Tsuyoshi Shikkari Shinasai Taisen Puzzle-dama (SFC)

Konami delivers a high quality puzzle game
Konami delivers a high quality puzzle game

Tsuyoshi Shikkari Shinasai Taisen Puzzle-dama is an incredibly long name, and difficult to pronounce (for me anyhow), which makes me grateful that this is a fansite rather than a YouTube channel. That way I don’t have to butcher saying the name! But whatever (or however) you want to call it, call it damn good. It’s one of my favorite puzzle games on the entire Super Nintendo. Why? Let’s take a look.

CHIBI MARUKO CHAN NO TAISEN PAZURUDAMA

Loved this game in the early 2000s
Loved this one back in the early 2000s

As previously documented, before I got back into the SNES scene in early 2006, I was living on planet Sega Saturn from 1999-2005. In the early 2000s I bought a rare import by the name of Chibi Maruko Chan No Taisen Pazurudama. I saw a screenshot of it on the internet and knew I had to own it. When it arrived it did not disappoint. Colorful graphics, cute chibi characters and a classic puzzle piece system made this an instant favorite.

The very definition of kawaii
The very definition of “kawaii”

Imagine my joy when I discovered in 2006 that Konami had developed a very similar game on the Super Famicom, Tsuyoshi Shikkari Shinasai Taisen Puzzle-dama. It was released on November 18, 1994 — one year before Maruko came out in the Japanese Saturn market (December 15, 1995). It features the same classic gameplay but obviously with lesser visuals. What I really like about it is that you have 10 characters to pick from, each with their own block patterns. Think of it as a beta version of Super Puzzle Fighter II Turbo. It makes for some competitive battles and high replay value.

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See? It comes off as an early beta version of Super Puzzle Fighter II Turbo which came out nearly a full two years later (June 1996).

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I love the versus screen, too. It’s simple yet super vibrant and catches your eye. Gets you amped up for war!

HOW ELIMINATING PIECES WORK

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Pieces drop from the top in two. They vary from red, yellow, blue and green. You can rotate them to be horizontal (or keep them vertical).

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Pieces disappear when three or more like colors are matched. They just have to be touching (except diagonally) so it’s possible to form a match with two blues on one row and just a single blue right above.

GARBAGE BLOCKS NOT SO GARBAGE

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Debris come in the form of clear blocks with a certain color encased. These blocks fall on your screen when your rival performs a nice combo. Or they can come from the well itself, which you don’t see a lot of in puzzle games from that era. The great thing about these debris blocks is that they have the potential for some lethal chain reactions. Anytime you clear faces touching a clear block, that block explodes freeing the color inside for proper usage.

 

 

 

 

 

Check out the lower bottom left. Those three yellow faces form a match and as they disappear from the field they free the three boxes right below.

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The three then dissipate which clears the box right next to it. That box contains a yellow face, which is now liberated. That yellow face connects with the two yellow faces up top. Those three disappear which frees the three yellow boxes right next to it…

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Just your typical 7-hit chain reaction! I love how crazy the combos can get in this game. It’s not uncommon to get 10+ hit chain reactions. I love how each match sends this projectile upward. It makes a sweet sound effect and is a nice visual to boot. Seeing fireballs shoot from your screen like 7-10 times in a row is a rush! It makes for some ideal trash talking and some serious sweating on your opponent’s part. It can be absolutely demoralizing to be on the other end and seeing and hearing the constant swoosh-swoosh. You know you’re in for one major pounding.

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It’s so satisfying to see your opponent’s well rise and rise until their well is completely filled. Good stuff.

MORE COOL CHAIN REACTIONS

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Connect the yellow to make a match and start this nice little chain reaction.

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It drops the green piece on the other two green pieces. The green pieces connect and frees the red block there.

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The three yellow pieces connect as the red connect. Just a simple little three hit combo to let your opponent know you’re here. Now, for a more damaging combo…

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The green and yellow pieces connect for a nice six piece match. I love how the faces explode — their eyes and mouths pop before bursting. It’s the small details :)

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The yellow piece drops on the bottom two while the four red pieces connect. Meanwhile, major liberation is taking place (which is the key to creating monster chain reactions).

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The blue pieces connect, freeing that yellow imprisoned block there.

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The yellow faces match, freeing two blue blocks and the yellow block up top.

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Now the blue faces dissipate, releasing the two yellow blocks for the 6th hit of this massive combo.

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As your combo meter increases, so too do the debris on your opponent’s screen. The characters’ reactions are priceless and add to the anxiety (and thrill) of a competitive contest. Seeing the characters wince in pain before crying uncle is all part of the fun of watching your opponent’s well fill up completely.

CLOSING THOUGHTS

Konami's most unknown SNES gem
Konami’s best kept SNES secret!

Tsuyoshi Shikkari Shinasai Taisen Puzzle-dama is a blast. It’s a ton of fun to see 10+ hit combos filling up the screen. It’s competitive, charming and cutthroat. And seeing the characters react in the background, whether they’re celebrating or biting their fingernails, never gets old.

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“No, no, no! YES, YES, YES!” Ah, the back and forth of a thrilling match.

On the down side, the visuals aren’t the best. I wish the backgrounds were a little more colorful than the semi-drab green that they used. Not a deal breaker for me by any means but I’m sure Konami could have added a little more color. Another negative is that the pieces aren’t as operational as some other games in this genre. For example, take moving a vertical two piece set down a narrow column. In most puzzle games you can switch these pieces despite having no room. You can’t do that here. Therefore, you have to make certain adjustments. Again, not a deal breaker for me but it’s something to be noted.

A must-have for puzzle fanatics
Puzzle fans can’t go wrong here

Puzzle fanatic? Got a girlfriend or wife who isn’t much of a gamer, but enjoys these cutesy puzzle games on a casual level? Still rocking out with the SNES? If so then do yourself a favor and check out Tsuyoshi Shikkari Shinasai Taisen Puzzle-dama. Konami smashes yet another Super Nintendo gem. Unlike their other SNES hits though, this one never got the recognition it so richly deserved. Hands down Konami’s best kept SNES secret!

Otoboke Ninja Colosseum (SFC)

Oh look, it's Super Bomberwoman!
Oh look, it’s Super Bomberwoman!

It is true that “chain” can be hard. Developer “Mint” knew this because they didn’t stray far from a much tried-and-true formula for their very first video game effort. In fact, they only made a total of three games. If you’ve never heard of the company Mint before, you’re not alone. Otoboke Ninja Colosseum can best be described as Bomberman with female ninjas. Sounds pretty good. But is it? Let’s take a closer look.

A UNIQUE TWIST

Love the Super Famicoms!
Love the Super Famicoms!

Rather than dropping bombs, you drop spiked capsules. But there’s an interesting twist here…

Death by shuriken! Not so fast...
Death by shuriken! Not so fast…

Two seconds later the capsule shatters, releasing four shurikens north, south, west and east (if not blocked by an obstacle).

OK, so it’s pretty much like Bomberman‘s bombs right? Hold on a second, playa…

Like a sitting duck...
Like a sitting duck, the poor gal

If a shuriken connects, it stuns the player for two seconds, but they’re not yet eliminated. You’re only halfway home.

Pick her off around the corner!
Pick her off around the corner!

Only during a stunned state can the chain attack finish ‘em off. This is a cool twist because the stun doesn’t automatically guarantee defeat. The other player still has to connect with their chain ball. Battles get intense when you escape the grip of death by mere nanoseconds. It’s also incredibly satisfying to manually twist your chain around from far away. Some of the chain twists can get pretty nuts!

It’s this little quirk and change in gameplay that makes this Bomberman clone stand out from the crowd. In four player battles you can hide in the shadows and wait for the other players to stun each other, and then you can unleash your chain. You can technically win a match by only using the chain attack and never having to lay down a spiked capsule. This adds a natural built-in devious and vulture-like atmosphere that works really well with three friends in tow. Being able to wait in the weeds and eliminate someone seemingly out of nowhere is damn good stuff.

So gone is the “Damnit! I accidentally killed myself in the first three seconds” syndrome. Plus the chain attack is ace. It can be manipulated to curve around corners and, when prolonged, is quite an amazing sight. Not to mention really fun to control. More on this later…

ONE PLAYER MODE

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It’s decent enough, but definitely not the meat and potatoes of the game. It does sport kind of an anime look, though, which is pretty interesting, although the visuals are a little on the bland side. It doesn’t come off as a 1995 SNES game. In fact it looks more like a Genesis title from 1993 (no offense to the Sega Genesis). It just has that Mega Drive look to it, know what I mean?

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I forged ahead, hoping things would pick up a bit. And it did at the first boss.

Shurikens hitting this boss does no damage. You have to first connect with the shuriken(s) and then send the chain ball at it. For regular enemies, the shuriken is enough to get the job done. For the tougher regular enemies, however, it’s the ol’ shuriken-chain combo.

The second world was a lot more interesting with more puzzles to solve instead of just laying spiked capsules and high-tailing it. They’re not yet mind-bending but it’s still early. Here is the first “puzzle” you’ll encounter:

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To beat a stage you must first clear every bad guy. Three unbreakable blocks halt your progress here.

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Use your chain to pull those three blocks out one by one.

Keep going
Keep going

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Now with one block remaining, you’re able to push through it and unleash hell on all them fools.

Like I said, not taxing but a lot more satisfying than the wide open. Later on, teleports come into play and the puzzles get rather perplexing.

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The next snow stage is very nice. I love little details like that creepy, possessed-looking volcano face launching fireballs without mercy — awesome. Watch the shadows of these on-coming fireballs and skidaddle!

Hmmm
Hmmm

By the way, the volcano baddie reminds me of GAROKK from X-Men fame… in his rocky prison form.

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The haunted theme is the best. Contend with bats, vampires, ghoulish skeletons and super quick werewolves. Check out this sick 2×2 screen level!

FOUR-PLAY GETS ME GOING

Feeling quite satisfied with the one player mode now, which went from meh to hey that’s not so bad, the four player battle mode is the meat of any Bomberman type game. The one player mode was never anything more than a bonus, a frill, a silk handkerchief in the breast pocket of the game’s velvet regalia.

POWER HOUR

Power-ups are always important to these games. Otoboke has some of the coolest you’ll find anywhere. A list of some:

  • Drop more spiked capsules at a time
  • Spiked capsules are made invisible when dropped
  • Spiked capsules exploding after one second rather than two
  • Chain can PUSH spiked capsules around (very evil power-up!)
  • Chain can break blocks, not just your shurikens
  • Speed down
  • Speed up

Etc. Everyone starts with a full screen chain and shurikens which also travel the full length of the screen, not to mention the ability to drop two spiked capsules right off the bat. This makes it a bit more chaotic than Bomberman from the get-go at least. There’s an emphasis on being offensive-minded. You have to watch your back from jump street as everyone starts out pretty strong even in their default state.

COLOSSEUM NUMBER ONE

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Your standard first stage. The snowmen are unbreakable and can be used defensively as shurikens can’t cut through them. The snowmen are pushable and your chain can pull them toward you as well. All but two battle zones have these movable barriers in some shape or form.

COLOSSEUM NUMBER TWO

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Each player has their own island waiting to be invaded. The cool thing here is, unless you use the bridge points, chains cannot stretch across islands, thus eliminating “cheap kills.” This stage effectively forces you to man up, er, woman up. This Colosseum separates the boys from the men. Er, the girls from the women. Ah you know what I mean! The Super Famicom barriers add a nice touch as well.

COLOSSEUM NUMBER THREE

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What would a game of this nature be without a roof / tunnel stage? Can you locate the green player? Not here you can, since she is taking shelter under one of the roof tops. This stage is full of Japanese culture — from the roofing style to the Tanuki statues. I always enjoy these tunnel type levels, where parts of the playing field is obscured by some kind of structure. It lends a fun hide and seek aspect to the game.

COLOSSEUM NUMBER FOUR

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What else could make a game of this nature more complete? Of course, the stage with multiple exit points. The green player enjoys a blend-in advantage (see far right). Hey, sometimes it pays to be controller number four, eh?

COLOSSEUM NUMBER FIVE

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The green bars restrict certain movement. Sorry, not much else to say here. It’s not one of my favorite stages as it’s a bit dull both in concept and in terms of looks. One of the more forgettable battle zones. Not worthless, but not exactly as enticing as some of the others on tap.

COLOSSEUM NUMBER SIX

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This one is unique because all spiked capsules dropped are invisible! Note the return of the Tanuki. The green pool in the middle there is aesthetically pleasing in a mystical, mythical fashion. See, this is what the previous Colosseum lacked. Just the smallest detail or graphical touch can really go a long way! It makes me wonder if the combatants took a sip of the water before the match and thus were granted the super power of having invisible spiked capsules. All thanks to one small graphical detail ^_^

COLOSSEUM NUMBER SEVEN

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It’s the super power war zone. Each player begins with the ability to drop five spiked capsules and there are no obstacles! Only the strongest will survive here.

You can’t fall through those holes by the way. Whew!

COLOSSEUM NUMBER EIGHT

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At a cursory glance you wouldn’t know the gimmick here. However, play for a bit and arrows are soon revealed. Determines where shurikens travel? Nope. The arrows directs where your CHAIN can go. A nice variation on top of a nice variation. The Super Famicom barriers make a return because they’re awesome.

TAKE A SPIKE, PAL

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When the clock runs down to 30 seconds, spikes crop up. If you come into contact with the spikes then you’re stunned a la the shurikens. Also, you lose if you fall through the holes. An interesting variation on Bomberman‘s falling blocks.

THE TIMES… THEY’RE A’CHAINING…

Check out some of the cool things you can do with that ole chain ball:

The S-chain
The S-chain
The rectangle chain
The rectangle chain
The Mario Kart race track chain
The Mario Kart race track chain :)

WITH FRIENDS LIKE THIS, WHO NEEDS ENEMIES?

Nothing’s quite as sweet as lurking in the shadows waiting for others to do the dirty work. As soon as you find a stunned opponent, send the chain ball twisting and curving some twenty feet away — it makes for great enemies and Ooooh-I’ll-get-you-next-round!” battles.

The feeling of surviving by the skin of your teeth as the chain comes your way JUST as you recover from your slumber is equally a great high, and on the flip side, morally deflating.

NEGATIVES

Otoboke lacks the finishing touches and isn’t nearly as customizable as the Bomberman games. There’s no option for CPU AI — the default AI is laughably horrible. There’s no tag team option. Thankfully the rest is status quo: pick between 2-4 players (from a character choice of four females), 1-5 wins and any one of the eight Colosseums.

Graphically, it’s a bit weaker than the SNES Bomberman games (which were no visual tour-de-forces themselves). The music can get annoying at times. Control is a bit “stickier” than the Bomberman games.

What I mean by that is you can’t readjust your position when “waiting.” You know how you drop a bomb in Bomberman, go hide in a safe corner and can face north, south, west or east to ready yourself for your next movement? In Otoboke if you go in facing east, you can’t turn west without moving out of your safe position. Maybe hard to understand in text, but you’ll see what I mean if you play it. This forces you to have greater wherewithal to compensate for a flaw that shouldn’t be there in the first place. It’s not a deal breaker in my opinion, but diehard Bomberman fans will take notice of this change and be quickly forced to adjust their playing style.

