26 years ago, on a cold morning in Japan, the Super Famicom launched with Super Mario World and F-Zero. Can you believe today marks the 26th birthday of F-Zero? What better time to look back on the game that was than now? I have fond memories of F-Zero — it was the first SNES game I ever played. A futuristic high speed racing game, it blew away gamers with its Mode-7 graphics. Tonight let’s pay homage to an early SNES classic.
And while the graphics were amazing for its time, perhaps it was the incredible sense of top speed that really left us all speechless. I don’t think there was anything like F-Zero on the home consoles back in August of ’91. You had to experience the game back then to truly appreciate it. It’s one of those games you play for the first time and never forget. Ask anyone who played it back in ’91 and they’ll probably have a memory to share with you. And since you asked so nicely, here is mine…
The year: 1991
The month: December
The spot: Beautiful Lake Tahoe, located along the border between California and Nevada, west of Carson City
I was eight years old, on vacation with family and friends. You know, back in the good old days when folk had time, my family developed a strong friendship with four families. Together, between the five of us, 10 parents and 16 kids, we had some of the most legendary sleepovers in the history of such. 11 boys and 5 girls, ranging from birth dates of 1977 to 1987. Growing up, those were my brothers and sisters.
In December 1991 the parents wanted to go skiing at beautiful Lake Tahoe. We rented out a huge cabin where all 26 (!) of us stayed. It was insane, needless to say! One of the guys, Tommy, brought along his newly acquired Super Nintendo. He lugged three games along with him: Super Mario World, Final Fight and of course, F-Zero.
That Sunday morning I woke up to an empty cabin, with weird noises coming from the house in every which direction. I tip-toed downstairs timidly and yelled out the names of my family and friends.
No answer… except for the hissing of the house. I felt a chill creep up and down my spine. Some thing felt terribly off.
As I made my way to the kitchen, I found a note on the fridge.
Steve,
We all went out for breakfast. We’ll be back soon. You had a long night last night, and I wanted you to get the extra rest. Make yourself some Honey Nut Cheerios, and don’t watch too much TV.
Love, Mom
How could they? Without me?THE HEATHENS!
The cabin continued to groan and creak. It was freezing too! And I couldn’t help but feel… a presence in the house. I shivered as I stood prisoner in that cabin from hell.
It was the uneasiest feeling I ever had up to that point in my young eight-year-old life. I sat there in the kitchen and living room section of the house, petrified to go down the hall to use the restroom, much less head back upstairs. Hell, I passed up drinking that ice cold can of 7-UP I spotted in the fridge out of fear of having to use the restroom. Hey, if you saw that demonic hallway, you wouldn’t either…
I’ve never seen a ghost before in my life. And I hope that I never will. But have I ever felt the presence of one? If I ever did, that cold dreary December morning of 1991 definitely was it.
But I was a resourceful kid. Whenever I was alone and felt apprehensive, I’d turn on the radio or TV. My theory: the spirits would hear that I’m not alone, and therefore, they’d find someone else to mess with. So I turned on the TV and one of the WWF shows came up. It made me think of home sweet home, and for the next half hour, all was good.
Then the show ended.
And the haunted house was back.
Not able to locate any cartoons, I glanced down and saw Tommy’s Super Nintendo. F-Zero was sitting pretty in the cartridge slot. I hit power and was immediately engrossed by its high-end futuristic world. It took my mind from thinking about ghosts to intergalactic racing warfare. I played F-Zero and Final Fight until the gang came home. F-Zero was the first Super Nintendo game I ever played.
And I never looked back
As one might say… the rest is history.
WELCOME TO THE FUTURE OF RACING
As far as racing games go, F-Zero holds claim to having a pretty nice plot. In the 20th century, mankind was gripped by the fear of being invaded by extraterrestrials. They referred to such space crafts as UFOs. Now, to those of us living in this day and age (the 26th century), this sounds like a fairy tale.
Basel, Switzerland. August 7, 1566. These men saw SOMETHING…
It is now the year 2560, and due to the human race’s countless encounters with alien life forms throughout the universe, Earth’s social framework has expanded to cosmic proportions. Now trade, technology transfer and cultural interchange are carried out on an interplanetary basis.
The millionaires who earned their enormous wealth through intergalactic trade, while satisfied with their rich lifestyles, yearned for new entertainment to stimulate their senses. Their wishes were met by a call for a new project based upon a seemingly simple premise: “Why not hold, on a galactic scale, some competition like the F-1 races once held on Earth centuries ago?”
Everyone jumped at this idea. Rich merchants from cities in the clouds or asteroids with almost uninhabitable environments immediately invested their wealth in the construction of various racing circuits.
These racing circuits were located as high as 300 feet above ground and held in place by sturdy anti-gravitational guide beams on both sides of the course. The racing machines developed for these tracks used the very latest in super-magnetic technology and were designed to travel without wheels, hovering one foot above the course track.
When the first Grand Prix race was held, people were angered at the brutality of the competition. The organizers had, during construction, placed various obstacles and traps along the raceway. But as time passed and people grew used to these dangers, they soon demanded even more excitement in the race. In time, winning this race meant earning the highest honor that could be bestowed upon anyone in the universe.
People came to call this Grand Prix simply…
THE RACERS
PRACTICE (MODE) MAKES PERFECT
LUCKY SEVEN
Jump plates make for some major hang time, but sloppy handling here could prove fatal.
These rough spots will deprive your machine of its speed if contact is made.
Careful not to slide out — the special coating blocks your magnetic field.
Talk about cutting it close! Gets the old heart pumping a tick or two faster.
Some of those right angles are downright BRUTAL!
Ahhhh, GODZILLA VS. GIGAN. How I remember thee. Back in the late ’80s my crazy uncle often took me to a mom and pop video shop called Video Mart. Next to the horror section was sci-fi. I rented this film once and the cover would forever burn itself into my memory. G-Fans have long debated Gigan’s forehead laser thanks to this cover you see here. It never did appear in the movies, that is, until 2004’s Godzilla: Final Wars. Curiously, it also appeared in Toho’s 1994 Super Famicom brawler. Godzilla: Kaijuu Daikessen.
At any rate, NEW WORLD [Order! For life for life! -Ed.] VIDEO’s logo graced the bottom of the VHS cover, and for whatever reasons it was an image that stuck. When I played F-Zero‘s Silence track, I could not believe the similarity! Take a look for yourself.
Right?! Surely it wasn’t just me… [It was ONLY you -Ed.]
One path sends you down a deadly explosive mine field. Yikes!
While the other path is clear. Make sure you hit that jump plate. Otherwise it’s Molasses City!
Key thing to remember here is ease off the pedal and let your momentum do the work.
Lots of jump plates are strewn about the course, but beware of the magnets that pull your vehicle down.
“No matter how bad you got it, someone somewhere else has it worse.” Yeah, don’t tell that to this guy.
Pretty gnarly and dramatic back in 1991. When your car crashes the camera moves forward briefly, then rotates 180 degrees to show you the burning wreckage. Nice.
You’re given your time results and this nifty option screen at the end of a practice run.
Check the records menu for… er… records. Brilliant! And so forth.
THE GRAND PRIX
Alright hotshot. You’ve mastered the seven courses in the practice mode. You’ve crushed your rival more times than you can count. Now it’s off to the real deal: the Grand Prix. Choose from three leagues and difficulty levels.
R2: Rendering Ranger is a Super Famicom game that commands a ton of dough. It switches from Contra-esque side scrolling run and gun levels to a space shooter. It’s an impressive display of the Super Nintendo’s capabilities.
Then I think about,
All the years we put in this relationship.
Who knew we’d make it this far…
Then I think about,
Where would I be if we were to just fall apart…
And I can’t stand the thought of losing you.
TIPS AND NOTES
If you start the race with the throttle (B button) held down, you will start off with a powerful dash. However, after the initial boost there will be a momentary stall from which it takes time to begin to accelerate again
During a jump, your machine will accelerate as it travels above the course. So to get the best speed don’t avoid the jump plates. Take care, however, to prevent your machine from leaving the side of the course and falling to a crash landing far below!
When landing after a jump, press down on the control pad to tilt the nose of your machine upward. This prevents the impact shock of landing from decelerating your machine. You get more lift this way and it’ll help propel you over that extra long and nasty jump on White Land II
If a rival machine approaches you from behind you will be alerted by the CHECK mark. Watch for your opportunity to block it from overtaking you
If your machine loses its stability and begins to slip or slide you should momentarily release the throttle to restore the machine’s grip. Also keep in mind, for those icy patches simply let your vehicle’s momentum do all the heavy lifting
Beat all three leagues on EXPERT and you’ll unlock MASTER. Beat all three leagues on MASTER and a different ending will be revealed…
Astro Go Go! is a blatant (and rather poor) F-Zero rip-off. It was slated for a US release under the terrible name of Freeway Flyboys. Having played the game, I can see why it never happened…
In their 100th issue (November 1997) EGM ranked F-Zero as the 18th best game of all time
OTHER STUFF
Alright, maybe I’m the only one
in the galaxy who ever thought
this, but do you know what this
has always reminded me of?
