switch the camera. If you smack it into the infield the camera simply zooms back and you never miss a beat on making a defensive stop. Speaking of which, defense for the most part feels natural and smooth. There are a few mishaps here and there, though. Namely, the infielders can feel like they’re slightly in mud every once in a while. But you get used to the speed pretty soon. Since we’re on the topic of speed, this is a big one for baseball games. You know how sometimes runners run too fast or too slow? Or the defenders’ arms are too strong or too weak? This seems to be that rare 16-bit baseball game that almost gets it right. Players aren’t lightning fast nor are they slow as turtles. Arms aren’t super strong yet the ball never bounces to home plate from the outfield 11 freaking times! Best of all, pace of play. You can finish a 9 inning game in about 15 minutes. That makes games fast-paced and fun.

SBL2Crit4

Some may complain about the lack of teams, real names, real players, lack of stadiums and lack of in-game music. I actually don’t mind the fake players in this case. I find the game’s 14 teams (18 if you count the four custom teams) strangely endearing. I like discovering each team’s best and worst players. Besides, there’s plenty of other baseball games on the SNES if I have a hankering to play as Mo Vaughn or Cecil Fielder. Super Bases Loaded 2 is unique. In fact, the bats have a metal sound to them despite clearly being wooden bats. It all adds to this quirky charming alternate baseball universe atmosphere. It’s not Japan. It’s not college. It’s not even AAA. It’s just… Super Bases Loaded 2. There is no in-game music but this is not necessarily a bad thing. I find it strangely calming to play a game with little music for a change. Besides, there were many evenings earlier this summer where I threw this game on for an hour and knocked out four games while listening to a podcast (without having to turn down the TV volume). It worked quite well! There are nice rally themes that play throughout based on the situation but they’re short (and actually not bad while they last). As for the three stadiums, at least they vary in look and size. Not a deal breaker for me.

SBL2Crit6

The bottom line is this game rocks. Seriously. I’ve played more than my share of baseball games. There are a lot of fair to middling baseball games on the SNES. Then there are some truly awful ones. And then you have good ones. This is definitely one of the good ones. It’s a lot of fun to play, it’s fast to play and it just feels like baseball done right. It’s not perfect, but it’s a lot better than you may initially think. It’s a shame this game is as overlooked and obscure as it is. My hope is this review sways you to give Super Bases Loaded 2 a crack, especially those of you who don’t mind playing a (well made) 16-bit sports game. And hey, being summer time presently, what better time to give it a try than now?

Graphics: 8
Sound: 7
Gameplay: 9
Longevity: 9

Award4Overall: 9.0
Gold Award

 

See ya at the ball park!
See ya at the ball park!