CLOSING THOUGHTS

Best Bomberman clone on SNES
Best Bomberman clone on SNES

Despite the flaws listed above, I love Otoboke Ninja Colosseum. It plays enough like Bomberman to provide you with that sense of comforting familiarity, yet it throws some curveballs at you to keep you on your toes and makes this a game worth playing rather than that lingering thought creeping into your head: “I would much rather play Bomberman.” Otoboke does just enough to separate itself from Bomberman that it makes owning both games more than worth it. One of the better Super Famicom imports and one of the best four player games on the SNES, Otoboke Ninja Colosseum is a quirky little gem.

Natsume Championship Wrestling (SNES)

Pub and Dev: Natsume | June 1994 | 16 MEGS

My brother Kevin and I were huge wrestling fans growing up. I remember in the early ’90s when Virgil, a WWF superstar, visited my local mall. I wanted to ask him, “Is wrestling real?” I was seven or eight. But when I got up to him and saw how big he was, I timidly handed him my Virgil trading card and said not a single word. I was in sheer awe. The question I had rehearsed in my head all week long and on the car ride over, it flew straight out the window the second I caught sight of those gigantic biceps.

Virgil signed my card, and he didn't charge me $50!
Still got my signed Virgil card to this very day ^_^

In the summer of ’94, my brother saw an ad for Natsume Championship Wrestling in EGM. The ad, much like the cover, was one of the cheesiest, most laughable ads I ever saw. Two wrestlers that hardly resembles any of the actual NCW combatants are seen sparring. The text read NATSUME CHAMPIONSHIP WRESTLING IS DEFINITELY THE MOST INCREDIBLY EXCITING GAME EVER DEVELOPED. IT WILL BLOW YOU AWAY!!

What an ad, huh?
What an ad, huh?

Well hot damn. Say no more. I’m sold. Ah, the innocence of youth. In addition, it had a ton of engrish. And just what in the BLUE HELL is a “Jumping Kneepat” … “Shoulder Through” … “Kitchen Sink” … EH? O_o

My brother then uttered the words I’d heard a hundred times before…

“Steve, go rent it this weekend.”

I wanted Double Dragon V but couldn't betray my bro
I wanted Double Dragon V but couldn’t betray my bro

And so, it was that Friday night that my dad and I were off to the rental shops. No store had NCW except Ultimate Video — the new gigantic mom ‘n pop that opened circa spring of ’94. I remember seeing Double Dragon V and wanting to rent that instead. But I had a direct objective to see through. My dad checked the game out and we stopped by Burger King to grab dinner on the way home. Hey, isn’t it kind of funny how our brains remember the most random little details? Man, I remember it as if it only happened yesterday…

I opted to stay in the car. Ultimate Video did a rarity in those days… they included the game’s manual. Sitting there in the faint orange glow of the street lamp, I studied the extensive manual. To this day it’s a vivid memory that’s stuck with me all these years later.

Read this outside a Burger King summer of '94, heh
Read this outside a Burger King summer of ’94, heh

I remember being impressed by the large move set. Most wrestling games of that era simply didn’t have very many moves. Here you had different moves for the SAME button! All you had to do was hit left, right, up or down to do a different maneuver. Maybe the ad wasn’t lying. Maybe this was indeed the most incredibly exciting game ever developed. But then I spotted some funny errors in the manual. What the hell is a slipper hold? And why is Conan 6’9″ when he’s 6’0″? The game received extremely limited exposure in magazines. I was beginning to think I should have gone with Double Dragon V [Yeah like that one turned out so hot -Ed.]

Long story short(er), we ended up loving this game. It’s a shame that NCW has never really been in the spotlight like it deserves. So without further ado, let’s see why this game is the most incredibly exciting game ever developed. Or at least, why it’s a damn fine wrestling title, anyhow.

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What is Technostasy? Why is there no space in between since and 1987? What an odd bunch! [You’re one to talk -Ed.]

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There are five modes in all. If you play against the computer you can choose from easy, medium or hard. With friends, it’s possible to have 12 players via the Round Robin Tag Match, though obviously not simultaneously. Don’t start on hard if you’re new and wish to keep your teeth intact. The system is based on timing, not rapid button mashing (thank goodness) but for newbies it’ll take a while to get the timing down pat.

FEEL THE POWER!

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The energy bar system is one of the best I’ve ever seen. Like Vampire Savior (but much earlier, mind), when you take damage it’s possible to recuperate health. However, the more damage you take, the slower the healing. There are six bars. Blue, green, yellow, red, dark red and black. I found it innovative as hell back in ’94.

It’s bloody ace. Other wrestling games of that era had one energy bar, with no healing potential. Think of all those WWF games, Saturday Night Slam Masters and so forth. You’ll never look at an energy bar in a wrestling game quite the same again after playing NCW.

In tag matches this feature especially shines. Tag out with your health on dark red, two minutes later tag back in and you’ll find your health in the green. Therefore, tag team strategy in this game more closely mimics the real thing than other wrestling games of that era.

And nothing satisfies more than beating someone up SO bad that his health recovers at a snail-like pace! That’s when you know you’ve truly given someone a legit beat down.

THE WRESTLERS

There are 12 in all, with three different body shapes: big, medium and small. Let’s meet these barbaric savages now shall we?

asteroidASTEROID

6’4″
269 pounds

My favorite. According to the manual he has won many championships and bloody hell, he does one mean face slam!

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Do this close to the ropes
WHIPLASH CITY!
WHIPLASH CITY!

 

conan-ncwCONAN

6’0″
259 pounds

One of only two medium body types, Conan does one hell of a moonsault! Maybe it’s the name, maybe it’s the unique look, but I always thought Conan was one cool ass dude.

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Beautiful moonsault. No one does it better. Because nobody else can even do a moonsault! Always been a fan of Conan because of this very fact.

viperVIPER

6’1″
248 pounds

Fast as lightning, with some of the game’s coolest moves, thanks to the fact that they belong only to him. I liked his unique blue tights with the fangs, and his blue hair was quite a riot back in ’94. Viper was my brother’s second favorite wrestler in this game

Wicked spinning heel kick!
Wicked spinning heel kick!

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Viper delivers one hell of a flying elbow drop. Somewhere the Macho Man Randy Savage is looking down with a grin on his kisser. “OOOH YEAH!”

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Small in stature perhaps, but don’t underestimate the little guy’s strength. He pulls off a mean powerslam. The snap is so smooth and crisp on that sucker.

phantomPHANTOM

6’0″
258 pounds

Palette swap? Shh, Natsume knows no such thing. Phantom has that devious look down to a science, but unfortunately lacks cool moves. As such, my brother and I hardly ever picked him as our choice wrestler. He was fun as hell to beat up, though!

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Nice cross chop to the throat though. Ooof!

spikencwSPIKE

6’4″
279 pounds

Spike is the tallest bloke in NCW at shockingly just 6’4″ — it would have been cool to see a 7 footer in this game. Spike sports one hell of a tan. Hmm, he reminds me of Jake “The Snake” Roberts. My brother and I used to hype up Spike as one tough customer because he reminded us so much of Jake Roberts, who was one certified badass.

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Spike even finishes off his opponents with a DDT, much like Jake himself. However, Spike adds a little twist — it’s a jumping DDT. Ouch.

jkrazeJ. KRAZE

6’3″
277 pounds

He sure could use Spike’s tan, eh? A former mental patient, he’s earned his name for good reason! My brother and I used to love beating up J. Kraze. We got a kick out of his “crazy” backstory and the fact that his last name is “Kraze.” Oh Natsume, you bastards you.

Look at all that cray cray
All that cray cray…

I mean, just look at that kisser! He’s a psychopath! Nothing beats beating up crazy folk…

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Clothesline from hell! The victim will receive a NASTY whiplash if near the ropes.

bigapeBIG APE

6’2″
322 pounds

Big Ape is the heaviest competitor but I was always disappointed at his lack of height. I wish they made him a towering 6 foot 10 or even 7 foot tall. A King Kong Bundy clone, Big Ape knows how to throw his weight around!

Wrong side of town, Phantom...
Wrong side of town, Phantom…

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It’s like using Bowser or Donkey Kong Jr. in Super Mario Kart. You don’t want to be bumping (no pun intended) into this guy!

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Avalanche Slam wipes out the competition. Love this finishing move. I always thought it was super cool and often wondered why no wrestlers in real life use this move. It’s like a running powerslam without the running, but the way Big Ape spikes them, with all of his 322 pounds crashing on them, is devastating.

hsnakeH. SNAKE

5’9″
245 pounds

No knee pads? Is he mad, or just plain dumb? I hate this guy. I always take great pleasure in beating him up. He looks like the kind of guy you just want to pummel! My brother and I never used H. Snake. He was kind of a lame design to be honest! And his moves weren’t very interesting.

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Clothesline him against the ropes. Then smack ‘im in the face, bouncing him off the ropes, before he can counter.

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Cap off the combo by evading the punch and nailing a sick standing dropkick.

fangzFANGZ

6’1″
262 pounds

Fangz may be the dullest of them all. Basically a swap of Asteroid but hardly any fun to play as. He doesn’t even have the cool tights of Viper or H. Snake. He’s just there and very forgettable.

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Delivers one decent power bomb, though.

pythonncwPYTHON

6’2″
302 pounds

Hmmm, Viper, Fangz, H. Snake, now Python?! Snake fetish, much? This fool is mad strong! Arguably has the best looking move in the game too. His throwing power bomb is a sight to behold.

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Decapitation city — what a brutal looking clothesline!

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Python’s throwing power bomb is a beautiful sight. You can even throw them out of the ring with this move!

mroachM. ROACH

5’9″
229 pounds

Roach was my bro’s favorite. Easy to see why. Not only is he great fun to play as, but those are some killer trunks! Plus that name is a hoot. M. Roach. Weird enough that it sticks with you.

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His running hip toss is smooth AF!

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He’s got a pretty sweet legdrop too. He gets great height on it.

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Exclusive to Roach is this super excellent looking neckbreaker! Great animation. Like everything he does, it’s smooth as butter. Love the crash of the mat as Roach drives his opponent into the canvas.

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Phantom is dazed as Roach goes for the kill.

Killer missile dropkick!
Killer missile dropkick!

kbrutoK. BRUTO

6’2″
312 pounds

A 3-time champion, Bruto lives up to his moniker. He’s got some of the game’s most brutal moves. Check out his finishing move below. It never fails to make me wince a bit on the inside whenever I see it.

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His high angled power bomb will compress your spinal cord and crack your skull. I like how K. Bruto and Python have different power bombs. Poor Fangz though just has a regular power bomb as his finishing move. Like I said, Fangz is forgettable.

THE GAME

Tries to cop Street Fighter II a bit with this
Tries to cop Street Fighter II a bit with this

Post match quotes even rear their ugly head in NCW. I guess no brawler of any sort was safe in those days, no? By the way, some of the comments are hilarious I recall. “Wow, he’s heavy” just feels so random. And the excuse of twisting your ankle during the match? It’s got a funky little sense of humor.

Take the fight outside for more destruction
Take the fight outside for more destruction
Reach out and touch somebody [Har har -Ed.]
Reach out and touch somebody [Har har -Ed.]
Go to sleep, GO TO SLEEP...
Go to sleep, go to sleeeep

When you pick up an opponent, he sits up half way. From here you can pick him up again so that he stands, or leave him sitting, whereby you can kick the back of his skull or wrench his neck in a sleeper hold! I always liked this versatility.

Blood? Only for Roach, oddly
Blood? Just a smidgen

Although no weapons like chairs and broken beer bottles are available, the steel barricades make for a great ally. Try and time it so you can follow up with a killer clothesline combination, right as this animation expires. Simple but highly effective stuff!

QUIRKY BLACK HUMOR TRICKS

This is a neat little "trick"
This is a neat little “trick”

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My brother and I nearly fell out of our chairs when we first saw this back in the summer of ’94. We were just messing around as usual, wondering if we could knock the other guy off the apron. We figured we couldn’t, but we had to try anyway. Imagine our shock when we saw that it worked. Nothing beats knocking him off right as the computer tries to go for the tag ;)

You’ve seen how the ropes can come into play (i.e. face slam, clothesline) for a nice added whiplash effect. You’ve seen the dirty tag team tactic. There are some others but I have to show this one…

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You’ll need to use a faster wrestler (i.e. Viper) and it only works against a bigger, slower guy (i.e. Big Ape). On the outside, fling them toward the far left of the screen. As soon as you do, RUN. By the time they get to the other side of the ring if you time it right you can actually knock them down! It’s completely satisfying and a bit demoralizing for them. My brother and I played NCW to death back in the day so we knew all the “tricks” of the trade. The game was amazingly deep for its time, especially for the US market. There was no other wrestling game like this.

Ah, the "monkey" commentators. Good times
Ah, the “monkey” commentators. Good times

My mom never cared for gaming. She never bothered to stop and watch me play. However, there was something about Natsume Championship Wrestling that caught her eye. Maybe it was all the devious whiplash tricks, or the catch-you-from-behind spot, but my mom used to stop and watch my brother I play NCW. She would be doing her chores, then she’d hear laughter roaring from the game room. She’d poke her head in and actually watch us play for a bit. She never did that with any other game. One day she made the comment “Are those guys monkeys?” My brother and I never noticed it prior, but they did look a bit like monkeys, so my bro and I started calling them the “monkey commentators.” It’s just one of those funky memories that has stuck.

MORE NCW MEMORIES… AND THE DAY IT DIED

After my brother and I enjoyed the heck out of Natsume Championship Wrestling, we decided it was a game we were going to buy, once it went on budget. Sure enough, one year later we were browsing the SNES game aisle at Toys R Us in good ol’ 1995.

And there it was, like a beacon of light.

NCW on clearance for $19.99.

I grabbed that classic Toys R Us game slip — it turned out to be the last one!

We played NCW for a good long time. My mom would casually walk by and actually stand there to watch for a minute or two. She couldn’t care less for video games, but something about the barbaric game tactics (rope whiplash trick, catch-you-from-behind, etc.) appealed to her, and of course, the outlandish chimp commentators. Looking back, those were truly the good old days…

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We played together mostly, but when against, I usually got the better of him.

We played NCW well into 1997. It was loads of fun, but one day, my brother finally “laid the game to rest” — as they might say.

“Hey, let’s play NCW,” I said.

“Naw, I had enough of it.”

“What? One more time… c’mon.”

“We’ve played it to death…”

And he was right. We had slammed J. Kraze’s crazy ass probably a zillion times, crushed Snake’s wind pipe five hundred thousand times and sent Spike to the hospital more times than I could count. We truly exhausted the game for all it was worth. With my brother retiring from NCW, so too did I. It was a sad day, but inevitable. Such is the life of video games…

WHERE HAVE I SEEN YOU BEFORE?

Notice the name there? JULIE...
Notice the name in the bottom right corner?? JULIE…

The person who did the artwork for NCW, Julie Bell, also did several other gaming covers. I thought the work looked familiar. I did some research and I found out Julie Bell also worked on these games. After you see the artwork you can kind of see her style. For years I noticed a “Julie” on some of my SNES games but never bothered to look it up. It’s nice to solve this little mystery. You already saw Double Dragon V earlier in this review. That was a Julie piece of work. Here are some others…

juliencw
Splatterhouse 3 (March 1993)
Run Saber (June 1993)
Run Saber (June 1993)
Eternal Champions (December 1993)
Eternal Champions (December 1993)
King of Dragons (April 1994)
King of Dragons (April 1994)
Demon's Crest (October 1994)
Demon’s Crest (October 1994)

Good stuff there, Julie! I always liked these covers. Well, aside from the NCW one. Sorry but that one is a bit hideous based on the fact that the drawn wrestlers don’t match the actual in-game wrestlers! But other than that, nice work Julie!