Uncanny, I say…
F-ZERO COMIC
WHAT THE CRITICS SAID
EGM: 9, 9, 8, 8
Super Play: 86%
CLOSING THOUGHTS
There are things in life that stick with you forever. I’ll never forget playing F-Zero on a cold, dreary December morning 25 years ago. It was the first time I played the Super Nintendo. I was completely in awe. Although current gen games have long redefine our idea of amazing, nothing will ever strip F-Zero of its simple magic and intense high speed. Maybe some of the magic is gone, but it’s still a quality game. Some may find the rather straight-laced racing a bit outdated, but for my money there’s nothing like making that long jump by just barely clearing the strip line. Or using the speed boost to barrel ahead at 900 kilometers per hour only to hit a jump plate that flings you across the track like a man possessed. Sure it’s lacking the all-important two-player mode, but there’s no arguing its place in SNES history.
I think we all play games to be awed in some way. We play them to take us far away from the daily grind of our lives, and we play games that are simply fun and evoke a sense of wonder. After all these years, F-Zero has still got it. Though not the perennial classic of a Super Mario World, it is a classic in its own right, especially for its time. I’ll always have a special place in my gaming heart for F-Zero, the first SNES game I ever played. No Super Nintendo library is complete without a copy, if for nothing else, historical value. A great showcase launch title that won the hearts of many, F-Zero is a memorable and noteworthy relic from a bygone era. Happy 26th birthday, F-Zero!
Today marks the 26th anniversary of Super Mario World (based on the Japanese release). November 21, 1990. That was the day the Super Famicom launched in Japan along with Super Mario World, and gaming was never the same again. It’s crazy to believe it’s been 26 years. I figure there’s no better time than now to examine one of the best Super Nintendo games ever created. And sure, there’s nothing new to be said about this game that hasn’t already been said the past 26 years but being a fansite dedicated to all things SNES, it would be a crime not to have a Super Mario World review. So Mario and chums — here’s to ya!
HE DEFINED AN ENTIRE GENERATION
If you were like me and grew up in the ’80s, then you too grew up on 8-bit Nintendo. Which meant you got to experience all the joys of the Mario games as a youth. All three titles were finely tuned and fantastic. Mario was beloved by all and went on to become a household name. Together, the faction of Nintendo and Mario dominated the ’80s. But as long as the universe has existed there is one undeniable truth. Time passes, and change is inevitable. As the ’90s approached and our old best friend, the 8-bit NES, began showing its age, the rumblings could be heard. There was a new “super” system just over the horizon. Double the bits, and hopefully double the awesomeness. It was the Super Nintendo. And it’s fitting that the system would debut with a 16-bit version of Mario. The stage was set, then, for continued video game domination. And once again, the fans were the winners.
NOW YOU’RE PLAYING WITH SUPER POWER
Confession time: I didn’t play through Super Mario World until 16 years after its Japanese release. I remember growing up watching my brother and his friends playing it, but I never really did. I’d just sit there and watch the older kids go at it. Even through just watching it, you could feel the energyin the room. The year was 1991. Things of the old guard were going the way of the ill-fated dinosaur. The future was now. Childhood favorites “The Immortal” Hulk Hogan and “Macho Man” Randy Savage were giving way to younger superstars like Bret “The Hitman” Hart and “The Heartbreak Kid” Shawn Michaels. Godzilla at the time seemed dead (to an eight-year-old with no knowledge of the Heisei series). And another dear old friend from the ’80s was gasping its final breath. As the 8-bit Nintendo faded off into the sunset, in came riding a brand new cowboy. And with it came Super Mario World. A fitting passing of the torch, the Super Nintendo made its debut with an old portly friend spruced up in 16-bit trimmings. It was nothing short of video gaming magic.
10 years ago (November 19, 2006) I sat down to play Super Mario World with the intention of beating it in mind. It was an absolutely glorious experience. What took me so long? This may shock you but I was a weird guy [was? -Ed.]. Sure I appreciated the Mario games growing up, but mainly I would watch my brother play them. I was always a big fan of the lesser known games and have been that way my entire life. But after returning to the SNES on January 17, 2006, I knew this was a second chance at gaming redemption. And I knew it was time to right a 15+ year wrong. I turned off the computer, plopped onto the sofa, kicked my feet up and finally booted up Super Mario World. And what followed was a week filled with some of the best single-player gaming moments of my life. It was a sheer joy to play through. Hey, better late than never!
THE STORY GOES…
GAME BASICS
New to the Mario universe is this magical cape. It possesses great power. You can spin attack the enemies with it, and you can also take to the skies.
Mario and friends came to Dinosaur Land hoping to catch up on their R & R. Instead of course they find themselves in a world filled to the brim with danger.
It’s a long and tough road ahead. But a wise person once said that an arduous journey begins with one step [That was me, clearly -Ed.]
Progress is made in a linear fashion although you can backtrack and even skip ahead, provided you know how! *wink wink*
THE ADVENTURE BEGINS
Indeed, Mario didn’t come alone to this rodeo. Yoshi, a rollicking reptile with an appetite for menacing meanies, will help carry Mario through some tight jams. Though he’ll quickly run for the hills the second an enemy hits back.
Gigantic Banzai Bills come flying at you in the very first level. You had to listen closely for the warning sound and either duck or jump. We all know what a great game this is, but I feel the visuals don’t get enough love for their time. Pardon the pun but shots like these point to the game being no slouch in the graphic department!
Yoshi wasn’t created simply for marketing cosmetic purposes. He gave you an extra hit and some added offensive firepower as well.
Remember how cool it was seeing those little platforms dipping when you stood on them too long?
One of the most bizarre enemies on the roster, this smiley cactus dude can be gobbled up by Yoshi piece by piece. Do you remember the sweet sound that accompanied it? Some morbid humor can be found when only its head comes crawling after you, smile fully intact (!)
At certain points you can switch over to the other side. Definitely added an extra dimension to these parts.
I’ll be saying this a few times because I feel it bears a little repeating: the visuals have a nice depth to them. Sure it didn’t blow you away back in August 1991 like F-Zero did, but it’s plenty solid in its own right.
Doesn’t that pillar looks thick like a redwood tree? The convincing sound of them crashing down only adds to its brilliance.
Iggy Iggy can’t you see.
Sometimes your words just hypnotize me.
And I just love your flashy ways
Guess that’s why they broke, and you’re so paid.
Another example of Miyamoto magic: knocking out a string of bad guys with a single shell. Completely satisfying.
The castle dungeons are filled with hazards galore and will put your hand
eye coordination and platforming skills to the ultimate test. With silky smooth control and stellar sound, Super Mario World set the bar, and set it damn high.
Big ol’ Morton is boss number two. This time it’s a more traditional boss battle, requiring 3 hits to eliminate him.
Yes Yoshi, I know. At long last the title most synonymous with Super Nintendo gets a review on RVGFanatic. Yoshi’s Island superior? Hmm, we’ll see about that… in due time…
I love me some Vanilla Dome. It’s not as “vanilla” as its name might suggest. Some sweet old fashioned platforming levels with a great atmosphere make it one of my favorite areas in the entire game.
On to the Twin Bridges we go, AKA section 4 of the game. Can you find the two secret stages in this world?
Next up is the Forest of Illusion. Almost every section of the forest maze includes multiple exits.
I’m generally not the biggest fan of underwater stages in platformers, but there’s something about the underwater levels in Super Mario World that does it for me.
Even the exit gates serve an extra purpose. Depending on how high you can hit it, extra points are awarded. Miyamoto left no stone unturned.
Getting the switch block is like carrying around a precious golden egg. Every movement you make is done with extra precision and calculation. Every change in direction, even the slightest shift as you navigate your way through, is critical.
Festive though they may be, with Bowser there’s no such thing as fluff. Everything has its own purpose. This one? Mainly the sole purpose of killing you.
A more up close and personal look yields some pretty interesting yelps between the two.
Indeed, Mr. Roy thinks he’s the most interesting Koopaling in the world. Why just ask him if you don’t believe me.
Roy’s quite the drama queen. Talk about someone who knows how to ham it up.
At the end of each successfully defeated castle, there’s a little cutscene. Post Roy’s is one of the best. Poor Mario gets charred for all of his hard work!
Said it before and I’ll say it again. I love the way this game looks. More importantly, I love the sense of soul, spirit and adventure that the Nintendo staff carefully infused it with.
Welcome to World 6, Chocolate Island. Here you’ll find dino critters of all shapes and sizes.
These little cheese-esque hills descend, so unless you wish to be lava soup, keep Mario moving!
Finally, we arrive at Wendy’s castle. And what a castle it is. All sorts of traps lie in wait to snag Mario for good.
Back in the glorious late ’80s to mid ’90s, I ran with a group of folks who were my brothers and sisters. Our monthly family friend sleepovers were in a word, legendary. My gaming group gave me countless memories. One that sticks out occurred in 1993. There were about 20 kids that night. My older brother, myself, Sushi-X and his brother Zack were assigned the mission of buying burgers for all. So we hit up a local Wendy’s. The guy we affectionately called Sushi-X (for his intense love of Street Fighter which matched that of the EGM persona) ordered 30 (!) Big Bacon Classics (now defunct). Behind us was a lengthy line of folks. The ones immediately behind us, an elderly couple, shook their head at one another and bickered, “I told you, Hank! We should have gone to Red Lobster!” They stormed off and a couple of the other people behind them left as well. Standing off to the side of the cash register, I watched in bewilderment as Sushi-X single-handedly drove off the customers. We brought the loot back home and crowded around the Sony TV in the living room to watch Saturday Night Live and enjoy our burgers. There was such an abundance of Big Bacon Classics that 10 were left in the fridge for a midnight snack. Every time I drive by a Wendy’s these days, I can’t help but think of that Sushi-X memory and the night of our epic bacon feast. Thanks for all the memories, Game Crew and Dave Thomas
Before you can pass through to the Valley of Bowser, you must contend with this evil Sunken Ghost Ship.
My grandpa used to tell me all the time that money doesn’t grow on trees. I used to tell him “You’re right. They don’t, because they grow out of thin air, and I know this because Super Mario World told me so.” Then, he’d look at me sideways and say, “Son, you’re a special boy.”
Once you’ve escaped the Sunken Ghost Ship you’re ready to brave it all and step into the deadly Valley of Bowser. I hope she’s worth all the trouble, Mario.
You’ll need Yoshi in Valley of Bowser 4 if you wish to nab the key to the Star Road.
The battle against Larry is highly reminiscent of the one with Iggy, way back in the first world. Defeat him and then face the KING.
Isn’t it great how those red glowing eyes peer on in the background there? OK, so they were added in by yours truly. Still, one of my favorite moments in the entire game. It’s just so incredibly atmospheric.
EXTRA EXTRA: READ ALL ABOUT IT!
WHAT THE CRITICS SAID
Super Mario World earned high marks just about everywhere. In EGM’s 100th issue (November 1997) it ranked #11. EGM gave it scores of 9, 9, 9 and 9. EGM reviewer Martin Alessi wrote, “I’ll take 96 levels of Mario over 20 of Sonic any day!” Nintendo Power placed it #16 on their Top 100 list in issue #100 (September 1997) and later bumped it up to #8 in issue #200. Super Play Magazine had it at #4 in their own Top 100 SNES Games list (issue 42, April 1996). Super Play scored it a massive 94%. While fans have long debated whether Super Mario World or Super Mario Bros. 3 is superior, Super Mario World is an exemplary example of the platforming genre done right and then some. It was the perfect game to debut with the Super Nintendo 26 years ago. And it still holds up incredibly well to this very day. You can pop it in now in the year 2016 and still be in awe of its smooth gameplay, crisp control and various nuances. It was a masterpiece then, and remains so to this very day 26 years later.
CLOSING THOUGHTS
Early Sunday morning, November 19, 2006. 10 months into my SNES resurrection and two days before the game’s 16 year anniversary, I at long last powered up Super Mario World. I had never beaten it before. Early that Sunday morning I shifted my way through the darkness, determined to atone for past sins. In the riveting book The Kite Runner,Rahim Khan’s piercing words over the telephone haunts Amir. “There is a way to be good again.” I happened to be reading through that novel when I was going through this game for really the first time. As sad as it may sound, it was exactly how I felt about finally playing and beating this masterpiece. “There is a way to be good again.” It was my gaming redemption.
Going through Super Mario World for the first time in 2006 was a bittersweet feeling. I wished I hadn’t waited so long to finally beat it, yet I was thrilled at the opportunity to redeem the gaming missteps of my youth. As I waded my way through every castle, fortress and hill valley, it was almost as if I had taken a time machine back to the early 1990s. This game reaffirmed my love for this classic genre, as well as for this amazing system. Over the past 25 years the Super Nintendo has given me a bevy of memories. Somehow, it was always playing in the backdrop of my youth. Getting back into it in 2006 was the greatest decision of my gaming career. Thomas Wolfe was wrong. You can, indeed, go home again. And as I ventured back to the roots of my childhood, I recalled all the characters (i.e. Sushi-X from my Game Crew) and favorite games. It wasn’t just about reminiscing, though. I had another mission firmly set in mind… to travel down the gaming roads I never did back in the day but should have. And these pathways have opened up a whole new treasure chest of gaming memories for me to carry on forever. Super Mario World is a rare gem of an adventure I shall always cherish. Gaming redemption never tasted so sweet.
Graphics: 8
Sound: 10
Gameplay: 10
Longevity: 9
Overall: 10
You can’t talk about Super Nintendo’s very best without citing Super Mario World. It’s a timeless adventure that exudes excellence from top to bottom. A quintessential platformer, Super Mario World deserves its rightful due place on Super Nintendo’s Mount Rushmore.
Before I delved deep into the obscure world of Super Famicom in early 2006, I remember hearing rumblings about a strange Japanese game. Its biggest selling point was it played something akin to Bionic Commando. As a kid the grappling in Bionic Commando captivated my imagination, and I always wanted to play a Super Bionic Commando. Unfortunately, it wasn’t meant to be. Umihara Kawase isn’t that, but it doesn’t need to be. Imagine a wacky world where you navigate through the levels with your fish grappling hook, latching onto edges and using momentum and physics to push yourself up or across, or even down. It’s a unique experience the likes of which few Super Nintendo games can claim. On top of all that, throw in a distinct minimalist visual style and all manner of ocean “enemies” and you have one weird but memorable game.
Bionic Commando was released on the 8-bit Nintendo in 1988. It became a cult classic to many and it was surprising (and sad) that Capcom never made a proper 16-bit sequel. The closest thing to this on the SNES is probably Umihara Kawase.
Although actually, in 1992 Capcom released Bionic Commando to the Game Boy. It’s a very respectable game and features a password system which the NES game did not. It can be played on your Super Nintendo via the Super Game Boy. I have a copy myself and definitely recommend it as it’s a fun game to play on the go or on your big screen TV using an actual Super Nintendo controller. I consider it a bittersweet experience though. It’s good enough to tease you and make you really ponder what a “Super Bionic Commando” might look and play like.
HOOK IT UP
Right away you’ll notice the game sports a unique look. Compared to other SNES games of the era, Umihara Kawase is not exactly what one would call “bright” or even “cheerful.” It’s sort of a drab almost dreary looking world. No one knows why this Japanese school girl is suddenly forced to navigate this bizarre world containing mutated sea life. All we know is there is an exit and you must help her reach said exit door safely.
To reach your destination, you’re going to have to master the use of your tool. Each level opens up with a short demo to give you a taste.
Right away you can see why people have long drawn comparisons to Bionic Commando. The difference is the physics of the rope allows you to manipulate the ways you can move her around. It’s less “stiff” than Bionic Commando because things here are, literally, much more flexible.
Here’s an example:
Mastering and getting used to the physics of the rope is all part of the fun.
Level one literally gets your feet wet. Love the detail of the little splashes.
The core of the gameplay is firing your hook at various platforms and ledges, then using momentum and physics of the elastic rope to swing yourself over to the next desired platform. It sounds simple but it’s rather complex and I like how there’s more than one way to solve any given level. It makes replaying the stages a more worthwhile endeavor than your typical platformer.
The way she pulls herself up onto a ledge is rather adorable. She isn’t the most athletic girl around (her jumps don’t go very high), but she’s got a charm to her.
Enemies litter the stages. Sometimes they’re roaming about. Other times they will appear mysteriously out of nowhere — a quick swirling dust cloud is the only indicator as to where they’ll pop up. The randomness of these enemy placements go a long way to increasing the game’s longevity. Most enemies can be eliminated by firing the hook at them and then reeling them in. She puts them in her pink backpack so she doesn’t “kill” them. It’s very family friendly. It’s a nice game that anyone can play. But few will master. That’s the beauty of the game.
Sometimes reeling in an enemy causes the poor little girl to crash into a platform! I love the detail of her chin literally smashing against the ledge there. It doesn’t hurt her but it sure is a fun sight gag. Gives the game a subtle sense of (black) humor and definitely gives it some extra personality.
Don’t underestimate those little fish bouncing around in that bucket there. You can capture them for points, but be careful they don’t bounce off your head and send you spiraling to an early watery grave.
Some enemies are much tougher, like this octopus which can’t be killed. It can only be avoided. Watch out for its black inky cloud. If it touches you it causes you to be paralyzed momentarily. The worst part though is you wobble about for a few seconds. This can leave our poor heroine stumbling off a ledge to her demise.
Marine life isn’t the only hazard though. Similar to Elevator Action Returns, be careful you don’t get squished to death by the various floating platforms! There’s no blood or anything, but the way she gets squashed is still pretty gruesome looking. The first time I saw this it shocked me a bit to be honest. I just didn’t expect this from a “kid’s game.” When in reality it’s not really a kid’s game as the gameplay mechanics are rather complex!