ZEN NIPPON PRO WRESTLING TRILOGY

NCW was based off the Zen Nippon games
NCW was based off the Zen Nippon games

If you enjoy NCW then I highly recommend Zen Nippon Pro Wrestling Budokan. It’s the third and final game in the trilogy, and features more wrestlers, more moves and a sweet Fatal Four Way match. To be honest it pretty much renders NCW a bit obsolete as it’s everything NCW is and more. Still, I appreciate the generic localization of NCW’s wrestlers and they have a bit of personality to them that makes it worth revisiting once in a blue moon for that odd nostalgic rush. Plus, it never hurts to beat up J. Kraze one last time.

There's a devious aspect to the Fatal Four Way
Zen Nippon Pro Wrestling Budokan is awesome!

CLOSING THOUGHTS

Thanks for the memories, NCW

February 20, 2006.

A little over a month into my SNES resurrection, I re-bought NCW to relive not only the memories, but just to play again a very good wrestling game.

And sometimes good memories obscure a game’s flaws… well, not the case here! NCW still holds up well but of course Zen Nippon Pro Wrestling Budokan is essentially an upgraded model. Still, when viewed on its own, NCW certainly holds it own.

Unlike other wrestling games from that time period, the move set was extensive, the grapple system relied on timing (much like the awesome Fire Pro series) and there were so many nice touches. Got your opponent on the ground? Stomp his face or his knees. Do an elbowdrop. A kneedrop. Fling them into the ropes? Backdrop. Clothesline. Running hiptoss. The list goes on and on. Y is for weak moves, B for medium and A for power. If you attempt too strong a move on a fresh opponent they will counter! They must be sufficiently weakened before you can slap your finisher on them.

The first time you witness a running clothesline followed by your opponent ducking seamlessly into a back suplex you will go, “OH NO! But damn if that wasn’t sick.”

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While the graphics don’t match that of a Saturday Night Slam Masters, its gameplay is simply unrivaled. There is no comparison between NCW and any other American SNES wrestling game. NCW also has nice sound and music too. Actually, quite catchy indeed.

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Here’s another cool twist — instead of 2 going to 3 — there’s 2.5 and 2.9 first. If you kick out during these close counts, the fans can be heard stomping in unison from the rafters!

The wealth of moves and how extremely playable it is makes ita shame this game went under the radar as much as it did. There was ZERO coverage in GameFan and EGM only had a one page preview in their May ’94 issue. Neither publication reviewed the game. It also came out the same time as arcade champion Saturday Night Slam Masters. Tough way to break in, eh?

What a shame. It deserved so much better.

What is the best American SNES wrestling game?

Without hesitation I’d say it’s

ncwlogo

It’s not the most incredibly exciting game ever developed. BUT… it is pretty damn good.

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

Overall: 8.5

Double Silver Award
Double Silver Award

 

 

 

There's my guy! Rock on, Asteroid. Rock on
There’s my guy! Rock on, Asteroid. Rock on

 

 

Zen Nippon Pro Wrestling Trilogy (SFC)

Natsume launches their underrated wrestling series
Zen Nippon Pro Wrestling (7.16.93)

With the popularity of Human’s Fire Pro Wrestling series in the early-mid ’90s, Natsume counteracted with their (underrated) Zen Nippon Pro Wrestling trilogy. They even Americanized a version of this, calling it Natsume Championship Wrestling, which came out on the Super Nintendo market in June 1994. I have fond memories of NCW, so it was a great deal of fun to play the original Japanese version.

Growing up in the late ’80s a kid only needed two things really: Nintendo and Hulk Hogan. I still remember how my uncle would watch Saturday Night’s Main Event with me and my brother. As well as that time he took us to the mall to get an autograph from visiting WWF superstar Virgil. It was a great time.

Virgil signed my card, and he didn't charge me $50!
Still got my signed Virgil card to this day! ^_^

ZEN NIPPON PRO WRESTLING is an excellent wrestling game featuring solid graphics, good sound and terrific gameplay. The grapple system relies on timing rather than speed. You have weak, medium and power attacks during grapple. The energy bar is perhaps my favorite thing about these games. The “whiplash rope” trick is pretty damn cool too… more on this later on.

EGM introduced me to this series when they ran a cool little preview back in 1994.

NCW was based off the Zen Nippon games
NCW was based off the Zen Nippon games

Your energy bar starts out BLUE.

The bar decreases as damage is taken, revealing these colors in sequence:

GREEN
YELLOW
RED
DARK RED
BLACK

Like Capcom’s Vampire Savior, health can be recuperated. For example, you recover health when you’re on the apron resting during a tag match. When you eat a move, like a power bomb or dropkick, you lose the proper amount of health but your energy will recover at a decent pace. However, the more damage you sustain, the slower your energy will recuperate. Brilliant.

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Japanese wrestling legend Giant BABA is no match for the younger and quicker Patriot. I dig the simple, colorful visuals. That health bar system was innovative for its time!

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There was a subtle sense of black humor, too. You can knock the opposition silly right before they can make the tag. Or even knock out their partner off the apron right as they’re going for the hot tag!

As good of a first entry as this was, the follow-up made some vast improvements.

Zen Nippon Pro Wrestling Dash: Sekai Saikyou Tag
Zen Nippon Pro Wrestling Dash: Sekai Saikyou Tag (12.28.93)

ZEN NIPPON PRO WRESTLING DASH was released only five months after the first one. It’s more of an upgrade than a sequel. Like the original, 16 wrestlers are available. So what’s new? Besides minor roster changes, the focus is now on tag team play, though the first game had tag team modes as well. The difference here? Tag team moves.

That'll rearrange his furniture
That’ll rearrange his furniture
C.O.D. = Concussion On Delivery
C.O.D. = Concussion On Delivery

OK, I know what you’re thinking

“Tag team combo moves. BIG DEAL!”

That’s why, to save Dash from being simply a hack cash-in, they included…

THE FATAL FOUR WAY BOUT!
THE FATAL FOUR WAY BOUT!

This mode is a wild free-for-all providing great multiplayer action. There are no energy bars cluttering the screen. The only way to win is via pin fall or submission. Over-the-top-rope doesn’t matter here — hell, you can take the battle outside if you wish.

Just don't get counted out
Just don’t get counted out

The mat on the outside even has a different (more brutal sounding) sound effect as compared to the ring mat. Great attention to detail and made slamming fools on the outside all the more satisfying.

The third and final game of the trilogy, however, is by far the best of the bunch.

Zen Nippon Pro Wrestling 2:3-4 Budokan (April 7, 1995)
Zen Nippon Pro Wrestling 2:3-4 Budokan (4.7.95)

Zen Nippon Pro Wrestling 2:3-4 Budokan (yes, I know it’s an incredibly weird and awkward title) is my favorite SNES wrestling game. I even prefer it over Super Fire Pro Wrestling X Premium, which I just reviewed earlier today. While I don’t think it’s technically better than Premium, I do find it to be slightly more fun. There’s a difference between what one considers to be their favorite versus what one considers to be the best. Let’s see what makes this final game in the Zen Nippon trilogy so good.

A CLASSIC FORMULA

Based on skill, not speed
Based on skill, not speed

Similar to the Fire Pro games, Natsume chose wisely when they decided to make the Zen Nippon games based on timing rather than button mashing. When two wrestlers go to lock up, the first to press an attack button right as the two combatants touch hands will win that grapple. However, if you use a medium or power based attack early on, it may be countered as the opposition might still be too strong. Therefore, you must weaken them bit by bit until you can pull out the heavy hitters (power bombs, pile drivers and so forth). It made for progressive matches that flowed nicely, like real life wrestling matches on TV. You don’t see wrestlers hitting their big power moves right after the opening bell (well at least you don’t in most cases). It’s a classic formula that works and has stood the test of time.

PICK FROM 19 WRESTLING SUPERSTARS

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They’re all actual real wrestlers that competed in Japan back in the ’80s or ’90s. My favorite is this guy…

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zennipbudo4Asteroid was my favorite wrestler from Natsume Championship Wrestling which was a 1994 Super Nintendo release based off Zen Nippon Pro Wrestling. Man, did my brother and I have some good times with NCW. From buying the last copy at Toys R Us in ’95 for its clearance price of $19.99 to all the late evenings we spent glued to the TV screen waging war in tag team battle. Even my mom, who never cared for video games, would occasionally stop whatever chore she was doing to glance at the game. My bro and I played NCW to death for a good number of years until we finally laid it to rest in 1997 when one day my bro simply refused to play it. It was a sad day, but such is the life of video games, I suppose. Thanks for all the good times and fond memories, NCW! You and all your cheesy charm will never be forgotten.

WHY BUDOKAN IS THE BEST IN THE TRILOGY

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Poor Doug Furnas probably lost a tooth there
Poor Doug Furnas probably lost a tooth there

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Like I said, more moves than ever before
Like I said, more moves than ever before
[OK, please do not use the word KINKY ever again -Ed.]
[OK, please do not use the word KINKY ever again -Ed.]
Not really THAT big a deal, but cool stuff nonetheless
Not really that big a deal, but cool stuff nonetheless

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Press ‘A’ to hold. If you catch your opponent, you can hit Y for a weak move, B for a medium move, A for a power move or X to sling them into the ropes. It allows you to skip the grappling process but be warned, your opponent can still counter if they’re too strong.

The new entrances are very cool, as well, with their own theme
New entrances with personal theme music? Sick
It's like one of those lavish GODZILLA VS. titles
It’s like one of those lavish GODZILLA VS. titles

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Just like in the previous games, the 2.5 and 2.9 dramatic counts return. These close counts result in the audience stomping in unison causing the screen to shake. Adds nicely to the drama and intensity of a match.

SICK MOVES

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Countering creates a dramatic ebb and flow
Countering creates a dramatic ebb and flow

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No blood, but Budokan is satisfyingly BRUTAL
No blood, but Budokan is satisfyingly BRUTAL

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OUCH, nothing says pain like taking a missile dropkick straight to the mush!

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Akira’s face slam is devastating enough on its own. But when combined with the top cable rope? It’s downright dirty.

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Jackhammer?! Close enough. In real life Akira used this move which he called Chichubu Cement. Odd name, sick looking move. The crash of the mat sounds extra loud on this move in particular, and never fails to make me wince a little on the inside.

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Chichubu Cement against the ropes! Now that definitely makes me wince.

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Undertaker would be proud. Love those flashing cameras. Totally captures the spirit of pro wrestling in the mid ’90s!

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Akira also delivers one mean power bomb. But wait, there’s a twist here…

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There are actually two versions of it! To execute Akira’s power bomb, press A to catch them in a hold first. Then press up or down + A. Tap A once for a regular release power bomb. But tap A multiple times and Akira will turn it into a pinning power bomb! The first time I discovered this by pure accident of button mashing for the hell of it, I almost fell out of my chair. It’s such a deep game, only second to Super Fire Pro Wrestling X Premium.

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Akira just heaves them like they were yesterday’s garbage. I love the ability to do moves from behind — the previous two games didn’t allow this.

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Samoan drop and a beauty! Budokan added in quite a few new moves the previous two games didn’t have.

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Beautiful frog splash — Eddie Guerrero would be proud.

WHAT IS THE ACTUAL BUDOKAN MODE?

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First, check out the cool entrances. Most wrestlers wear some sort of special t-shirt or robe that they only wear during their ring entrances. Good stuff. Baba is PIMPING!

Better fill those seats or else... YOU'RE FIRED
Better fill those seats or else… YOU’RE FIRED

Budokan is a unique mode where you book the wrestling matches. The arena starts out looking rather sorry and sparse, but depending on the quality of your booked matches, more fans fill in as the evening progresses. It’s a cool little niche mode but it’s not my favorite.

Don't hit start, hit option first
Don’t hit start, hit option first

This is a bit tricky. If you hit start you’ll begin the tournament which is meh. But if you press start on OPTION you actually open up the game’s various modes. Kind of weird, huh?

I may be a bit overly enthusiastic here...
I may be a bit overly enthusiastic here…
I love beating up on the masked wrestlers...
I love beating up on the masked wrestlers…
Fire Pro ain't got nothing on this!
Fire Pro ain’t got nothing on this

The Fatal Four Way leads to some good old fashion arcade-esque fun and chaos. Bum rushing folks from behind is oddly one of the greatest pleasures in multi-player history. There’s just something about attacking your friends from behind that will cause you to grin like a Cheshire cat. Trust me when I say… it’s priceless.

OK maybe this takes the cake
OK maybe this takes the cake

Like in Natsume Championship Wrestling, the ropes can be your friend if used wisely. You can actually ram them into the ropes, bouncing them off! This makes a neat sound effect as you watch in pure joy at the clever brutality and sheer violence of it all. It’s viciously, deviously violent.

It's why I prefer it slightly over Fire Pro
It’s why I prefer it slightly over Fire Pro
There's a devious aspect to the Fatal Four Way
There’s a devious aspect to the Fatal Four Way

Part of the fun is waiting in the wings, then rush attacking the opponent in the middle of his wrestling move. Here we see a well-timed dropkick in the middle of a suplex. All three bodies crash loudly to the mat, but of course only you get up immediately. The others? Licking their sore wounds on the canvas! Sweet.

That's what I call a hit and run
That’s what I call a hit and run

Indeed, taking out two wrestlers at the same time, particularly nailing one in front and the other from behind, is too damn fun. You can imagine the chaos and temporary allegiances this may create when playing against friends.

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If anyone is foolish enough to taunt during a Fatal Four Way match, it’s your civic and rightful duty to remind them why doing so is not a good idea. Hey, someone’s gotta do the dirty work… don’t mind if I do! ;)

LEGENDARY BATTLES

My longest match ever, this was simply epic
My longest match ever, this was simply epic

On average, my Fatal Four Way matches roughly go anywhere from about eight to 12 minutes. The real fun lies in trying to see how long you can prolong the torture of the three other wrestlers. You can break up pin falls by pressing ‘B’ to stomp, but it doesn’t always work, oddly enough. My longest time was 24 minutes and 38 seconds. However, on my last play-through, it went a record long 51 minutes and 28 seconds! After Patriot and Eagle were eliminated, this damn fool refused to lose. He kicked out at 2.5 and 2.9 at least 30 times. He was a man possessed. I hit him with about 15 missile dropkicks yet, like Freddy or Jason, dude kept coming back for more. I never saw anything like it before. After a back breaking power bomb, he finally submitted to my foul desires. It’s just fun to see how long you can keep a match going with all three guys, then two, then finally one. It’s like some sick game within a game type thing. I know, I’m weird. But damn if this isn’t fun.