The objective of each level is to locate the exit and reach it. Locating it isn’t so hard — reaching it may present a stiffer task. It’s so satisfying to finally reach the exit. I love the way she swings the door open. Hey, it’s the little things in life and video games, right?
Here’s a nifty trick. In order to reach that exit down there you can’t just jump down because the angle and law of physics doesn’t allow you to do so. Instead, what you can do is stand at the edge, kneel and drop your hook down. This allows you to use gravity and momentum to safely swing yourself down to the next platform until you finally reach that sweet exit. It’s little tricks like this that make it so much fun. It’s like learning the ins and outs of using a yo-yo. This is a bit like “walking the dog.” Good stuff.
This requires a bit of skill but nothing you can’t get the hang of [I see what you did there -Ed.] after a bit of practice and elbow grease. It’s these little moments that make this game such a pleasure to play.
The first boss you’ll encounter is this creepy looking thing. The way it moves and how abnormal it looks freaks me out a bit. It reminds me of Godzilla’s second form from Shin Godzilla.
The thing lays eggs which quickly hatch. At which point little green frogs come hopping your way.
You actually can’t kill this boss. The secret to winning is making sure it doesn’t touch you. Eventually it just gets bored and goes away. But be careful its frog babies doesn’t knock you off.
RETRO GAMER MAGAZINE BLURB
CLOSING THOUGHTS
Umihara Kawase is one of the best Super Famicom games that never came out stateside. It’s a pure joy to play. Learning how to manipulate the elastic grappling hook makes it different than any of the 976 other platformers on the SNES. I can’t say enough positive things about it, and it’s best you experience it for yourself if you haven’t already. It’s got an interesting soundtrack to boot. The sound effects, music and gameplay all combine to make it one of those nice relaxing and soothing games to play. The kind of game that you can fire up for 15 minutes after a long hard day at work and be completely satisfied by. Don’t let its looks fool you — Umihara Kawase is a true gem that belongs in any SNES recommendation list.
Are you a big fan of the Pocky & Rocky games? Do you appreciate video games that veer off the path of “normal” and spiral deep into the depths of madness? Then Deae Tonosama Appare Ichiban was made for you. Tackle 10 bizarre stages featuring even stranger creatures and enemies in a madcap attempt to save the world. The good news? Two guys are up to the task. The bad news? Those two guys aren’t exactly superhero material. Fortunately, they’ve got heart up the wazoo and the game is a friggin’ blast.
EGM SPOTLIGHT
When EGM issue #66 came out, January 1995, there was a half page preview on a weird looking action game for the Super Famicom. It struck my fancy and it was just something that never left me. Finally, nearly 16 years later, I got a chance to play Tonosama. To me, one of gaming’s greatest pleasures is crossing Game X off the X Year Curiosity list. There’s something really cool about finally playing that game you had studied a half page preview on some 15+ years ago. Games which you thought back then you would never ever play. Such is the advantage of being older, having more resources and know-how. It seemed like a silly game from EGM’s description, and boy were they spot on. Tonosama is strange as all hell!
THE (CRAZY) STORY GOES…
THE CRAZY ADVENTURE BEGINS
Deae Tonosama Appare Ichiban is a one or two player overhead action game. It’s filled with little cultural items and oddities throughout, and the two “heroes” you can play as certainly are not your average video game good guys, so to speak. In fact their names are Baka-dono, which means Lord Stupid, and Baka-ouji, which means Prince Stupid. I’m not making this up. This comes from the actual game translation believe it or not. It gives you a good idea of its slapstick nature.
Lord Stupid and Prince Stupid play differently. Fanboy has a close range attack while the Prince’s roses act as projectiles. In a two player game, it’s nice to have the Prince attacking from afar with Baka-dono striking up front. Unfortunately, there is a bit of slowdown, even in the one player game as the screen can get fairly hectic from time to time with all the enemy sprites rushing in and out. These two also have some special moves you can work out. I personally prefer Baka-dono, despite Rose Boy being the better jumper.
See the yellow % at the bottom there and the 20% icon on the bridge? That’s your TGR. When you press ‘X’ you transform to your father’s muscle bound ways. Every hit you take or deliver drops your %. Once it hits 0 you go back to being Baka-dono or Baka-ouji. Slain enemies may leave behind food, scrolls (magic) or TGR points. The fathers are very strong. Another good thing: as the father, your own health never decreases, only the % points. It’s funky, but it sure is fun!
Tonosama allows you to select your stage order. I always like games that allow you to pick and choose. You can start off with the final boss (blue triangle) first, but if so, you’ll have to run the gauntlet of the purple triangle bosses, with no scrolls or TGR, mind! So I really do not recommend tackling the blue triangle first. Plus, with the cool and crazy locales, you don’t want to miss a thing!
STAGE ONE: DAY OF THE LIVING FAT
That big guy there is sort of a mini boss. His little cronies try to bum rush you. Later on Baka-dono comes face to face with some angry swordsmen.
Your first mid boss encounter (of many) occurs on this cool little red bridge. Baka-dono then calls on his father for some needed assistance.
Ye standard semi-tricky jumping bits are ever present in Tonosama. As you make your way through this deadly dojo, sumo wrestlers parade around trying to slap you down! By the way, I love how this game is filled to the brim with unnecessary explosions. Japanese shoji screens? They even explode in submission. Gotta love it.
And here is your very first boss fight — a ref and two grandmaster sumo wrestlers! It’s your lucky day — you get to maim three for the price of one. Watch out for their rolling attacks and make sure you take out the annoying referee who cowardly stays back, tossing projectiles at ya.
STAGE TWO: THE CURSED VILLAGE
This is one of my favorite stages just because it has a creepy, ominous feel. Things look so bleak and depressing! Along the way you’ll be ambushed by jumping monkeys, ravenous crows and sprinting, shuriken-throwing ninja demons.
Be patient with this waterfall boulders-falling-down bit. Can get a little tight there toward the end. Near the end of the stage you’ll run into some zombies. I love the way they stagger about. When you kill them, they’ll burn up for a couple seconds before biting the dust! It’s a great enemy design that adds to the foreboding atmosphere of this groovy little stage.
STAGE THREE: FREE MILLY
The enemy roster goes from weird to weirder. I love that water part even though the dashing bald dudes can be fairly frustrating. Just love the way you can see the reflection of clouds in the water. It’s little graphical touches like this that draw you even deeper into a game.
Careful you don’t slip and drown! Poor Baka-dono doesn’t know how to swim (nor does his father, for that matter). Thankfully you just lose a little health and not a life. Mr. Fatso there serves as the mid boss of this level. He swings and chucks some sort of slingshot.
Next up you come to this little beach area where vicious spear-tossing madmen (!) do their damnedest to make sure you don’t advance any farther. Then you find three of them stabbing an innocent dolphin that’s been washed ashore! It’s sick and perverted yet makes you say, “Wow, that was different.” Kill the savages and rescue the dolphin. Free Milly!
Milly the dolphin thanks you and gives you a ride to Ganryujima Island. When necessary, jump from one dolphin friend to the next. It’s your standard force-scrolling section. I really like this one, though. It’s actually kind of fun and more than just tolerable while you wait for the next regular action bit to present itself.
After reaching the island you make your way through this creepy cave. The zombies return from the Cursed Village, and after crossing that bridge you come face to face with a most peculiar… ALIEN!? Sure looks like it… but what’s an alien doing there blocking the bridge passage? Bizarre, but deliciously imaginative and thought-provoking!
It helps to either have a Super Famicom controller (to know which color button is which) or to do a quick Google image search. Your reward is increased TGR beyond even 100%!
STAGE FOUR: THE BIG BAD OLD MAN
I love this boss. It’s a fun simple fight and he’s a hoot to pound and punch at. But he’s not the final boss of the game. After defeating him you’ll be transported to the next area where more levels await. Just when you thought things were already bizarre enough, prepare for more wacky strangeness that only the Japanese can seem to muster!
TO THE SECOND ZONE WE GO
STAGE FIVE: MR. VAMPIRE LIVES
Yes, you get to kill, believe it or not, Chinese hopping vampires! Oh goodness, when I first saw them buggers hopping about, I nearly fell out of my chair in disbelief. Anyone who ever saw the 1985 classic MR. VAMPIRE will surely appreciate this. It’s things like this that help make Tonosama something that will stick in your memory vault for a long time to come. Later on there’s a semi-tricky jumping spot to work out.
That mid boss dude is tough. After defeating him, the stones give way falling to the abyss below. Don’t just stand there looking aloof — get a move on it!
Transformed into your overly muscular dead father, a mad flock of hopping vampires and mutant locusts quickly come your way. Now if THAT sentence doesn’t perfectly sum up the weirdness and awesomeness of Deae Tonosama Appare Ichiban, I don’t know what will! A little later on you’ll even run into some Bruce Lee wannabes because, why not?
You even face off against giant turtles (Gamera, anyone?) and bamboo-shooting pandas. At this point, are you even really surprised?
STAGE SIX: OPERATION DUMBO DEATH
This might be the most bizarre moment in the entire game. As the little boat carries you along, creepy ladies fly across the screen and some yoga dude is zapping away nonstop. To boot, yes, you can kill the chickens! Very weird but very fun stuff. After reaching land you’ll find a bevy of those yoga laser spewing henchmen strewn about.
Some half-naked dudes start bouncing your way. Later you come to what appears to be the Taj Mahal with wild bulls and curry plate-chucking (!) Indians. Ah, I wonder what the game designers were smoking when they made this?
The caretaker tries to whip you, but focus on killing the elephant. Doing so takes out the guy as well. Tonosama‘sbosses flash just like bosses used to in the good old days.
STAGE SEVEN: DOWN WITH THE KING!
Here you’ll be attacked from all sides by fencers and, yes, what looks to be broom-riding witches and cherubs. Did you expect anything less, at this point?
This mini boss thinks he’s all rough and tough but once you rid of his external, you’ll find a rather limp and sorry guy on the inside. Not so big and bad now are we?
This dining hall is absolutely loaded with goodies. However, in the room above, just like in pretty much every RPG, beware of treasure chests masquerading as the real McCoy…
STAGE EIGHT: ABRA KADABRA
Abra deals out a lot of fiery attacks, but the only way to harm him is to send that drum back at him. It will take 12 hits to kill him. Be patient while you wait for the drum cans and dodge all the various fire tricks he dishes out.
STAGE NINE: MAYHEM ON MARS
You get to kill astronauts on Mars. I know. Later you encounter aliens IN LOVE (!?!!?) and rabbits scurrying around with hammers. The reason for the latter is the Japanese believe, apparently, that sometimes you can see a rabbit and a hammer in the moon. Go figure…
This is just an awesome mid boss fight. It attacks with its eyes and even its head which is detachable from its body! The more you hurt it, the more it flashes until it blinks red like you’re at some frenetic rave party. Sweet.
Take the teleporter to this space station-like area. You can see Earth below.
Another deadly mid boss. Stay behind it if you want to cheat and save your life.
STAGE TEN: ALIEN ASSAULT
Ah, the alien perishes and what we have left here is actually, according to the in-game text, a monkey! Say WHAAAA?!
Escorting the monkey, the two of you are magically whisked off back to planet Earth. You’ve saved the entire universe from a dreadful fate and also have handed over the single most precious discovery in the history of civilization. Congratulations, Baka!
FLASH ME
Tonosama features a healthy heap of boss flashing and excessive explosions galore. Watch in sheer joy as mid bosses and end level guardians flash red and white alike! There’s a certain TMNT II: The Arcade Game nostalgic feeling about seeing big bosses flash red as they weaken, and the more they suffer damage the more they blink. Until at long last… KA-BOOM! I always think of Rocksteady whenever I see bosses flashing. There’s something real 1990 about it, and Deae Tonosama Appare Ichiban definitely conjures memories of days gone by. Also, when you’re transformed into your muscular father, each punch dealt causes the screen to erupt in a massive explosion. It doesn’t take much for the screen to start resembling something you would see on the 4th of July! It’s all very over-the-top campy fun, and as you can easily see, the game doesn’t take itself seriously.
Other than Pocky & Rocky, you know what games Tonosama remind me of? Prikura Daisakusen and Psychic Assassin Taromaru. Prikura is an isometric shooter with smart bombs, huge flashing bosses, a crazy atmosphere and also an option to turn into a big steroid-pumped protagonist. Tonosama also produces shades of Taromaru for me in the sense that both games feature an impressive amount of mid and mini bosses, a distinctively peculiar atmosphere (though Taromaru is more on the creepy side) and some of the bosses from Tonosama remind me of some of the bosses from Taromaru.
CLOSING THOUGHTS
I’ve played a few strange games in my career. Some were good while others relied more on gimmick to get by and leave an impression. Deae Tonosama Appare Ichiban might be the weirdest game I’ve ever played, but it’s much more than a mere gimmick. It hooks you in — you can’t help but want to see what outlandish enemies lie just around the corner. Thankfully the game itself is actually quite fun to boot. There’s more to Tonosama than a coat of weirdness. Behind the eclectic exterior lies a rock solid action game. It’s made even better with the two player mode where you and a friend can really complement each other with Baka-dono’s close combat skills and Baka-ouji’s mastery of long distance warfare. Yes, there are bits of slowdown here and there; sometimes there’s just too much going on at once but nothing too crippling. If you’re like me, you’ll be too busy anyway laughing and shaking your head at all the on-screen silliness rather than denouncing the game for its semi-periodic slowdown. The game hovers on the easy side with plenty of lives and continues. It’s definitely not as hard (or frustrating) as the two Pocky & Rocky SNES games. Sometimes you just want to play a fun game and not have to worry about it being overly difficult. This game fits that bill.
The game’s soundtrack fits nicely with themes appropriate to each unique world. I really liked the sound effects, too. They add to the game’s charm, of which it has plenty. The graphics are the weakest part of the game; they’re not quite up to early 1995 SNES standards. Still, the game has plenty of cool looking enemies for you to slay along the way. What draws you in though is the game’s personality and its insanely self-deprecating lunacy. And that is alsoexactly what will bring you back again and again. It never set out to be the best action game on your Super Nintendo, but it succeeds at being ridiculously quirky and mega weird. I mean, where else can you kill hopping vampires, astronauts on Mars, giant bamboo-eating panda bears, rotting zombies, aliens, ninjas, knights and Bruce Lee wannabes while transforming into a large steroid-injected muscle maniac who just happens to be the spirit of your deceased father? There’s only one, folks, and its name is Deae Tonosama Appare Ichiban. It’s not as good as Pocky & Rocky, but it’s a uniquely solid game that true diehard SNES fans will want to play with a like-minded friend in tow.
The Legend of Zelda is one of the most iconic games in Nintendo history, hell, make that video game history. The NES classic provided countless memories for many of us who grew up in the glorious ’80s. I’ll admit I appreciate the game for what it is, but it’s never been one of my top favorites. Link to the Past, however, is another story entirely. But you got to respect the first one. When I found out several years ago that the original game was “souped up” for the Super Nintendo, I knew I had to get my hands on a copy. It was released as a downloadable game in the late ’90s only via Japan’s Satellaview service.
The first thing you will notice immediately is the enhanced graphics. While I feel they’re not quite on the “enhanced” level as Super Mario All-Stars, I have to say this will do. To me they strike a healthy balance between 8-bit and 16-bit. 12-bit, if you will. Hey, at least the graphics were enhanced more than what we got with Ninja Gaiden Trilogy!
Pretty cool to see the original world in 16-bit visuals, no? It definitely strikes the eye as simple and pleasing. The colors are much richer (naturally) and the whole world seems to come alive that much more. Here’s one more example:
Diehard purists may scoff, but I welcome these changes with open arms. The Legend of Zelda never looked so good before!
But enough of the visuals. How does the game play? Pretty much the same classic Zelda you know and love. You can collect more Rupees here, the overworld is altered and the maps are different. But the same weapons and items are there, and the quest remains the same: kill Ganon, restore peace to Hyrule, collect the Triforce pieces and save Princess Zelda. Weapons can now be conveniently switched with a tap of the shoulder buttons L or R. Nice.
CLOSING THOUGHTS
Although I’m not the biggest fan of The Legend of Zelda, I enjoyed playing this one very much so. The visual upgrade is very pleasing to the eye, the music is as memorable as it was in the original (I find the dungeon music in BS Zelda to be much creepier) and the game plays like classic, vintage Zelda. I wouldn’t play this over Link to the Past, but as far as “remakes” go, this one ranks up there. It makes me wish there was a BS Metroid, BS Kid Icarus, BS Rygar, BS Contra, BS Mega Man 2 and the list goes on and on. But hey, at least we got BS Zelda. It’s definitely worth a playthrough. I can’t guarantee you’ll like it more than the original, but you’ll probably get a good kick out of seeing familiar sights in 16-bit glory.
Remember the Baseball Simulator games? The first one appeared on the 8-bit Nintendo and was developed by Culture Brain in the year 1989. Two years later, Super Baseball Simulator 1.000 was released on the Super Nintendo. It’s had something of a quasi-cult following ever since. It was a baseball game, sure, but it incorporated “magic tricks” to make the game a little spicier than your average baseball title. Pro Yakyuu Star is the sixth and final Culture Brain SNES baseball game, and I dare say it’s the finest one of the (sand)lot. Let’s take a quick history lesson though before we take a closer look at Culture Brain’s baseball swan song.
BASEBALL SIMULATOR 1.000 (Nintendo, 1989)
Every franchise has to start somewhere. This is it. Don’t recall playing this myself (I was more into Baseball Stars 2,Base Wars and Bad News Baseball) but I recall a few friends who were fans of this game back in the day.
Arriving during the infancy of the Super Nintendo, this developed something of a semi-cult following. It was baseball spruced up with gimmicks like magic trick pitches and the like. It brought a little extra spice to the standard baseball simulations that flooded the market at the time, so it deserves props at the very least for being different.