Gotta watch that ref's count, though
Gotta watch that ref’s count, though

Whenever the fight spills outside the ring, there’s a decent chance one of the computer wrestlers will be counted out. They stay out there no matter what until the count of six. Also, when they’ve been beaten to a pulp, the first submission animation leads to a submission victory. It’s trickier than you think to keep all three computer opponents alive, and it’s fun to see how long you can take them to the limit. Zen Nippon Pro Wrestling Budokan is largely a dream come true for this ol’ wrestling fan. I see something new almost every time I play it. The other night Patriot and Eagle actually did a tag team move in the Fatal Four Way match to take out Kobashi. It was a suplex-top rope splash combination. That same match I discovered that Akira Taue can counter a rope reversal by hitting UP + Y or B, which produces a DDT! Speaking of Akira, I was pleasantly surprised when I found out he had two different power bombs (based on whether you press A once or tap it a few times). The depth of this wrestling game is second only to Super Fire Pro Wrestling X Premium.

CLOSING THOUGHTS

"COMING DOWN TO THE RING, WEIGHING IN AT..."
“COMING DOWN TO THE RING, WEIGHING IN AT…”

Budokan took everything that worked in the first two games and cranked it up even further. Budokan offers more wrestlers, more moves, a superb Fatal Four Way match, better gameplay, better graphics and so on. This is one of those games I can pop in after a long day, play for even just 10 minutes and be satisfied with each and every time. It’s just a bloody brilliant fun time — especially for wrestling fanatics like myself.

The game's bread and butter
The game’s bread and butter

Zen Nippon Pro Wrestling Budokan is my favorite wrestling game on the SNES. If only the game featured WCW and WWF guys, it would be flawless. Imagine using guys like Sting, Undertaker, Bret Hart, Hulk Hogan, Macho Man Randy Savage and Shawn Michaels with this graphic style and gameplay system. Alas, we get 19 All Japan Pro Wrestling stars. They’re not bad but I don’t connect with them as I do with the more well known American wrestlers of mid ’90s fame. But I digress. Combining the arcade-like fun and chaos of Saturday Night Slam Masters with Fire Pro’s purity, Budokan is a gem that deserves more props. Bravo, Natsume!

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Gotta love those lovely entrances, complete with the wrestler’s theme music!

Super Fire Pro Wrestling X Premium (SFC)

Arguably the greatest 16-bit wrestling game ever

Fire Pro Wrestling. It’s a cult classic franchise that has picked up steam over the years. Even back in the day of the late ’90s, when the internet was still relatively new, I remember hearing the rumblings online of Fire Pro. People were talking about Super Fire Pro Wrestling X Premium for the Super Famicom and Fire Pro S: Six Man Scramble for the Sega Saturn. My brother bought Fire Pro G on the Sony PlayStation and we played it to death. A little later on I bought Six Man Scramble.

Here comes the calvary
Here comes the calvary
It's an all out WAR!
It’s an all out WAR!
Somewhere Samurai Shodown is smiling
Somewhere Samurai Shodown is smiling
Tag team moves up the wazoo
Tag team moves up the wazoo

Fire Pro games are well known for being very realistic and in-depth. There were several entries on the Super Famicom but the last one, Super Fire Pro Wrestling X Premium, was the best of the 16-bit lot. Four could wrestle at once, and there was an extensive create a wrestler mode where you could create and save up to 80 wrestlers. It blew away any other “CAW” at that time (1996). It was revolutionary in many ways. The grappling is based on a timing and strength system. No button mashing here! I never was a huge fan of wrestling games where you had to mash away in order to win a grapple. Here you win based on timing, which is far more enjoyable. There are weak, medium and strong buttons. If you start out a match trying to use medium or strong moves, your opponent will counter because they’re still too fresh. No energy bars are shown — you’ll just instinctively know how strong or weak someone is.

REVOLUTIONARY FOR ITS TIME

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There are a crap load of wrestlers to choose from. It spans many different federations and even include a few familiar American faces, like Hawk here of Road Warriors/Legion of Doom fame (R.I.P.)

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SUPLEX CITY! Somewhere Brock Lesnar is pacing as Paul Heyman preps his vocal cords. “LADIES AND GENTLEMEN, MY NAME IS PAUL HEYMAN…”

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There are several modes to select from. The game is mostly in Japanese but of course there is a fan English translation floating out there. I always switch the ref to this old guy here — he counts the slowest of all the refs and so the matches are extended a little bit beyond the norm.

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HULK HOGAN and UNDERTAKER?! Yup, they’re available from the start.

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Tonight’s main event is a FATAL FOUR WAY featuring the Undertaker, Hulk Hogan, Hayabusa and ECW’s homicidal, suicidal, genocidal death-defying maniac, SABU! It’s gonna be a barnburner, folks! That shot of all four men knocked out on the mat is a sign of the chaos and sheer insanity to come…

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Hulkster does his classic pose. Sabu then points to the sky to honor his uncle, The Sheik. Just like their real life counterparts back in their hey day. Great attention to detail! Coming from HUMAN and Fire Pro you wouldn’t expect anything less.

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Tonight’s main event will continue until there is one man (or dead man) left standing. Every man for himself, elimination style. Let’s check out the action!

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Undertaker delivers a high impact side suplex while Hogan tries to shut up the marks with a well executed Boston Crab.

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Hogan with the Big Leg Drop of Doom! Hayabusa tried to intercept it but his timing was a bit off there. In reality we all know nothing stops Hulkamania.

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Hayabusa shows off his strength by slamming the dead man, followed by a nice senton flip. Meanwhile, the Hulkster delivers a sweet vertical suplex to the mad man, Sabu.

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“STUNNER! STUNNER!! STUNNER!!!” -Jim Ross, probably

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Taker with his patented beautiful running flying clothesline. Meanwhile, Hulk hits Sabu with a nasty pinning power bomb.

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Hayabusa shows off his classic 450 Splash.

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German suplex well executed. That’s gonna leave a mark.

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Nobody ever said Sabu was smart now. He lives up to the “suicidal” part of his nickname, for sure. Meanwhile, notice that gorgeous DDT on the Hulkster there. Hayabusa spiked him good! Somewhere Jake “The Snake” Roberts is grinning.

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FLYING SPINNING CARTWHEEL KICK AND A BEAUTY! Taker displays his power with a standing delayed vertical suplex. The mat crashes with the bodies of these fierce, insane gladiators.

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Break up pin falls if you wish to have all the glory for yourself.

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Hayabusa and Sabu form a temporary alliance to take down the Immortal One, but the Undertaker has other plans.

The X sign! He's injured!
The infamous X — he’s injured!

So much for that alliance, eh? Sabu turns on the masked warrior right after and gets him to submit. Not only that but judging by the referee’s X signal, that means we have a legitimate injury… after all, referees show the X sign in real life for real injuries. They’ve never used it as part of a storyline…

Or maybe they did (WrestleMania 22)
Or maybe they have… see WrestleMania 22 and Ric Flair. WOO!

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Speaking of the legendary Nature Boy, Ric Flair, look at Hogan taking a page out of Flair’s playbook!

Ric, it worked once in 63 years!
Ric, it worked like once in 49 bloody years!

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Choke Slam and a beauty! That HAS to be it!

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WHAT THE FU — !

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WrestleMania 25
Taker is SHOCKED!
Taker is SHOCKED!
HOW DID HE KICK OUT?!
HOW DID HE KICK OUT?!

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Hogan tried to mock D-Generation X by doing their signature crotch chop, but the Dead Man wasn’t having any of that.

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Guess Taker really took great offense to Hogan trying to rip off DX…

No hulking up here
No hulking up here

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“WOULD SOMEBODY STOP THE DAMN MATCH!” Look at the way Sabu’s head bounced violently off the mat. “GOOD GAWD ALMIGHTY!” is right, Jim Ross.

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“AS GOD IS MY WITNESS HE IS BROKEN IN HALF!” The winner of the match, via DEATH, THE UNDERTAKER!

NOT QUITE PERFECT, THOUGH

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Super Fire Pro Wrestling X Premium does a lot of things right, especially for 1996 standards. However, it’s not quite perfect. For starters, when you’re near the apron of the ring it’s far too easy to fall outside. It’s awkward and kind of kills the flow of a match. This of course was fixed in later Fire Pro games. Another disappointment is that submission moves are way overpowered. I hate seeing an opponent tap out in a simple head lock hold five minutes into the match. It’s just not realistic. Later Fire Pro games gave you the option to turn submissions off, which negates this flaw. Unfortunately there’s no such option here. Another thing that this game is missing are steel cage matches, tables, fluorescent light bulbs, barb wire and all the crazy gimmicks and weapons that the later Fire Pro games would introduce. Think of this as a very PG and promising start to the series, but it’s far from being the “perfect” Fire Pro game. It’s like an early proto of what would become the successful backbone of the series. Don’t get me wrong, it’s an excellent game but whenever I play it it’s hard not to think about the improvements the series would later introduce, and you kind of wish at least a few of those made their debut here. Hell, just give me the no submissions and I’d be happy. Nevertheless, even as is, this is easily one of the greatest wrestling games of the 16-bit era. Possibly even the greatest…

CAW CAW CAW!

Classic WWF wrestlers!
Classic WWF wrestlers!

The Create A Wrestler (CAW) mode was revolutionary for its time. You could create and save up to 80 wrestlers. There were tons of moves and body models to pick from that you could closely replicate your favorite titans of the squared circle. Here we see Macho Man Randy Savage, Hacksaw Jim Duggan, Sgt. Slaughter and the Ultimate Warrior. They all resemble their real life counterpart pretty damn well! So if you take the time you can easily recreate the magic of late ’80s/early ’90s WWF!

Rock it Four Horsemen style
Rock it Four Horsemen style
Going super old school with Bobo!
Go super old school with Bobo!

CLOSING THOUGHTS

Wrestling digital Heaven
Wrestling digital Heaven

It’s easy to see why Super Fire Pro Wrestling X Premium is so beloved. Released in March of 1996, it’s been over 20 years now and the game remarkably still holds up well. As I stated a bit earlier, there are definitely better more recent Fire Pro games available, but considering this now 20 plus year old game can still stand toe to toe with most wrestling games from ANY era is no doubt impressive indeed. It speaks to how innovative and fresh this game was back in ’96. You want to recreate the Attitude WWF era? Or the Ruthless Aggression era? Or WCW? ECW? Perhaps relive the Monday Night War? With a little time and devotion to the CAW mode, you can! The game certainly isn’t without its flaws but you simply have to appreciate how deep this game was and still is. Human did a great job and should be highly commended. The series definitely didn’t peak here, but it no doubt laid its grass roots with Super Fire Pro Wrestling X Premium.

WWF-SNES Connection

When you think of the Super Nintendo, what characters come to mind?

Mario?
Mario?
Link?
Link?
Ryu?
Ryu?
LESTER THE UNLIKELY?!
LESTER THE UNLIKELY?!

… On second thought, that last one’s unlikely, I reckon.

[Oh dear -Ed.]

Well…

How about MARK CALLOWAY?

Possibly unbeknownst to most of us, Mr. Calloway actually has more in common with the SNES than one might initially think.

THE DEBUT OF TWO PHENOMS

Released November 21, 1990
The world forever changed on November 21, 1990

A little over 26 years ago as I write this, the Super Famicom (Japanese Super Nintendo) launched in Japan. It made a huge splash and as history dictates it went on to smash a lot of video game records and burrowed its way deep into our gaming hearts.

Who's the mystery partner?!
Who’s the mystery partner?!

Meanwhile, over in America, with no internet back then and being all of seven years old, I had no idea that the Super Famicom just made its big splash. All I knew was I couldn’t wait for the 4th Annual Survivor Series event! It was Dusty Rhodes’ Dream Team (R.I.P. Dusty) versus Ted DiBiase’s Million Dollar Team. But wait, DiBiase had a mystery partner. The match graphic to this day is seared into my memory bank. I remember my brother and I having long discussions about who it possibly might be. An old familiar face from the past, or a brand new superstar? It was exciting times. Finally, the day of the 1990 Survivor Series came. November 22, 1990. It was exactly one day after the Super Famicom made its debut.

Get the scoop, Sean Mooney!
Get the scoop, Sean Mooney!

I’ll never forget the moment DiBiase hit the ring with only two of his three team partners backing him. The WWF (World Wrestling Federation) played up the drama perfectly to the very end. My brother and I were on the edge of our seats. Who and where was this mystery partner?

Tell 'em, Ted!
Tell ‘em, Ted!

DiBiase grabbed the microphone and made the announcement himself. It was unheard of as the ring announcer always made the announcements. This only proved to punctuate the moment even further. This was a moment in time. A moment in wrestling history none of us would ever forget.

“I’ve said it a million times before — EVERYONE’S GOT A PRICE FOR THE MILLION DOLLAR MAN! So without further ado, I’ll introduce to you now my mystery partner. Led to the ring by his manager, Brother Love, weighing in at THREE HUNDRED AND TWENTY POUNDS, from DEATH VALLEY — I GIVE YOU… THE UNDERTAKER, HAHAHAHA!!!”

Gorilla: The Undertaker — the mystery partner — is now revealed!
Piper: I never heard of him –
Gorilla: OH TAKE A LOOK!
Piper: HO-HOLY COW! … LOOK AT THE SIZE OF THAT HAM HOCK! … Check out them drumsticks, baby!
Gorilla: Three hundred and twenty pounds, looks to be 6’9″ 6’10” — somewhere in that neighborhood, Rod.
Piper: 6’10″… I don’t know, it’s hard to tell from here…
Gorilla: There’s only supposed to be four members on a team — this guy makes four and a half, MAYBE FIVE!

WHOA MAMA!
WHOA MAMA!

The music, the look, the entrance, the commentary… everything added to create a perfect storm. It was an unforgettable debut — one of the best in the company’s history. The Undertaker was an instant star.

He scared me that night
He scared many of us that night
What a star in the making!
What a star in the making!

There was something different about the Undertaker. You just knew he was going to be a mega star. Little did we know… just how big of a star he would become. But yeah, such great memories that night over 26 years ago now. The Undertaker towered over everyone in that ring, and he just looked like he was in a whole ‘notha league compared to the others, and there were some true legends in that ring! Million Dollar Man Ted DiBiase, Honky Tonk Man, Dusty Rhodes and Bret Hart to name a few. Taker held his own and then some. Great wrestling memory!

OLD SCHOOL!
OLD SCHOOL!

Billed at a towering 6 foot 10, and seemingly impervious to pain, fans quickly took notice of his unparalleled combination of size, power and agility.

R.I.P. HULKAMANIA
R.I.P. HULKAMANIA

The Undertaker dominated the WWF, going undefeated for over a year in his meteroic rise to the top. Just one year removed from his debut, he made history when he pinned the IMMORTAL Hulk Hogan to become the new Heavyweight Champion at Survivor Series 1991. Few titans before could touch Hulkamania. But the Dead Man was a different sort of beast. The industry never saw anyone quite like the Undertaker before.

The Super Nintendo was released in the US August of that same year, and as the Undertaker cemented his place in wrestling history in ’91, so too did the SNES (in gaming history, mind) by beginning its worldwide march toward market domination.

The Undertaker appeared in no less than six SNES games, and even more. That’s more than most other SNES characters, and gave Mario a run for his money!

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The Streak
The Streak

The Undertaker had an unprecedented WrestleMania record of 21-0 before Brock Lesnar defeated him at WrestleMania 30 (2014) to make the Dead Man 21-1. Currently, his record sits at 23-1 and he’s definitely gunning for 24-1 at 2017’s WrestleMania 33 in Orlando, Florida. Amazingly, 26+ years later the Undertaker is still wrestling (albeit on an extremely part time basis). The Super Nintendo, although long “dead,” continues to live on in the hearts of retro gamers worldwide. The Undertaker and the Super Nintendo are two phenoms in their respective line of business. Their legacies speak for themselves and I’m positive both will be remembered fondly for generations to come.