Culture Brain launched a new baseball series with this game, which only came out for the Super Famicom. Think of it as Super Baseball Simulator 1.000 but with real Japanese ball players and improved visuals. It retains all the crazy Ultra Plays.
Super Ultra Baseball 2 is the sequel to Super Baseball Simulator 1.000. Released three years later, this is most evident by its beefed up visuals. Never thought I’d say a baseball game looks pretty but this one sure does. All your favorite Ultra Plays are back. Some Japanese to navigate through but definitely a worthy sequel.
Culture Brain didn’t wait even five months after Super Ultra Baseball 2 (July 28, 1994) to release Ultra Baseball Jitsumeiban 2 (December 22, 1994). I really like the super deformed route they took here. There is something charming about an old school 16-bit title featuring slightly deformed ball players. Also, Ultra Plays are still here. The best of the Jitsumeiban series.
Culture Brain released their fifth game in the SNES series, Ultra Baseball Jitsumeiban 3, on October 27, 1995. As you will see, it features the visuals that Culture Brain would go on to use in Pro Yakyuu Star.
PRO YAKYUU STAR (Super Famicom, 1997)
Culture Brain took an entire year off to work on this game (no baseball titles released in 1996) and the effort shows. Although the Ultra Plays are gone, I like the feel of this game a lot. And hey, you’ll always have the five other games if you’re adamant on using Ultra Plays.
One of my pet peeves with these vintage baseball games is that more times than not, outfielders can’t throw for jack squat. The ball ends up rolling to second base or bouncing several times to home plate. It completely ruins the fun of the game but thankfully in Pro Yakyuu Star these professional baseball players are actually, you know, well trained pros! Imagine that!
Speaking of being pros, I also like the numerous nice defensive stops you can do. Take for instance this diving catch in which the defender ends up rolling around for a bit. It’s a small detail but points to the level of craftsmanship Culture Brain was able to achieve after five previous SNES baseball outings.
Couple more defensive gems.
Whatever you do, don’t let the ball roll to the gap. D’OH!
I would normally say “good job, good effort” but COME ON, MAN! You’re killing me out there. Tsk tsk…
Other than a home run, one of my favorite sights in a baseball game is seeing the ball smacked all the way to the outfield wall. And then rounding the bases as madly as I can while watching the defenders give chase. Good stuff.
Speaking of satisfying, how about a good old bloop single or double down the left or right field line, just barely inside the foul line? It’s a great feeling to see that white baseball find a vacant spot on that beautiful grassy outfield, just outside a defender’s reach.
Sliding home safely just before the tag is the best.
Swiping second base feels so good. Some baseball games don’t let you steal. Either your runner is too slow or the catcher’s arm is too strong. Culture Brain seems to have struck a fair balance here. The running game comes into play a bit more here than in other 16-bit baseball games. Hell, a fast runner can even swipe third base, which was near impossible for most games from that era.
Rickey Henderson would be proud. After stealing second, I’m off stealing third. NO MERCY! Gotta love the cloud of dirt and dust that gets kicked up as you slide in for the steal.
Those are some of the angriest fans I’ve ever seen!
Attention to detail is on point. Look at the batter digging his cleats into the soft dirt. In the other shot we see the anguish of a batter who just struck out. Somewhere Patrick Stewart is smiling.
Speaking of attention to detail, I love how the pitcher sometimes will react with an exclamation mark if the ball is hit particularly hard. It doesn’t always result in a home run or even a hit, but just like in real life sometimes you hear the crack of the bat and you go uh oh.
CLOSING THOUGHTS
Although I like Super Ultra Baseball 2 and Ultra Baseball Jitsumeiban 2 a lot, Pro Yakyuu Star probably does play the best of the (sand)lot. However, it’s missing the wacky Ultra Plays and when it comes down to it, the gap in sheer playability is not wide enough for me to prefer playing those games instead. This was Culture Brain’s final baseball game. They were planning to release Shin Choujin Ultra Baseball and Choujin Ultra Baseball for the Game Boy Advance but that was cancelled.
Also of worthy note is that they chose to make Pro Yakyuu Star its own stand alone entity rather than Super Ultra Baseball 3 or Ultra Baseball Jitsumeiban 4. It’s kind of neat to see how the Baseball Simulator series started and ended here more or less. These quirky baseball games deserve a little more recognition. I hope this gives you a few new intriguing oddities to try out for yourself.
Gundam Wing. It’s a famous anime from the Land of the Rising Sun but quite frankly, it was never one of my “things.” You know, growing up my things were Godzilla, WWF, scary movies and Super Nintendo just to name a few. Never got into Gundam Wing. My only memory of it was buying a toy of one of the super deformed version in the mid ’90s rather randomly at this Japanese hobby shop. I say that to say… I would love this game even more if I had a genuine connection with the Gundam brand. And I already like this game a lot. It’s probably the finest Super Famicom exclusive fighting game ever made. So if you love fighting games and Gundam, then this is a match made in Heaven. Let’s take a closer look.
The game opens up with this rather nice cinematic intro. It is very Street Fighter Alpha 2-esque in its execution and style.
You can spot the similarities, right? I almost expect Sagat to come bursting through any second now!
It gets you pumped up to fire giant laser beams and the like.
Each fighter has his or her own strengths and weaknesses. For example, some are more agile than others. Others are a bit stronger, and so forth. Before we look at the fighters a bit more closely, let’s review some of the core principles of the game.
When you’re standing more than halfway across the screen from your foe, you can press a button to automatically fire your vulcan shot. This sends forth a series of bullets that don’t do a tremendous amount of damage, but enough to sway the tide of the battle your way. It’s good for a quick long distance attack. But see that 300 bar up there? Each time you perform a big special, it loses some points. Bigger moves drain more points. To fill it back up, you have to attack with your normal moves. This means you have to strategize — you can’t just go in there with guns a’blazing.
Each fighter has a super special (double Hadoken motion plus attack). This can be performed at any time in the match provided you have enough points. This is pretty cool since it means you don’t have to wait for your energy bar to be down to 25%. I guess it’s a variation on the old super move meter but somehow it feels slightly different even though in practice it really isn’t.
One of the neat things about this game is the ability to damage your foe even while he or she is on the ground. This also creates new opportunities for combos that aren’t present in other SNES fighting games. There is a slight juggle system at work here, and you can even block in mid-air in addition to dashing forward or backwards. Seeing as how this was released on March 29, 1996, Endless Duel benefits from some of the more modern fighting game tropes.
All fighters can also double jump or even TRIPLE JUMP. Being giant flying mechs you figured that this game would somehow bring that into play somewhat. And these features definitely do the trick.
That’s what you get for ripping off the great name of SHENG LONG!
I love Wing’s Dragon Punch variant. It gives you a chance to string together multiple strikes as he savagely swipes down at his opponent mid-air. Nice!
Heavy Arms lives up to its name. It’s got a whole lot of fire power backing it.
Wing proceeds to show Heavy Arms the finger. Then Wing backs up the trash talking with a CLUTCH victory that is far too close for comfort.
Sandrock’s stage is absolutely gorgeous, with that blazing sun popping up over the horizon. I love taking to the air with a double or triple jump to show off the sun in all its burning glory.
Wing’s blast rivals that of the sun’s power. Doesn’t look too good for ol’ Sandrock here…
Sandrock’s beautiful stage is second only to this, which shows off the captivating Northern Lights.
Wing polishes off an amazing 9-hit combo with his super special blast. I love how the colors of the beam and the Northern Lights in both pictures magically match!
Tallgeese (who is unsurprisingly the tallest mech in the game) puts up a good effort, hitting me with his devastating super special move even, but in the end he’s no match for Wing. Mechs flash orange during the final blow. Nice touch.
Mercurius has some nifty special moves, and proves to be a formidable foe.
Well GOT DAMN![It’s actually Gundam… -Ed.]
You do know that I am PURPOSELY letting the computer pound on me so that I can capture their special moves, r-right? [Yeah, uh huh, sure thing… -Ed.]
Yup, I really had to hold back from opening a can of whup ass on his, er, ass. [Right, of course… -Ed.]
Whew, another tight battle goes down to the wire. The vulcan shot comes in handy when you need a little push to get you over the edge and nab that W.
And you thought SNK bosses were cheap! Epyon is cut out of a similar cloth. He’s got high priority strikes and easy combos that will turn you into a crying meme.
Please, make it stop. I may or may not be in the fetal position right now. I can neither confirm nor deny.
WHO’S YER DADDY NOW, BITCH!? [Did you tell the readers how many save states and retries you had to go through? -Ed.]. Uhhh, well would you look at the time! It’s a wrap!
CLOSING THOUGHTS
Mobile Suit Gundam Wing: Endless Duel, or Shin Kidō Senki Gundam Wing: Endless Duel (to give it its full proper Japanese title), is an impressive fighting game for the Super Famicom. The anime ran for 49 episodes — it aired on April 7, 1995 and its final episode aired on March 29, 1996. Fascinatingly enough, the same day it went off the air was when Bandai released the Natsume developed fighting game. It must have been a bittersweet day for hardcore Gundam fans. Their favorite anime ended but they received this little treasure to enjoy.
Endless Duel is a sophisticated “modern day” fighting game. It feels like a “versus” fighter in a very elementary sense. From the little details such as the humongous screen text to the combos and double jumps, it feels like you’re playing a beta version of the first wave of Capcom’s “versus” fighting games. It’s impressive to see such a clash of titans on the Super Nintendo running as smoothly as it does. But that explains why there is ZERO speech samples in this game. They had to save the memory to devote it to the frames of animation. So you won’t hear any announcers screaming “ROUND ONE, FIGHT!” or even the fighters themselves talking trash. It’s just the music and sound effects of steel connecting on steel. It’s not a big enough issue to harp on, but once I noticed it, I felt like something was off, or missing. But you do get used to it, and it was for a good cause: the game looks incredible and moves so fluidly it has to be seen to be believed. It makes me wonder what a port of Darkstalkers or X-Men: Children of the Atom would have looked like on the SNES.
So ask yourself these three questions:
1. Do you like playing the Super Nintendo?
2. Do you like fighting games?
3. Do you like Gundam?
If you answered yes to at least two of those questions, you’ll really like this. And if you answered yes to all three, then you probably already own this game and mastered at least half the roster by now. At any rate, Mobile Suit Gundam Wing: Endless Duel is a fine fighting game, and quite possibly the best one to never hit SNES American shores.
Last Saturday night I was inspired to fire up the old NES for the first time in ages. I still love the system to this day but in terms of actually playing it, it’s been a while. I don’t get to game as much as I’d like these days due to work getting busier and busier, but when I do game I tend to play my Super Nintendo. But last Saturday I had the strangest and strongest urge to revisit my old friend, and my old flame, the 8-bit Nintendo. The first game I played? Super C. Now back in the day I recall playing it briefly, but never thoroughly, and I was adamant on changing that. The game initially kicked my ass until I enabled a few Game Genie cheats to help see me through. Normally I try to beat a game fair and square but I had no guilt here. I just wanted to see all of the crazy levels. This was my journey through hell and back.
Note: Credit vgmuseum.com for these pictures.
Note 2: This past weekend I also published reviews for NES Contra and Contra III: The Alien Wars. Be sure to check them out, too.
Super C came out April 1990, two full years before Contra III: The Alien Wars. I can kind of see where the influences for Contra III‘s first level emanates from. Some of these sights here look awfully familar. Hmmm….
The first stage is pretty solid. Sure that first boss isn’t anything mind-blowing or ultra memorable, but I love how after you destroy all the turrets a red beating orb appears in the middle for you to gun down. It sets the stage as a lot of the bosses have compartments or turrets to take out first.
Indeed, playing Super C is like peering into the future. Some of Contra III‘s levels and ideas seem to derive somewhat from Super C.
It is. The first game’s jungle had lots of different platforms to jump on or off of. This jungle version lacks that. It’s pretty much a straight flat shot through, and that takes away a lot of the fun and intrigue. Don’t get me wrong, it’s still a fun level to work your way through, but it’s just not as fascinating as the original.
I keep dying and end back up with the weak pea shooter. Did I mention this game is double tough?
The plates come down one at a time and it’s pretty fun to navigate successfully, but I want some more monsters in my Contra bosses, damnit.
I do prefer the Waterfall level in Contra over this one in Super C, but that has been a running theme, no?
CLOSING THOUGHTS
It was nice to finally go through this game last Saturday, even if I did have to enable a cheat code in order to do so. I managed to finish the game with precisely one life remaining. I doubt that I could ever legit beat this game, even if I were to devote 20 years to mastering this game. I love a good hard challenge but this game seems to cross the line and wander into super cheap territory. I do like it a lot, but I just wish it weren’t so damn difficult. It’s so hard that for me it takes away some of the fun if you’re playing this as is. I know there is a camp of Contra fans who prefer Super C to the original. But for me the original will never be touched, outside of Contra III: The Alien Wars that is. Still, Super C stands as a worthy sequel and it’s cool to see the influences it would come to have in Contra III.
Ranking the first three Contra games (Contra Force doesn’t bloody count).
1. Contra III: The Alien Wars
2. Contra
3. Super C
In the dying days of the 8-bit Nintendo, the SNES hype train was roaring along faster than even the Shinkansen. Not just by the months and weeks but seemingly by the days and hours. And every Nintendo geek had their own specific game they wanted to see through the wonders of 16-bit. Mario, Zelda, Gradius, Metroid, Castlevania, Mega Man, the list goes on and on. But for yours truly, and many others, Contra was right at the top of that highly esteemed list.
Commando wannabe geeks everywhere in the good ol’ US of A saw their wish come true when Contra III: The Alien Wars was unleashed in April of ’92. Yet ironically, it took me nearly FIFTEEN years later until I could finally call it my own. My SNES rebirth in January 2006 wasn’t merely a resurrection, it was also a chance at gaming redemption.
IN THE BEGINNING…
While many kids grew up on Mario in the mid-late 1980s, and don’t get me wrong — I liked the Italian plumber too, it was really Konami’s CONTRA that cemented me as a video game fan for life. There’s something about being a machine gun strapped soldier blasting alien chunks set over highly atmospheric levels with some of the most memorable video game bosses of all time. Perhaps the best thing about it: you could do it with a buddy. My brother Kevin and I fell in love with Contra when we discovered it at a rental store in 1988. Uncle Jimmy, who then recently moved in, also fell prey to the wonders of this game. I can recall many nights where the three of us rotated turns per level with aid of the infamous Konami “30 MEN” code. A part of me can’t believe it’s almost been 30 years since the three of us stayed up late huddled around the small Sony TV, taking turns saving the universe. Contra was an awesome two-player game. This is not a case of looking back with rose tinted glasses — the 8-bit NES conversion still stands up remarkably well to this day, even nearly 30 years after its release.
From the very first level, that memorable jungle romp, you knew you were in for some kind of treat. Contra conjured quite the intense atmosphere that very few others could. And it paved the way for future run and gun greats like Metal Slug and Gunstar Heroes. It did a lot for gaming, and richly deserves its lofty spot in gaming history. Thank you, Konami, you bastards.
Though ironically, as much as we loved beating the game over and over, Uncle Jimmy never did buy it for us. We rented it several times and a close friend of ours loaned us his copy in exchange of Legendary Wings — a fair trade if there ever was one…
So perhaps it’s fitting I never owned Contra III back in the day either. I never played it extensively until 2008. My old friend Tommy had a copy that I’d play here and there back in ’92 but mostly I would watch our mutual friends Brian and Bryce play. So yeah, it’s a bit strange that I didn’t jump at Contra III back then despite it being at the top of my most wanted list. I guess one reason why — Uncle Jimmy moved out in the spring of ’92 when his wife was pregnant for the second time… the same time Contra III came out — maybe I thought it just wouldn’t be the same without him by our side hooting, hollering and having a good old time. Whatever the reasons were, in October 2008 I decided it was time to finally right a 16 year wrong…
THE STORY, WELL, SUPPOSEDLY…
“Here we are again bro… just you and me. Same kind of moon, same kind of jungle…”
“Real number 10 remember… whole platoon, 32 men chopped into meat… we walk out just you and me, nobody else. Right on top huh? Not a scratch… not a fuckin’ scratch. You know whoever got you, they’ll come back again. And when he does I’m gonna cut your name right into him.”
The year was 1987. In an undisclosed location in Central America, a special task force was called in to take care of mysterious enemies that hid in the dense and dark jungle. The soldiers assumed it was yet another typical mission but tragically, it was anything but.
The band of soldiers searched the jungle but found no traces of the enemy, only the bones of the unlucky. At nightfall they split up in several mini-camps, keeping guard. As the men huddled around, an ominous chill filled the raw night air. A soldier’s sixth sense is well developed, and one in particular, Bill Rizer, knew something big was about to go down. His long time partner, Lance Bean, watched as the full moon continue its steady climb in the sky. At its zenith, the bloodshed began.
The soldiers were savagely attacked. All order and control went right out the window as many fled for their very lives. The vile creatures knew the jungle inside and out. The men were mice trapped in a snake’s cage. One by one, they were picked off by this invisible threat. The soldiers who did steal a glance saw a sight far too horrible for words.
Gunfire and screams of terror filled the jungle. The enemy was too fast, too smart and too cunning for the men to overcome. Those who stood their ground and fought head on were ripped apart, those who fled were gunned down and those who hid were hunted and swiftly destroyed.
The men were fighting against an enemy not of this earth. It attacked with an unrelenting fury. This force, this thing that lived inside of them came from a source too VIOLENT, too DEADLY for you to imagine. It grew inside them — contaminating their souls. And now these alien invaders have come to Earth… to kill.
But miraculously, two strong soldiers not only survived the menace — they destroyed it! These two elite soldiers were named…
“Jesus Christ…”
“Jesus ain’t got nothing to do with this.”
“And we’re supposed to somehow KILL THAT?!”
“If it bleeds, we can kill it. No sweat.”