CLOSING THOUGHTS

Undertaker and SNES go hand in hand!
Undertaker and SNES go hand in hand!

I’ve always been a pro wrestling fan from the days of the late ’80s when I first saw the union of the Mega Powers (Hulk Hogan and Macho Man Randy Savage) on an episode of Saturday Night’s Main Event in the fall of 1987. I remain a fan to this day and the Undertaker is a true force in the industry. I got nothing but love and respect for the man and the myth. The Super Nintendo, of course, is my favorite gaming system of all time, and it’s fun to think about the similarities the two share with one another. Who knew the SNES and the Undertaker would have so much in common? They’ve given us 26 years of countless memories, left a lasting legacy and are sure to still be lionized in the years and generations to come. A toast to two awesome phenoms — the Undertaker and the SNES!

RESPECT
RESPECT

Mega Man & Bass (SNES)

Capcom released this Super Famicom game on April 24, 1998
Capcom’s Super Nintendo swan song (April 24, 1998)

Even to this day, a part of me can’t believe this game ever actually happened. Known as Rockman & Forte, Capcom released it on April 24, 1998, well after the SNES was essentially dead. I guess there was a big enough Japanese market still for them to do this. Whatever the case may be, I’m damn glad they did. Because it’s one hell of a Mega Man entry, and a nice bow on the original series.

This is my personal boxed copy
This is my personal boxed copy

The original Japanese version is perfectly playable, but there is a bit of Japanese dialogue. Especially for the item shop and the character bios, it sure helps to be able to read it. Crazed and dedicated fans felt the same way as they worked on an English translation. As a result of that, we have been graced by Mega Man & Bass.

Alternate cover I seen elsewhere
Alternate cover I seen elsewhere
Alternate cover #2
Alternate cover #2

Bass and Treble made their series debut in Mega Man 7. Treble is a wolf and is basically to Bass as Rush is to Mega Man. But for those who don’t want to backtrack to the Mega Man 7 review, here is a quick summary…

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Prophetic words indeed from the Blue Bomber. The duo did get their own game and surprisingly it was on the Super Famicom (April 1998). After releasing Mega Man 8 for the Sony PlayStation and Sega Saturn in December of 1996, Capcom wanted to create a new Mega Man game specifically for loyal SNES fans who hadn’t yet made the jump to 32-bit. Further proof that Capcom was the best back in the ’90s.

Capcom felt bad this wasn't on SNES?
Mega Man 8 is GORGEOUS
The sprite work was simply amazing
The sprite work was simply amazing
Apology accepted, Capcom!
Apology accepted, Capcom!

MEET THE GOOD GUYS

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SAY HELLO TO THE BAD GUY(S)

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Look familiar? They were bosses in Mega Man 8

MEGA MAN OR BASS?

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Players get the choice to play as either the good old Blue Bomber or the relative newcomer, Bass. Similar to Zero from Mega Man X³, this adds greater longevity to the game as both characters play vastly different. It’s also a blast trying to beat the game with both Mega Man and Bass.

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Differences range from small to big. Cosmetically, it’s cool to see the health refills and what not are in the character’s respective color. It’s a nice little touch that I appreciate, even if it’s completely minor.

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However, Mega Man as you know has his classic shot. He can only shoot straight ahead. Bass, on the other hand, can shoot in all directions except for straight down. If you’ve ever played a Mega Man game and thought to yourself, “Man, I wish he could shoot up or diagonally…” then you will appreciate Mega Man & Bass. Or at least, Bass anyhow. To compensate for Bass’ shooting ability, he can’t move while he’s shooting (bummer) and his shot isn’t very strong.

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Another difference: their personality and disposition. Mega Man is more compassionate and an all-around goody two shoes.

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Meanwhile, Bass is a bit more “robotic” [har har -Ed.] and edgy. Hey, he is technically a bad guy. He’s only teaming up on the “good side” temporarily to knock off King.

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Checking in with Bass later — for now let’s use good ol’ Megs.

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There’s something strange happening at the Robot Museum. Mega Man sets off to figure out what’s going on. I like how the READY sign is big and blue — it reminds me of Mega Man 8.

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Museum serves as the standard Mega Man introductory first level you must beat before getting to select from the robot masters. Right away you can see while it’s no Mega Man 8 in terms of visuals (duh), it’s damn impressive for a 16-bit console.

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WHEW!! With the whipping rain and wind pushing against you, you manage to barely clear the jump. Make sure you jump at the very edge there.

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Proto Man attempts to slay KING — the game’s big bad — but to no avail. OUCH!

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Remember the Green Devil from Mega Man 8? He’s back. It’s a different version of the Yellow Devil which appeared in the very first Mega Man title back in 1987.

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Reminds me of the bubble boss from Gradius III in that you have to blast away until you expose its core.

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Simple, satisfying introductory boss battle that will wet your appetite for the main game coming up. By the way, isn’t it the best feeling in the world to beat a boss with only a health bar or two remaining? Always provides a nice little rush!

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WHOA, IT SAVES?!? Yes, it does. It’s the first and only Super Nintendo Mega Man game that uses a save system over passwords.

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Purists were a little disappointed when they found out in Mega Man 7 you could only select from four robot masters first instead of all eight. You only get a paltry three here. Once you beat those three, the other five open up. Let’s pay Cold Man a visit first.

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Gotta love the animation of Mega Man as he’s zapped magically to the beginning of a stage. It somehow reminds me a bit of Astro Boy. See that CD over there? Throughout the game you’ll find CD’s lying around. Collecting them gives you a character bio card. It’s fun to collect and read (at least if you’re playing a fan translation or if you can read Japanese). Right now you can’t collect that CD since that ice block is, er, blocking your path. But maybe if you beat Burner Man a bit later on and use his Web Burner… hmmm…

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Other CD’s are more instantly accessible. They’re not necessary to collect but of course it’s fun to try and collect all 100.

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Beginning to look a lot like Christmas [TOYS IN EVERY STORE -Ed.]. No, I mean it’s almost December. That and this gigantic snowman mid boss [Oh, ahem, I knew that… -Ed.]

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Slightly tricky bit where you have to time your jump correctly to catch a ride.

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Cakewalk city with Cold Man. Jump over his Ice Wall and blast him with your Mega Buster.

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Beware of his Sub Zero-esque ice puddle attack, however. He also sends forth an annoying cloud that can really bog you down and leave you ripe for the taking. Best to shoot it down early to avoid that possibility altogether.

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Ahhh, what’s better than getting the last shot in and seeing the boss explode with that sweet visual and sound effect? It never gets old, I tells ya!

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Speaking of never getting old, I also like seeing how Mega Man earns the boss’ weapon. Just sit back and enjoy.

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Alright, we got Ice Wall! But, um, what does it do, exactly?

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WHOA!! This game actually gives you a demo preview of each new weapon you steal! Why Capcom didn’t think of this a long time ago remains a mystery.

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Ground Man, huh? To Capcom’s defense, after NINE titles you would be running out of ideas too [Oh yeah watch this! Er, um, Cup Man! Hmm, OK, I’ll cut Capcom some slack -Ed.]

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There’s a ton of sand everywhere here. You’ll be wondering if there’s an instant death pit or a helpful item hiding in the sand. Find out for yourself…

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Creepy robotic worms fall from a pod located up top. Meanwhile, don’t stand still for too long as you’ll sink to your death.

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You’ll quickly discover you can’t kill it. So hold onto that ladder there and wait for it to pass by. The ladder doesn’t take you to a new screen. It’s just there for you to safely wait it out. Well isn’t that thoughtful of Ground Man? Helping out the good guys. Just don’t let King know about this…

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Better high tail it as the nasty critter quickly reappears. Whew, just barely slid home safe here, eh?

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MAJOR FAIL on the first pic there. You can’t run back to a previous screen so get ready to eat some damage. Second pic, the race is on! Who will get to the ladder first? Oh the tension…

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Although not the same creature (it would be cool if it was), it’s definitely related. Tough mid boss. Its pattern is somewhat erratic so it’s a bit of a pain to deal with. Close call there, Mega Man!

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OUCH. I bet that stings like a you know what. Look at the attention to detail. When your health is low, Mega Man is visibly injured. Nice, Capcom. Nice.

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Watch out for its little babies. You can only kill them with the Mega Buster since they’re so small. Gotta love the classic flashing.

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SAFE!! Silky smooth, that Mega Man.

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Shots sail harmlessly off Sniper Joe’s shield. I’ve always liked the detail of the shots flying backwards. Sniper Joe likes to launch grenades. Give him a taste of your Mega Buster to put him down for the count.

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Puzzle time! Each pillar destroyed causes the spikes to fall one more notch. It starts out simple but…

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Doesn’t take long before it gets a tad trickier. Sorry about that, Mega Man.

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ProTip: Not all treasure chests are helpful. A little RPG-esque here, eh? By the way, see that match there? See what happens when you revisit this level later on with the Web Burner in tow…

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Speaking of boss weapons, here’s Mega Man riding the Ice Wall to victory. Sick.

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Astro Man, no relation to Astro Guy from King of the Monsters, is next. If he looks familiar to you it’s because he was a boss from Mega Man 8.

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Cursory glance and I might believe you if you told me this were a PlayStation or Saturn Mega Man title. It speaks volumes about how gorgeous this game looks and how silky smooth it is.

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Meggers giving it the old college try.

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Bonjour, Joe. That CD taunts you but after you get your hands on Burner Man’s Web Burner, you’ll be the one who gets the last laugh.

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Strange birds and creatures fly out of that inter-dimensional portal screen. Part of me almost expects to see Shredder and Krang!

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Interesting bit: study the light pattern and repeat it. If done so correctly, the door magically opens. If not, well, you can figure out what those guns might do…

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Tricky bit with the elevating platforms. Keep moving along, Megs!

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D’OH!! OK, let’s switch over to Bass now.

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Firing off rapid plasma shots for a little “purple rain” action.

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Double jump like a ninja. Bass can’t slide, but this is decent compensation.

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Shooting diagonally in a Mega Man game? I’m so there.

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Reminiscent of Mega Man X, Bass can also dash. It’s fun playing this on a cold rainy December night.

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Green Devil is definitely an easier boss when using Mega Man. C’mon Bass!

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“THIS IS SPARTA!” Bass battles Green Devil to the very bitter end.

SHOP ‘TIL YA DROP

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Remember Auto from Mega Man 7? He’s back. He’s sometimes known as Rightot. Whatever you want to call him, call him helpful. He runs this shop where he creates useful items in exchange of bolts (the game’s currency). Throughout the levels you will find small and big bolts. Collect them to buy power-ups. There are lots of items; they range from extra lives to auto charge (!) on the Mega Buster shot. Selecting the right power-up for the right stage is all part of the strategy.

GOTTA COLLECT THEM ALL!

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Throughout the game there are a total of 100 CD’s strewn about the stages waiting to be collected. These open up character bios. This is where playing an English translation pays off. I mean, it’s nothing fancy but it’s certainly fun to be able to read the silly little text. It’s a nice piece of Mega Man history, you know?

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Character bios span the entire previous Mega Man universe. Knight Man from Mega Man 6, Freeze Man from Mega Man 7, Frost Man from Mega Man 8, and yes even Saturn from Game Boy Mega Man V! Impressive. True diehards will definitely make it a point to collect all 100. By the way, Saturn hates video games? BOO!

CLOSING THOUGHTS

Mega Man & Bass, er, Rockman & Forte, rocks
Mega Man & Bass, er, Rockman & Forte, rocks

I remember when I first found out about Rockman & Forte being a real thing. It was during the mid 2000s and I was thinking, “Seriously? Capcom released this great looking Mega Man game on the Super Famicom in 19-freaking-98?!” That they did. Whatever the reasons were, I’m damn glad they did. It’s easily the Super Nintendo’s second best Mega Man game, only trailing the epochal Mega Man X. Being able to use Bass, with his double jumping and diagonal shooting, brings a whole new dimension to the table. The items present a bevy of strategies one could take and the game presents a fairly decent challenge. The 100 CD’s are fun to collect and read — it’s basically a little Mega Man compendium. Oh and perhaps best of all, you can now save. What a fantastic swan song for the Super Nintendo from the fine folks at Capcom. If it weren’t for 1999’s Sutte Hakkun, I’d say this is easily the last great Super Nintendo game ever crafted.

In a flash, Capcom bids farewell
In a flash, Capcom bids farewell

Stunning visuals, classic Capcom audio and vintage Mega Man gameplay cements Rockman & Forte (or Mega Man & Bass) as one of the best Super Famicom games to never appear in North America. Thank you Capcom for giving us loyal SNES fans one last bang. Capcom’s SNES swan song turns out to be one of the Blue Bomber’s finest 16-bit outings.

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

Award4Overall: 9.0
Gold Award 

 

Quit monkeying around and play this!
Quit monkeying around. Play it!

Mega Man 7 (SNES)

Pub and Dev: Capcom | September 1995 | 16 MEGS
Pub and Dev: Capcom | September 1995 | 16 MEGS

After gifting SNES owners with two high quality Mega Man X games, Capcom shocked the world when it released Mega Man 7 in the fall of 1995. By then the SNES was starting to wane as 32-bit war machines and 3D polygons became all the rage. The PlayStation was unleashed that same month to much hype, and it was clear the SNES had seen better days. But can Mega Man 7 prove there’s life yet in the Super Nintendo and the Blue Bomber? Let us take a trip back in time. The original Blue Bomber is back, but is it a happy homecoming?

DEATH, HOMEWORK AND MEGA MAN

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Like a horror movie franchise, they kept coming

Growing up in the late ’80s to mid ’90s I was blessed enough to witness the rise of the classic 8-bit NES as well as the SNES. Along with that, my friends and I got to play a crapload of Mega Man games. There were a whopping six of them on the NES. The second one remains one of my favorites to this day; it still holds up remarkably well even 25+ years later and was a defining game for many of us. The rest of the sequels all had their good points. It was nearly a certainty back then that with each passing year there would be a new Mega Man title to play, and eight more robot masters to conquer. It was death, homework and Mega Man for many kids. While the series peaked for me at number two, I can vividly remember playing parts three through six in one fashion or another. There wasn’t a single bad Mega Man title among them. They might not have been as epic as Mega Man 2, but with these games I could always be guaranteed a certain amount of polish. Like a comfy old pair of sneakers, Capcom rarely let me down.

They just keep coming and coming...
Mega Man and Michael Myers have more in common than you think…

In many ways I consider Mega Man as the horror movie franchise of video gaming. Like Halloween, Nightmare on Elm Street and Friday the 13th, it seemed like every year a new sequel was made. Just like Freddy Krueger, Michael Myers and Jason Voorhees, you couldn’t kill Mega Man or his nemesis, Dr. Wily. And just like the horror film franchises I cited, there was usually one stand out in the group, with the following sequels never quite living up to the standards set by the best entry in the series. Still, the sequels nevertheless held a certain charm for the diehard fan. For the Halloween series, it was the original. For Mega Man, it was part 2. In the early ’90s I was clamoring for a Halloween sequel as well as a 16-bit Mega Man. Finally, in September 1995 HALLOWEEN 6: The Curse of Michael Myers came out. And that same month Capcom gave us MEGA MAN 7, bringing the original Blue Bomber for the first time to the Super Nintendo. My wish had come true and I was psyched! [Be careful what you wish for… -Ed.]

HE'S BAAAACK...
HE’S BAAAACK… *heavy breathing*

It was a homecoming for both Michael Myers and Mega Man in the fall of ’95. The Boogeyman returned to the silver screen after a six year long absence while the Blue Bomber made his classic series debut on the Super Nintendo. Yet again the town of Haddonfield is steeped in danger and cold blood as a masked maniac roamed the streets. The film followed the sordid exploits of the Shape stalking his unsuspecting victims both day and night. And in his penultimate role, the legendary Donald Pleasence returned one last time to reprise Sam Loomis — Michael Myers’ former doctor turned boogeyman hunter. The theatrical version was universally panned. Rightfully so, as it was a mess. However, hardcore Halloween fans know there is a producer’s cut featuring 43 minutes of alternate footage (including a different ending). It tied up some of the loose ends of the shoddy and heavily edited version shown in theatres. It’s one of my favorites but the theatrical version, not so much. Michael Myers had a rough homecoming. How did Mega Man fare?

Sadly, not that much better (with the critics anyhow)
Sadly, not that much better (with the critics anyhow)

Mega Man 7 couldn’t have arrived at a worse time. It came out the same month as the PlayStation. While the SNES was very much still alive in the US, it was clear that its best days, commercially, were over. Next gen became all the rage, and in the midst of all this, Capcom decided to resurrect the original NES series. Had it came out two years prior, it would have been hailed as one of the great comebacks of the 16-bit generation. Instead, it got lost in the shuffle and was largely deemed as redundant, outdated and ultimately forgettable. It was seen as a Capcom cheap cash cow attempt to milk a classic franchise for a few bucks from loyal 16-bit owners before moving to 32-bits. Mega Man 7 did garner some solid reviews but no one really noticed as it quietly went as quickly as it came. But one of the great things about this hobby is the ability to explore any game in-depth, even if it flew under the radar back in the day. With that said, let’s take a look at the 16-bit debut of the original Blue Bomber.

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TIMING IS EVERYTHING IN LIFE AND GAMING

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It’s all about being at the right place, right time

Isn’t it amazing how big a role timing plays in life? Today complete copies of Mega Man 7 can reach as much as $700. Back in 2006 I got it complete for a measly $25. How times change. I took this pic on a Saturday morning of April 1st, 2006. I’m thankful I got back into the SNES scene when I did. I was lucky the nostalgia bug bit me a few years earlier than it did for many others, as the retro market began to rise just 2-3 years later. Speaking of timing, it’s a well known fact that Mega Man 7 was rushed; it had a developmental time window of just three months. While the programmers look back on the tight-knitted experience fondly, with designer Yoshihisa Tsuda referring to it as being fun like a sports team camp, they all admitted they had different regrets. Ideas they wish they could have fleshed out more with an extra month of time. It’s easy to see where their sentiments stem from. Mega Man 7 is flawed but plenty of fun with a few twists along the way, in addition to its familiar traits. Plus it had cameos galore from Mega Man’s 8-bit gaming past.

He can now duck! Er, maybe if they had more time
He can now duck! Er, maybe if they had more time

THE STORY GOES…

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One by one, these top secret robot masters awoke from their six month long slumber…

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With the city lying in ruin and countless casualties, the world needed a hero to step up…

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After killing Mad Grinder, you meet Bass and Treble
After killing Mad Grinder, you meet Bass and Treble

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Sad but true: his Mega Buster has been toned down. Normally, the charge shot counts as 3 regular shots, but here it’s been reduced to 2. It pissed off quite a few diehard fans.

Wait, where's my eight?
Wait, where’s my eight?

Speaking of pissing off, Mega Man 7 also had another big change in the classic formula that was not very well received by some pundits. Rather than giving you all eight bosses to pick from right off the bat, now you begin with four. Some complained that this killed the strategy component of the original concept. On the other hand, it allowed the four back end levels to be harder… based on the fact that the programmers knew you had to have gained certain skills prior! It’s a give and take. After a while I honestly didn’t mind it one bit.

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Yellow, you're mellow. Be near RED, you're DEAD
Yellow, you’re mellow. Be near RED, you’re DEAD
Watch your jumps...
Watch your jumps…

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Sliding effectively is the difference between the agony of defeat or the thrill of victory.

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I hate to burst your bubble -- [HAR HAR -Ed.]
I hate to burst your bubble — [HAR HAR -Ed.]
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Brings back memories of Air Man
Brings back memories of Air Man

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Things get international with VISHNU MAN (or not)
Things get international with Vishnu Man (or not)

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Everything's bigger in Mega Man 7... even the ladders
Everything’s bigger in Mega Man 7, even the ladders
Those annoying Mets are back in a beat 'em up bit
Those annoying Mets are back in a beat ‘em up bit

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And you thought your room was messy...
And you thought your room was messy…

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Freeze Man has one seriously, pardon the pun, cool ass boss entrance.

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When he said FREEZE, I didn’t think he meant it literally!

Can't hold it back anymore! The cold never [SNIP -Ed.]
Can’t hold it back anymore! The cold never [SNIP -Ed.]

MEANWHILE, BACK AT THE LAB…

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Doc, open your eyes. Stop listening to your heart...
Doc, open your eyes. Stop listening to your heart…

THE ROBOT MUSEUM HALL OF FAME

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Home to some old “friends,” the Robot Museum is an awesome bit of fan service.

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You’re too late. Guts Man is going back to the lab to be reinvented. Wily exits and in his place comes forth the corpulent Clown Robot.

A funny sight gag, it turns into Skull Clown Robot
A funny sight gag, it turns into Skull Clown Robot

Forget shooting it anywhere on its body other than its shrunken head. The Clown Robot can be an annoying mid boss due to its massive size yet small hit box. Once you knock its head off, shoot like crazy as the head will soon reattach and the whole process repeats itself.

Ah, the final four
Ah, the final four

Now that you have beaten the first four, the final four is unveiled. These last four levels are a bit harder than the first four since the programmers knew you’d be coming in with certain boss weapons equipped. I kind of dug this format.

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Sonic the Hedgehog defined the summer of '91
Sonic the Hedgehog defined the summer of 1991

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Get too high and die [See, games are educational -Ed.]
Get too high and die [See, games are educational -Ed.]
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[I hear some call him PRICK MAN... -Ed.]
[I hear some call him PRICK MAN… -Ed.]
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You can’t help but miss the awesome Ride Armors from the previous two Super Nintendo entries, Mega Man X and Mega Man X². Perhaps as a result of knowing that, they gave us this. Er, okay. There is no comparison between this friendly robotic dino ally and that of the magnificent Ride Armors, but at least it helps to break up some of the action.

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It’s also thanks in part to how it rumbles after you as you desperately flee to the far right. Until it finally corners you into a duel to the death. Attacking with its flame breath and fireballs, it’s easily the best and most memorable mid boss fight in the game. Fusing the best of Mega Man and Jurassic Park, it’s simply awesome.

Care for a mint?
Care for a mint?
The weapon-level interaction doesn't get enough love
The weapon-level interaction is highly underrated

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Mega Man meets Strider. It is with the Slash Claw!
Mega Man meets Strider. Nice!

It completely changes the way you approach controlling Mega Man as he goes from gunslinger to a badass killing samurai! There’s something about getting up close and personal to slice robots apart that can’t be beat. One of the best weapons to ever come out of the series due to it fulfilling a childhood dream… what if you crossed Mega Man and Strider? You get the Slash Claw. Pure total destruction at its finest!

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"RODNEY KING, RODNEY KING!"
“RODNEY KING, RODNEY KING!”

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Whew, a close call there! This is a neat little section that kind of brings me back to 8-bit gaming. In a lot of ways there is a bit of a vintage feel to Mega Man 7.

Thankfully if hit it's not an instant kill
Thankfully if hit it’s not an instant kill

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Well hello there, Optimus CRIME
Well hello there, Optimus CRIME

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"YOGA FLAME!"
“YOGA FLAME!”

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Shade Man’s level starts out in the pitch black of night as Mega Man looks out… only for the darkness to slowly peel away, revealing a full moon in the distance. Brilliant stuff. It’s made even better if you did the Ghouls ‘N Ghosts code to get the Ghouls ‘N Ghosts theme going! ^_^

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... ARE CLOSING IN TO SEAL YOUR DOOM!!
… ARE CLOSING IN TO SEAL YOUR DOOM!!
It's a bit shy and doesn't like coming out of its shell
It’s a bit shy and doesn’t like coming out of its shell

Not quite the sinister Pumpkinhead demon from horror movie fame, but nonetheless makes for a solid mid boss battle.

A little liquid courage gets it to open up...
A little “liquid courage” gets it to open up…

Damnit, your shot still bounces off it harmlessly. Guess if you’re gonna go all the way then you’ll need to wine and dine its ass first…

PEEK-A-BOO, BITCH!
PEEK-A-BOO, BITCH!

Finally it opens up. But not for very long, so make each time count with a well placed shot. It’s all a matter of patience and being on point.

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[Stupid idiot! YOU JUST MADE THE LIST!! -Chris Jericho]

ALL YOUR BASS ARE BELONG TO US

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"Damnit. I thought everyone knew Bass was pronounced as Base"
“Doc, everyone knows Bass is pronounced Base!”

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"Crap. Something really big is right behind me, right?"
“Crap. Something really big is right behind me, huh?”

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Guts Man is trying to turn Mega Man into Rock Man
Guts Man is trying to turn Mega Man into Rock Man

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BOSS WEAPONS: POWERS AND ABILITIES

It never gets old stealing weapons off the bosses
It never gets old stealing weapons off the bosses

Like all Mega Man games, the formula remains the same. Beat a boss and gain its powers. One of the unique things about 7 is that the weapons not only serve as offensive tools, but they can also aid you through various levels and situations, too.

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You can even fight Proto Man and win his shield!
You can even fight Proto Man and win his shield!
What will this to lead to? It pays to experiment!
What will this to lead to? It pays to experiment!

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The Noise Crush bounces off walls and can be caught, giving you a mega blast.

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Come on feel the noise crush! Girls rock your boys!
But don't use Freeze Cracker on Freeze Man. Trust me.
You’re going to the junkyard, Turbo Man

Try out the various weapons! Each boss has a weakness but there are also some weapons that will cause different status changes. For example, see what happens when you fire the Thunder Bolt at Turbo Man. But whatever you do, don’t use the Freeze Cracker on Freeze Man. Trust me…

"GET TO DA CHOPPA!"
“GET TO DA CHOPPA!”

MORE ABILITIES

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Call on the Super Adaptor for a major boost. “IT’S MORPHIN’ TIME!”

The only downside: no sliding in this form
The only downside? No sliding

Call upon Rush to fuse with you into a super power known as Super Adaptor. This is a combination of powers from Mega Man VI (NES) and Mega Man V (Game Boy). It’s just another example of how Mega Man 7 pays homage to its previous entries.

It helps ease the pain of no dashing or wall climbing
It helps ease the pain of no dashing or wall scaling

The Super Adaptor is a game changer. You can jump and then hover, which allows you to leap distances far away from a ladder and in one smooth motion grab a hold. It turns the Blue Bomber into an efficient killing machine!

When not charged, he fires his Mega Buster as usual
This replaces the Super Mega Buster

Instead of shooting the Super Mega Buster when charged, Mega Man launches his Rocket Punch.

Rats!
Rats!
Not so fast! Behold his hovering powers
Not so fast! Behold his hovering powers
Rush Search is a bit lame, though
Rush Search is a bit lame, though

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When you activate the Rush Search, Rush appears on the scene to sniff out any nearby goodies. When there’s nothing of use, he’ll dig up a bone. Thanks for the help, bud. But he can also find dolls, dead fish, dentures, robot toys and a Game Boy. Real funny, Capcom.

Rush Jet, on the other hand, is very helpful
Rush Jet, on the other hand, is very helpful

SHOP SO YOU DON’T DROP

Introducing Eddie's Shop
Introducing Eddie’s Shop

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That's just wrong
That’s just wrong
Purists may find the bolt shop "rebolting" [... -Ed.]
Purists may find the bolt shop “rebolting” [… -Ed.]
Hey there, handsome
Hey there, handsome

Even better than buying a 1-UP was killing an enemy only to find a 1-UP left in its place. It rarely happens too, which only adds to the great feeling of when it does happen.

Always a welcome sight
Always a welcome sight

Show of guilty hands here… how many of us have “farmed” at some point while playing a Mega Man title over the years? Yep, guilty as charged here. I try to avoid it for the most part, but there are a few times where I slip back into it.

Beat saves your butt if you have a Beat Whistle on ya
Beat saves your butt if you have a Beat Whistle

HIDDEN “STREET FIGHTER II” MODE

After this, hold L + R while pressing start
After this, hold L + R while pressing start

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Indeed. Remember how I mentioned that the programmers expressed regret that they were rushed to roll out Mega Man 7? They only had three months to create it. This mode would have been more fleshed out if only they had an extra month of programming time… it’s too bad, eh?

TAXICAB CONFESSIONS

Stuck on Sigma's last form. One of these days...
Stuck on Sigma’s last form. One of these days…
Some claim 7 to be one of THE hardest in the series
Some see 7 as one of the hardest in the series

It is ironic, eh? Mega Man X is considered to be easy while Mega Man 7 is viewed by many as one of the hardest entries in the entire franchise. Somehow I was able to beat 7 but not X (yet). Strange but true.

The ending reveals a fed-up and darker Mega Man
The ending reveals an angrier, darker Mega Man
Damn, son! You done messed him up!
Damn, son! You done messed him up!

For those who don’t wish to be spoiled, skip this block of text. In the end, Wily apologizes for the trouble and grief he’s caused. He also promises to go quietly. Unlike previous adventures, Mega Man knows better this time. He charges his Mega Buster and tells Wily he’s going to do what he should have done a long time ago. It was shockingly violent (and satisfying). Wily counters by reminding Mega Man robots can’t hurt humans. Then, in total action hero movie mode, Mega Man utters the hauntingly brilliant one-liner: “I’M MORE THAN A ROBOT… DIE, WILY!” I couldn’t believe my eyes when I read that. Blew my mind to know the Blue Bomber was about to kill Dr. Wily by blasting him square in the face. But of course, before he can, Bass and Treble come to the rescue. They whisk Wily away, and the whole place starts to blow. In the closing sequence we see Dr. Wily’s Fortress exploding in flames. Mega Man is seen walking away, never once glancing back, like an action movie star. Nice ending.

WHAT THE CRITICS SAID

It didn't quite make the splash it was hoping for
It didn’t quite make the splash it was hoping for

Mega Man 7 received solid, if unremarkable, feedback. EGM gave it scores of 8.5, 7, 7 and 7. GameFan hyped it up big time in previews but never reviewed it. Super Play rated it 79%. While the numbers were certainly respectable enough, the consensus seemed to be along the lines of “Good game but it’s nothing we haven’t seen before.” This was made evident by such remarks as EGM reviewer Danyon Carpenter saying, “Get ready for more of the same.” Al Manuel added, “With all the good things going for it, this game really needs a revamp. The engine is getting old and tired.” On the flip side, Sushi-X defended it. “I can understand some people getting burnt out on the concept, but I love the action and challenge of this classic game with an excellent feel.” It’s hard to deny that by late ’95, the Blue Bomber was looking a bit conceptually outdated…

Rocky times for Rock Man
Rocky times for Rock Man

When the first Mega Man title burst onto the scene way back in December of 1987, it was a revelation. The sequel refined the process and dazzled the gaming world with its visuals, amazing music and non-linear gameplay. But of course, like with the original Halloween or Nightmare on Elm Street films, many years and many sequels later, the once fresh concept has now grown more than a bit stale. Mega Man X managed to reinvent the series by taking it in a different and radical, more mature direction. By the time Mega Man 7 came out in late 1995, for many fans it felt like a step back. People were now used to X’s athleticism, yet here comes the original Blue Bomber without the dashing or wall climbing abilities. It’s easy to see why Mega Man 7 sort of became the black sheep of the SNES Mega Man legacy. When I first played through it in 2007, I, for one, really liked it. Then I went online seeking other people’s opinions of the game and I was mortified to see all the venom people were spewing at the game. The hatred was so thick that it felt like Mega Man was being stoned to death by these vociferous gamers. I can understand the criticism, but it doesn’t change the fact that I still really like Mega Man 7 a lot.

Didn't mind the odd lull -- I like to admire the scenery
Didn’t mind the odd lull. I like to admire the scenery
Someone's been eating donuts and burgers...
Someone’s been eating cheeseburgers

The most common complaint is that Mega Man is too big compared to earlier models, specifically X. 7 is much bigger and less agile than X. If you love X’s faster and more mobile capabilities, naturally, there might be a disappointment with 7. 7 is more of a plodding, methodical adventure. It goes back to understanding each game for what it intended to be. The X series was all about refreshing changes and new gameplay mechanics to go along with a much darker storyline and tone. And the X games do a splendid job of that. But 7 was meant to go back to the original roots of the series — a more cartoon-ish, light-hearted affair. The sprite is full of character; it’s totally Inafune. Sure he’s a bit clunky, but I actually enjoy the way he looks. His size didn’t bother me, and I still had a blast with the game. That’s all that really matters to me. Credit Boxed Pixels for this comparison shot.

CLOSING THOUGHTS

Mega Man 7 is a solid game worth sinking your teeth into
This is a solid game worth sinking your teeth into

Mega Man 2 was one of my earliest video gaming memories and a defining game of my youth. I liked Mario growing up but was always more of a Mega Man guy. There was an entire generation of 8-bit gamers who couldn’t wait to see the Blue Bomber make his SNES debut. It proved to be worth the wait when he finally did as Mega Man X is considered one of the finest games in the franchise. Capcom’s decision to continue the original NES series on the Super Nintendo in late ’95 was a bit of a shock. But I love how we can look back on the history of the SNES and say there was at least one classic original Mega Man game made for it. In a lot of ways, it’s close to how I imagined the series would look and feel in 16-bit. Mega Man 7 may have its fair share of critics, but it’ll always have a special place in my gaming heart.

Not the best homecoming but good to see him back
Not the best of homecomings, but it still rocks

Though many view it as a step backwards, I found it to be a refreshing return to its roots. Sure, 7 has its flaws. A chunkier sprite means the action is more methodical than fast paced. The charge shot is nerfed. On the bright side: Bass and Treble are great additions to the franchise. It’s cool to see Rush back, and the Super Adaptor is a killing machine. The ability to use weapons in multiple ways was brilliant. Various nods to the past are made giving the game a good bit of fan service. And what’s a Mega Man game without menacing monstrosities? The ones featured here are among the most memorable in Mega Man lore, ranging from a towering T-Rex to a roaring evil big rig. The bolt system and shop added a new wrinkle to the classic formula. It proves handy as you progress throughout the game especially for the final battle, which is hailed by most as one of the hardest Wily fights ever. Despite falling short of its potential, Mega Man 7 is a quality action game. It’s no Mega Man X, but I don’t think it was ever meant to be, and perhaps that’s where the charm lies. Sometimes you want refreshing. Other times you’re in the mood to return to your roots. Mega Man 7 manages to do a bit of both all at once. I’m not saying it’s perfect. But it hits sort of a sweet spot for me. While it isn’t his greatest outing ever, there are a lot of underrated aspects it brings to the table. Approach it with an open mind and you might appreciate it, too.

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

Overall: 8.5

Double Silver Award
Double Silver Award

 

 

 

[Fooled folks all these years except me. Prick Man! -Ed.]
[Fooled folks all these years except me. Prick Man! -Ed.]
Not the best of homecomings but it still rocks
Good to have the original Blue Bomber on SNES!

Mega Man X (SNES)

Pub and Dev: Capcom | January 1994 | 12 MEGS
Pub and Dev: Capcom | January 1994 | 12 MEGS

The list of must-play SNES games runs long and deep. Over the years there have been hundreds of lists concocted and you could be sure of one thing: somewhere on those lists you would see Mega Man X. Released in January of 1994, it was a long wait coming for fans of the Blue Bomber… but boy, was the wait worth it. Mega Man never looked so good. 20+ years later, Mega Man X is still kicking ass!

THE ASCENSION OF MEGA MAN

Mega Man 2 made many of us blue bomber fans for life
Mega Man 2 made many of us “true blue” fans for life

1989 is a very nostalgic year and holds a special place in my heart. Uncle Jimmy was in his prime, Hulkamania was running wild, Saturday morning cartoons was must-see TV and the 8-bit Nintendo was kicking butt. Thanks in no small part to Mega Man 2. I still remember seeing the game for the first time in ’89 at Ben’s house. All seven of us were blown away by the amazing intro. We marveled at how it scaled up the towering industrial building, the calm and serene city nightlife just below… and that music… THAT EPIC MUSIC. We were instantly hooked. Capcom struck lightning in a bottle as a promising debut morphed into a legendary series the second game on. And so, the Mega Man revolution was born [and milked… -Ed.]

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Thankfully, the gameplay didn’t disappoint. It was the total package. What could be cooler than controlling a heroic robot shooting down rogue robots, stealing their weapons and using it against them? It was packed with masterful tunes left and right, along with some memorable enemies and levels.

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In a game era where floaty jumps and erratic control was the norm, Mega Man 2 hit us like a breath of fresh air. You always felt in total control of the little blue guy. The jumps were responsive, so if you died, it was entirely your fault and yours alone. The game also gave you a long health bar so you could mess up a bit and still be okay. Granted, this was all done in the first Mega Man but it was the sequel that took everything and cranked it up.

The classic select screen
The classic select screen

Another innovative feature that came from the Mega Man franchise was the player’s ability to pick which level to tackle next. This gave you the freedom and opportunity to go through the game as you saw fit. It was unheard of for its time. It’s yet another brilliant feature that made it stand out and endeared itself to millions of gamers the world over. Each robot ended in MAN, and most of them required a specific robot boss weapon to kill. Part of the fun was figuring out whose weakness was what, and which robot boss to go after next. After beating all eight, you can finally head to Dr. Wily’s Fortress. It was simple yet compelling. And for those who aren’t very good at the game, it even gave you the chance to at least sample the eight various stages, so that you’re never stuck on the same one for days on end. The NES would go on to enjoy a whopping six Mega Man titles. At long last, the SNES came calling…

SOUPED UP FOR THE SUPER NINTENDO

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It was a long time coming, but Capcom finally unleashed the Blue Bomber in 16-bit glory. And what a glorious debut it turned out to be, as MEGA MAN X took everything sacred about the Nintendo entries and cranked it up to the max.

The game felt like a big fat post-Christmas thank you to the loyal fans. Capcom stepped up to the plate and smacked a home run when Mega Man was at last revitalized in a whole new world on the 16-bit frontier. A marriage made in Heaven, it became an instant classic and was adored by everyone in my gaming crew. Mega Man was back, and he was better than ever, jack.

THE STORY GOES…

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“BUSTING MAKES ME FEEL GOOD!!”

The X-Buster is back and has three different forms. The third being the most powerful and is nearly as DAMN BIG as X himself! This weapon made its debut in Mega Man 4 but it was about the size of the middle shot there. It blew our minds to see how big the X-Buster shot was in this game!

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Mega Man games up until this point always started out by allowing you to choose your path. Capcom threw in a slight wrench here. You had to first blow through this intro stage. All it really does is to serve as a “how-to” tutorial of sorts as well as build up the story, which Capcom pulls off really well here.

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There’s something really cool about destructible landscaping that makes a level a joy to navigate.

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And Mega Man X is friggin’ loaded with them! The first of which is the Bee Blader A.K.A. MECHA MOTHRA.

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As we all know by now, you can actually gain access to the fabled Hadoken fireball in this game, and it’s powerful as all hell. It’s one of the best easter eggs of all time ^_^

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Not happy to just roll out a standard short intro stage, Capcom took measures to ensure its memorability. One of which includes this awesome bit that sees the decimated bumble bee bot crashing down alongside you as the overpass collapses.

Vile makes his debut into the Mega Man universe
Vile makes his debut into the Mega Man universe
From hero to zero, literally
From hero to zero, literally

You’re no match for Vile. Prior to him you were blasting with the greatest of ease, and it felt like your new X body was all that. But Vile quickly shows you just how much you are still underpowered. After a brief spar, he grabs you to signify the end. When from out of nowhere, a mammoth shot breaks the ride armor’s arm CLEAN OFF!

He gives ZERO f*cks...
He gives ZERO f*cks…

It’s the spectacular debut of Zero, a class-A Maverick Hunter. Vile doesn’t waste time to make a hasty retreat. It suddenly becomes clear that as strong as you are right now, Zero is that much stronger. Zero looks up to see Vile flying away, knowing full well this isn’t the final battle… not yet by a long shot. Meanwhile, X is looking pretty sorry and down and out, so Zero offers the blue dude a few choice words of encouragement…

X is so ashamed; he can't even bear to look at Zero
X is so ashamed; he can’t even bear to look at Zero

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What a compassionate chap, that Zero
What a compassionate chap, that Zero

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A save feature would have better but oh well
A save feature would have better but oh well

Remember the old NES Mega Man password screens? Yeah, I know you do. I always found them to be a bit cumbersome and clunky. Thankfully, in Mega Man X, like much else of the game, it’s as smooth and user friendly as you could hope for.

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Select from any one of eight stages. It’s this wide open exploratory nature about the Mega Man games that I always enjoy and appreciate. If you couldn’t beat one level, you could try another instead of being stuck on the same one for days and days on end. The levels here aren’t innovative or anything, with your standard forest, snow and water levels for example. But they’re all a blast to play through.

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For the first time in Mega Man history, the bosses are no longer [Noun] Man. Now they’re all based off some type of animal. I thought this was a cool and necessary change to further separate it from the NES series. Here are the eight robot bosses, respective to the stages above. And yes, they do remind me a lot of my old favorite toy lineup from the ’80s… BATTLE BEASTS. Launch Octopus, Armored Armadillo, Spark Mandrill, Storm Eagle, Boomer Kuwanger, Sting Chameleon, Flame Mammoth and the [Chill] Penguin.

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Look, it’s Launch Octopus and Armored Armadillo! Well, not really,  but, well… actually… kinda! The one on the right is actually really  named Armored Armadillo — strange but true. I wonder if Capcom had any existing knowledge of this back when they created their own Armored Armadillo…

They were all the rage back in the late '80s
They were all the rage back in the late ’80s

Remember Battle Beasts? If you grew up in the ’80s then you should. My favorite toy lineup, they sold in packs of two and were miniature two inch animal warriors. Their gimmick? Each beast had a stamp in the middle. When rubbed it’d reveal either wood, fire or water. The idea being that each has a strength and weakness. It essentially plays like Rock Paper Scissors. There was nothing better than walking into KB Toys or Toys R Us back in the late ’80s and seeing an entire wall blanketed by Battle Beasts. Well, one sad day I rushed to the usual spot where they sold them and it was just… GONE. I combed through the aisles to no avail. Finally, I had my dad ask a worker and to this day I still remember his haunting words: “Sorry, Battle Beasts are no more.” NO MORE!?! How could this be, why?! As a kid I just always assumed they would be around forever. I mean seriously, do you know how many different animal species exist? Hell, the brand should still be going strong today. Alas, that day I learned a valuable lesson. Perhaps it was the first time in my young life that I realized… nothing lasts forever. And that all good things must, eventually, come to a bittersweet end… whether you want it to or not. It’s a day I’ve never forgotten.

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As silly as this may sound, or maybe not, one of the small pleasures in a Mega Man title is picking a boss and seeing its little introductory bit to said boss. I don’t know why but I swear it’s one of gaming’s sweet small pleasures ^_^

One of the few things Mega Man X didn't quite nail
One of the few things Mega Man X didn’t quite nail

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A bit clichéd but it did add a nice wintery atmosphere
A bit clichéd but it adds a nice wintry atmosphere

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Remind me of the bats from Wood Man's stage
Remind me of the bats from Wood Man’s stage

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X’s ability to jump ON and OFF walls created a brand new experience for the player. This newfound skill opened up endless possibilities. Get to the capsule! [Don’t you mean choppa? GET TO DA CHOPPA!! -Ed.]

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Capsules are scattered throughout the game. Each one gives X a major boost. As the game carefully plotted out in the introductory stage, there is a real palpable sense of X growing stronger and stronger, bit by bit, until he’s powerful enough to take on the evil Sigma himself. Capcom did a swell job of building this story.

And of course, the controls were super crisp
And of course, the controls were super crisp

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Scaling and jump off walls expanded the game's world
Scaling and jumping off walls expanded the game

So even though Mega Man controlled more smoothly than most other characters of the NES era, I still felt he was a little bit stiff. Sure, he could jump with the greatest of ease and yes, you had a decent amount of control over the direction of his jumps, but he could not duck and at times he felt a bit clunky. I guess you could argue it’s realistic seeing as how he is a robot, but damn if his newfound abilities in Mega Man X doesn’t make him a total flipping badass! The ability to scale walls and slide down them is just too sweet, not to mention practical.

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X gazes down at this heart thumping green mile
X gazes down at this heart thumping green mile

The classic boss gate runway of the Mega Man games have always stuck with me. They do a good job of building up the anticipation as well as the tension. I just love the way the doors expand in slow motion while the screen scrolls to the right. One could almost think of this harrowing stretch as a “green mile” of sorts! Hell, it often is for first timers… until you can figure out the boss’ pattern.

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Capcom nailed the drama aspect of the boss battles. After the runway, the boss drops out of the sky while a long energy bar fills up. This allows you enough time to sweat it out while the boss throws a taunt or two your way. Your finger is on the trigger ready to fire as soon as the battle commences. Good stuff.

"FREEZE! ... HAMMER TIME!"
“FREEZE! … HAMMER TIME!”

Although the game can be defeated in a non-linear fashion, there’s usually a boss everyone likes to tackle first in any given Mega Man game. For this rendition, the winner is the Chill Penguin. He can be defeated rather easily with the X-Buster. But at least Mister Chill Pill isn’t without some ahem, cool attacks.

[Please, no more bad ice puns. NOT COOL -Ed.]
[Please, no more bad ice puns. NOT COOL -Ed.]
For purpose of effect, I took the hit here to show off this attack in full

[Yeah sure you did -Ed.]

I wish Super Metroid's wall jumps were as easy to do
Yep, the Blue Bomber sure loves Parkour

The ability to jump on and off of walls, as well as sliding down them, created for a host of new gameplay opportunities never before seen in any previous Mega Man title. In particular, it brought a much needed breath of fresh air to the boss battles, as now you had even more strategy and options to evade the frantic enemy onslaught.

Need some good hand-eye coordination here
Need some good hand-eye coordination here

And, not one to just be defensive, sliding down walls also gave you the sweet option of charging your X-Buster for a mega attack upon descending. BOO-YAH!

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After toying around with Chill Penguin for a bit, it’s time to put him on ice with a well placed mega charge X-Buster shot. Look at that serious swath.

I made it close for dramatic effect, y'see [Riiiight -Ed.]
I made it close for dramatic effect, y’see [Riiiight -Ed.]
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Each boss has a weakness. Find out which to use
Each boss has a weakness. Find out which to use

All of the weapons serve different purposes. Some were ideal for certain situations. You had to tinker with the game to find out the pros and cons. And now having the luxury to switch between them with the Super Nintendo shoulder buttons? Sick!

Stealing boss weapons is a classic staple of Mega Man
Stealing and using boss weapons never gets old
X can also do powered versions of these weapons!
X can also do powered versions of these weapons!

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I think I may have a slight affinity for the mid bosses over the regular bosses. I like the fact that they varied in size and shape, usually much bigger than X. I also like that there was no energy bar (it added to the drama). Sure you couldn’t steal their powers, but when they’re as cool looking as this guy here, you don’t really care about that.

Hmm, call it a hunch but... what about that lone eye...
Hmm, call it a hunch but what about that eye…

Your shots sail off his armor harmlessly. You’re going to have to find a different point of entry. I love the visual of your bullets bouncing off his titanium armored body.

Now claim your latest add-on prize: new body armor!
Go get your add-on prize: new body armor!

[Pretty sure Thomas Light doesn't speak like that -Ed.]
[Pretty sure Thomas Light doesn’t speak like that… -Ed.]
I call this enemy "ROCK MAN" [HAR HAR -Ed.]
I call this enemy “ROCK MAN” [HAR HAR -Ed.]
My favorite Mega Man regular enemies are any of the bipedal robots. I kind of wish the series saw more of them quite frankly. There’s something awesome about blasting the holy hell out of them. This guy here being a prime example. PELT AWAY!

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Shielded robots were a pain in the arse
Shielded robots were a pain in the arse

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Nice try. No mas
Nice try. No mas

Damn indeed. Back in the day my gaming crew used to speculate about how you could ravage the top wall down and enter this boss fight with armor suit intact. It sure was a fun thought. Sadly, that’s all it ever was, but it was a sign of the times. The memories you created with your gaming buddies pre-internet were sacred. Whenever I come to this point in the game part of me can’t help but reminisce of the good old days of early 1994 when life was that much simpler and so too were the video games.

Sting Chameleon is one of my favorites
Sting Chameleon is one of my favorites

A boss fight could go horribly wrong if you didn’t have the right weapon. If you had the right one though, the pendulum swings the other way. It certainly made for some serious note taking jones.

BEFORE GAMEFAQS OR YOUTUBE

Nice guide that goes for a decent penny
Nice guide that goes for a decent penny

I bought this guide back in 2006 when it was going for peanuts. Now like most SNES items, this strategy guide has skyrocketed in price (costing over $50). It’s a decent and cool little guide but it’s not worth it at that asking price. I love how it’s got my favorite mid boss on the cover there. RT-55J looks a bit like Auto (who was introduced in Mega Man 7) but there’s no proof that the two are connected. Nevertheless, I find it awesome how there’s one mid boss hanging out with all the main bosses on the cover. Maybe ole Stratton was a fan of RT-55J, too?

BEST.SECRET.EVER
BEST.SECRET.EVER

Speaking of tips and tricks, remember the Hadoken easter egg? It was brilliant. Back in the day this was one of the coolest secrets around. Capcom pulled off some other shenanigans, like seeing ole Chun Li in Breath of Fire, but nothing ever quite topped this one since it affected gameplay.

Throwing a flag. The Power Trip should be maxed out
Throwing a flag. The Power Trip should be at max
Enter this password first
Enter this password first
Then select this stage
Then select this stage
Dr. Light with the karate gi and headband!
You’ll find Dr. Light with a karate gi and headband!
The iconic Hadoken is now yours
The iconic Hadoken is now yours

Not just a mere cosmetic fan service, the Hadoken is death dealt at its finest. It will take out any enemy or boss in just one hit, sans the final form of the final boss. Now that’s what I call playing with SUPER POWER. It’s done with the same down, down forward, forward command as in the Street Fighter II games. There is a half second charge time that leaves you vulnerable, but damn is it worth it. It’s yet another brilliant aspect that only helped to further cement Mega Man X‘s well deserved place in the pantheon of great Super Nintendo games. It’s not quite in that ultra elite Mount Rushmore discussion, but it’s certainly up there.

WHAT THE CRITICS SAID

Mega Man X has etched itself into Super Nintendo lore
Mega Man X has etched itself into Super Nintendo lore

Mega Man X scored rather rave reviews, although a bit lower than most of its fellow classic brethren. EGM made it Game of the Month in their January 1994 issue (#54) when they rated the game with marks of 9, 9, 9 and 9. GameFan was the one that shocked me a bit as they only doled out ratings of 89, 89, 87 and 82. Keep in mind this is the same magazine that gave Clay Fighter a whopping 97%! Super Play Magazine rated it a healthy 88%. In issue #100, Nintendo Power placed Mega Man X on their top 100 games list at #58. The game’s legacy is firmly cemented in gaming history. Fans often cite it as one of their favorite Mega Man games of all time, and it is highly revered in practically every retro gaming circle I have ever seen. Platforming blasters just don’t get much better than this!

AND THE SURVEY SAYS… X MARKS THE SPOT

[If only you included Mega Man & Bass in that poll, too... -Ed.
[If only you included MEGA MAN & BASS, too… -Ed.]

Several years ago I ran a survey asking which of the four traditional SNES Mega Man games people most prefer. The results weren’t surprising — Mega Man X won by a landslide. It had 55.56% backing it, while Mega Man X³ came in second with 26.67% of the votes. Mega Man X² and Mega Man 7 were tied for last with 8.89% each. While I enjoy all of the games, there’s something about the original that just can’t be beat. And in most circles, that seems to be the consensus. Like Mary, there’s just something about Mega Man X that hits the mark.

CLOSING THOUGHTS

Can you stop the sinister Sigma and his Mavericks?
Can you stop the sinister Sigma and his Mavericks?

There’s no denying that Mega Man X is a bonafide SNES classic. Not only did it bring the Blue Bomber back in style but many still consider this one to be the finest hour in the entire Mega Man series. What made this game so epic? We can start off with the spiffy 16-bit visuals — up until that point Mega Man never looked better. While the tunes aren’t Mega Man 2 legendary, they’re still a treat with excellent tunes littered throughout. It plays enough like the old 8-bit Mega Man titles but has enough new features to give it its own unique feel. The control was flawless. Silky smooth and responsive. In a nutshell, take the 8-bit Mega Man which you love so much, add in 16-bit trimmings, and what you get is an absolute classic action title and one of the most beloved Super Nintendo games of all time.

Capcom made us wait a while but it was worth it
Capcom made us wait a while but it was worth it

For anyone who grew up holding an 8-bit Nintendo controller in their hands, Mega Man games have given us countless memories. Mega Man X exploded onto the 16-bit generation with style. From the start, the game puts you in total control of X. He dashes, scales walls and blasts with the best of them. Mega Man and the SNES controller was a match made in Heaven. While the game may lack in challenge, it’s forgivable given how much fun it all is. Like fine wine, Mega Man X has aged gracefully thanks to its timeless gameplay and protagonist. As long as bad robots roam the earth, and Super Nintendos function like the Hondas that they are, Mega Man will always be around to protect and serve. And serve us he has. For nearly 30 years now, he’s been providing us with countless memorable moments. Tunes and images forever etched into our gaming hearts. We can still hum certain Mega Man tracks. We still remember certain boss patterns. And we still love the Blue Bomber after all these years. Thanks for the memories, ye ol’ blue chap. Rock on.

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

Overall: 9.0

Gold Award
Gold Award

 

 

 

To quote the Kite Runner: "It was a way to be good again"
Mega Man X was one of the first titles I picked up
Simply freaking badass
Remember shooting its head clean off? SICK :)

Mega Man 2 (NES)

One of the true cornerstones of the NES library

For anyone who grew up on gaming in the late 1980s and had an 8-bit Nintendo, we all have certain games that we connected with. For many of us, one such game was Mega Man 2. Released in June 1989, Mega Man 2 rocked my world. It truly captivated my imagination. The ability to pick your stage, take enemies’ weapons and the fact that you’re a freaking robot made this game an absolute slam dunk. There’s not much left to say in 2016 that hasn’t already been said thousands of times before, but I still wanted to talk about this game for a bit. It’s an incredibly nostalgic piece of gaming history for me. Remember that intro? It set the mood perfectly and haunts me to this day.

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Ah, childhood memories
Ah, childhood memories
That music, everything. It worked
That music, everything. It worked
The classic select screen
The classic select screen

I remember the first time I saw this, my eyes popped. I never really played the original Mega Man, so this stage select business was brand new to me. Back then all the games I had played were done in a linear fashion. The game had a set order of levels and you had no choice but to follow that order. Not so here. Capcom gave us the freedom to pick and choose. Of course, as we would come to find out, there was a method to their madness. The bosses all had a special weakness that required another boss weapon. So there was a hidden order if you will, but it’s always nice to be given a choice.

The first boss I ever chose
The first boss I ever chose

I selected Wood Man first because I liked his burly look. That plus I figured it would take place in a forest type level. I’ve always had a thing for forests in video games, even way back in 1989.

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Who could ever forget the sleeping bats? As soon as you get near them they spring to life. The purple hare was always a favorite enemy of mine. It wasn’t big or tough enough to be considered a mini boss, but it was strong enough to sustain a few bullets. I love enemies that are a notch above cannon fodder. Of course, the big bad wolf/dog creature and his flaming breath is an image that has been burned into our memory banks, pardon the pun. Classic stuff.

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Watch out for the bird which if not killed early on drops an egg that could be bad news for ya. Love the random sprinting chickens.

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After defeating Wood Man, you take his weapon Leaf Shield. Discovering the proper order of a Mega Man game is all part of the charm and fun.

Ah, Flash Man. Another classic boss
Ah, Flash Man. Another classic

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It’s your classic typical icy level where the surface is slippery. Ah, these images bring back such fond memories of a simpler time. I *hated* that robot rider with a burning passion. He always seemed to zap my health without fail each and every damn time.

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One of my favorite things about fighting Flash Man is that his battle zone isn’t a straight flat surface. I like all the different tiers there. It just makes the fight that much more interesting.

The music here was unrivaled
The music here was unrivaled

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This was one of my lesser favorite levels but it still has its moments. The giant spiked crane reminded me of Contra and the conveyor belt added a decent gimmick to this stage.

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Those Metal Blades are deadly, slicing and dicing anything caught in its path. They become yours after you send Metal Man back to the scrap heap.

The stars are a nice touch
The stars are a nice touch

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Like your typical forest and icy levels, you have your obligatory sky or air level. I’ve never been a big fan of these stages. Not crazy about instant game overs!

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Those squiggly worms were a good place to “farm” for goodies. That big guy there tries to suck you in [Sounds like your standard Saturday night *rimshot* -Ed.]

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One of the joys of playing a Mega Man title is figuring out which boss weapon works best on another boss. It’s a game of trial and error. Keep in mind too that back in 1989 there was no internet. There was no GameFAQs. And there was no YouTube. You couldn’t just find out the solution in mere seconds. Back then it was a real battle of wills. You traded secrets with your buddies on the playground. It was just a sign of the times. Signs from a bygone era.

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When I was a kid I struggled with this stage. Hey, I was 6, OK? I always seemed to get hit by those damn floating Tellies. Especially right at the top just when I’m about to leave that bloody screen forever. Later you come to this makeshift ride with more annoying Tellies.

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I remember watching my brother and his friends getting this far. I never could back in 1989. It’s funny how certain levels haunted us as kids, but we can now dominate as adults. The same applies for vice versa.

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I watched in sheer awe as my brother and his friends made short work of Crash Man. I remember thinking to myself that they just accomplished the impossible. Ah, the innocent of youth.

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I *hated* those laser beams. I never could get past them back in the day. I liked how the screen was dark except for when that enemy chucked his flaming ball.

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Alright, another boss fight where the surface isn’t flat! [Wish I could say that about my wife… *rimshot* c’mon now what the hell -Ed.]

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Ah, the mandatory water stage. I think pretty much everyone has the image of that giant robotic fish firmly implanted in their brains. One of my favorite things about any Mega Man game is reaching the boss zone. I loved the giant Dr. W sign and the “health bar door.” Come on, just look at it. It looks like your health bar!

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Don’t jump too high! It made this fight a little more challenging than normal.

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Those bloody Tellies are back to haunt me. And there’s your token disappearing block jumping section. Over a death pit, of course. Of course.

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Heat Man’s weakness, surprise surprise, is Bubble Man’s Bubble Lead. Even I was able to figure that out as a kid. Thanks Battle Beast. Water always beats fire!

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After defeating all eight robot masters, it’s time to head to Dr. Wily’s evil fortress. This reveals a series of more levels to further extend the game.

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Some of the more iconic bosses in Mega Man history right here. They blew my mind back in the day, particularly the King Kong wannabe. He took up like half the damn screen!

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It’s the final fight! Against Dr. Wily! *laughs* Right, because Capcom and “final” go hand in hand, and I’m not talking about Final Fight, either.

CLOSING THOUGHTS

Thanks for the memories, Capcom
Thanks for the memories, Capcom

There were a total of six Mega Man games on the NES. People often debate over the years which one is better: part 2 or 3. My answer remains the same throughout the years, Mega Man 2. Maybe it’s nostalgia talking, but Mega Man 2 just hits a sweet spot for me that very few NES games do. Even to this day, I find it to be highly playable — it’s held up well over the years. If it weren’t for Contra and Mike Tyson’s Punch-Out!!, this would be my favorite Nintendo game. From the impressive visuals to the music to the whole novelty of it all, Mega Man 2 stands as one of the finest 8-bit video games ever created. Its lofty place in gaming history is firmly cemented.

I think back to the year 1989 and remember how excited my friends and I were playing Mega Man 2. Discovering each boss’ weakness, figuring out the best path to take and beating the boss with one pellet of health remaining… these were all part of the joy of playing any given Mega Man title. All those Saturday mornings spent in Ben’s garage that summer of 1989 provided a plethora of fond memories. It was the thrill of banding together as a group of friends and playing the game well into the afternoons. When we couldn’t just find out secrets and tips with one simple click. Those were some great times from a bygone era. Those memories stay with me to this day and I can’t help but reminisce about them whenever I think of the greatness that is Mega Man 2. Hats off to you, Capcom. This sequel truly made the Blue Bomber a force to be reckoned with.

OVERALL: 9.5