“I see you sweatin’ from over here!”
“I AIN’T GOT TIME TO SWEAT.”
FIREPOWER
And you sure need a whole lot of it! Thankfully, now even your default gun is on auto-fire. Some old favorites, like the classic spread gun returns, along with some new updated weapons thanks to the advent of the 1990s (or the 27th century, I suppose). You also have one powerful M-80,000 Helio Bomb per life to blow the aliens to Kingdom Come!
As mentioned above, at least your standard issue rifle is now automatic. It’ll get the job done in a pinch but you definitely want to make an upgrade soon. The laser cannon packs quite a wallop but it’s pretty damn slow.
Glad to see the spread gun back, but in my view it was much better in the NES game. The homing missiles definitely come in handy, though weak compared to others.
This is quite a powerful weapon, especially when you have it in both hands.
The flame thrower is very useful against certain enemies, and it earns cookie points for looking so damn cool.
You now have the ability to carry two different weapons at once! Plus, when you hold L and R, fire the trigger button to shoot both weapons at once like a mad man.
LEVEL ONE: NEO CITY
Where were you back in 1992? Do you remember the first time you fired this game up and anticipated the 16-bit wonders ahead? This stage set the stage!
Weapon Wings appear high in the sky just like in the original and must be shot down. You can switch to your other gun, nab that spread shot and have that as your second gun. When you feel like you might die, switch to the less effective gun. That way, when you come back, you still have the good one. Nice! And here we see the smart bomb in its first phase of action. Players get one smart bomb per life. Unfortunately for you, they do not serve as invincible barriers so even a momentary lapse in attention can prove fatal. Smart bombs expand in a massive destructive arc and are best saved for the humongous bosses. The closer you are when you unleash this devastating force the better, as the victim will receive more damage from that extra bit of prolonged exposure.
Watch out for these sucker guns bursting from out of the ground. And be sure to watch your back for incoming guards.
Another advantage over the NES game is the ability to hold your ground while shooting in any of the eight directions. So now you can fire away anywhere you wish without having to worry about changing your position one iota! Gotta love that SNES controller
Who could ever forget the very first classic boss from NES Contra? It was so huge that it blew my little five-year-old mind away back in ’88. Talk about one imposing structure! It was a lot easier to kill than it looked but it’s got to be one of the most memorable level one bosses of all time. From the lone red sniper up top to the funky looking gumballs it spewed out, and the cool looking hi-tech square cover at the base there, man, Konami knew HOW TO WORK IT.
And while it was a lot more intimidating in the original, it was still nice to see this base make a comeback. And since it’s not a boss, one can see why it’s a much smaller model than its big brother classic.
I love when companies acknowledge their prequels by resurrecting some of the more memorable baddies. It gives the sequel a certain touch of class and history.
Another satisfying explosion. Gotta love the flash flash. Simply classic stuff.
[Say a prayer, but let the good times roll.
In case God doesn’t shoooow…
And I want these words to make things right…
… but it’s the wrongs that make the words come to life.
“Who does he think he is?”
If that’s the worst you got, better put your fingers back to the keys!
One night, and ONE MORE TIME! Tanks for the memories, TANKS FOR THE MEMORIES! Even though they weren’t so great… ahem, sorry… -Ed.]
Some Weapon Wings contain a Barrier Shield, which conveniently turns red as it’s about to expire. It doesn’t last very long so better get a move on it.
Nope, just a tank and a foot soldier reject. Kind of a wasted opportunity here at a really cool mid-boss but it’s all good. This guy’s OK and kind of a throwback to another Contra baddie…
Remember this heavy-duty tank rumbling toward ya in level five of NES Contra?
[How could I forget? It killed my guy every gawd damn time! -Ed.]
Some shades of that nightmare-inducing tank no? Too bad Jimbo doesn’t have his own tank here as well. That would have been too sick.
Whereas this tank, not so much. It barely puts up a fight.
At last you reach the end section. You knew it was boss time. You just didn’t know who or WHAT. But knowing Konami, you knew it was gonna be good…
Konami, never one to disappoint, certainly didn’t here. It’s the giant mutant turtle monster BEAST KIMKOH! Man, I thought the first boss from NES Contra was impressive. This guy is a true terror in every sense, especially in how realistically it seemed to twitch and pulsate.
Watch out for that horrible long neck of his. He also emits blue bullets from God only knows where…
That way you can avoid both his fire breath blast and his bullets. But on the ground? You’d be screwed because it cancels out the option of jumping. You develop lifesaving strategies as you go along and learn the finer points of the game. Good stuff.
Beast Kimkoh was such a memorable design. The way it pulsated and squirmed left a lasting impression, and pumped you up to see what horrors lay ahead…
LEVEL TWO: MARIA CALDERON HIGHWAY
With Neo City swept and cleared of all villains, it’s off to the Maria Calderon Highway. Now things are viewed from a top-down perspective. Your goal is to eliminate five Red Corporals hiding in domed manholes. All the while overgrown insects and mad guards hunt you down through this maze of elevated roadway and bridges.
Flamethrower should definitely be one of your two guns here if you can nab it.
When playing the 2 Player Mode A, you get a split screen for this overhead level. However, if you wish to play this stage in a single screen, select 2 Player Mode B. It’s the little things that help make a game (extra) special.
Level 2 in Contra III reminds me a bit of level 2 from NES Contra. It’s different from the traditional side scrolling stages. They are decent diversions to lend the game some variety. Interestingly enough, just as there were two of these “into the screen” levels, there’s two overhead levels in Contra III. Coincidence?
HINT: Each time it descends, the red spot rotates 90° from its last position. This mechanical spider-esque menace spins high above you before it comes crashing down. Keep moving to avoid being squashed like an ant.
The flamethrower is a gem as it can reach the eye without being centered on; remember, it can go through objects to reach an enemy(‘s weak point)!
LEVEL THREE: THE OLD CYBER STEEL MILL
I remember seeing this damn stage every single freaking time I headed over to Tommy’s house back in ’92. I just love the atmosphere this stage brings. That dark smoggy sky, the brown depressing colors… playing this level particularly on a dark afternoon is rather surreal.
The evil forces of Red Falcon have taken over the last remaining functional steel factory in Neo City. The aliens use it as a landing pad for arriving allies. Be sure to equip yourself with a flamethrower — you’re gonna need it…
You see? These Gigaflies are toast. BURN BABY BURN!
Say hello to ole Chrome Dome, and I’m not talking about the villain from the Ninja Turtles. He’s a cinch with the flamethrower as you can reach him from there. Otherwise you gotta grab hold of his “arms” and shoot his red eye as you go around in circles. Once killed, he’ll flip his arms wildly in one last ditch effort to take you down to hell with him.
Far be it for Konami to let you have a nice and easy climb, no, another mid-boss terror comes right after you. Shoot down those missiles.
Running out of the pod, the wretched flock swoops down on our hero… like lambs to the slaughter!
Uh oh… glancing through the opening, you see clear as day what lies ahead. There’s no turning back now, Jimbo…
AH-HA! The evil robots spring to life and war is waged. This is one of the coolest boss fights ever. Once disposed of both BOBs (remember their torsos flying around?)… it ain’t quite over yet…
Uh oh… you knew it couldn’t be THAT easy, and you were right! [I always am -Ed.]
It’s the ROBO-CORPSE!
I have fond memories of watching Brian and Bryce tackle this titantic tin of terror. Back in ’92 this literally blew our minds and EVEN today it still impresses.
This is one of the most memorable and classic sights from gaming history. It was stunning then and remains an epic experience even to this very day, nearly 25 years later.
Robo-Breath fires homing lasers from his eyes and also does one mean Godzilla impersonation. What a perfect boss — it was gorgeous yet grotesque!
Pelting him like no tomorrow is utterly satisfying. Watching his whole body flash and waiting until the last possible second to get the hell outta dodge. Climb to the top, drop down and repeat. It was as intense as it was epic. Konami FTW again.
When Robo-Corpse bites the dust, he REALLY bites the dust. The very thing that gave him “life” so to speak is the same thing that swipes his head clean off… a fitting end to an unforgettable boss encounter. Konami were freakin’ maestros in this domain, bar none.
LEVEL FOUR: THE BATTLE OF THE BLAZING SKY
No rest for the wicked, but thankfully you’re able to give your weary legs a break as you leap aboard a hovering motorcycle (like the speeder bikes from Return of theJedi). Psycho Cyclers attempt to cut your quest short with a few well-placed grenades.
You’ll be attacked both on the ground and in the air. Thankfully you can leap above your motorcycle and not worry about becoming roadkill — they will automatically move under you because of their advanced rider-tracking system. It makes for one intense, fast-moving, action-packed level.
A gigantic battleship flies just above you as it rains down a parade of laser beams. Lock your position and let ‘er rip! Later, a bomb is dropped that engulfs the entire road, so make sure to time your jump well. One split nanosecond off and you’re fried.
This strange looking mid-boss can be somewhat unpredictable, swinging his legs around wildly and even charging at our hero. The longer you let it live, the more erratic his pattern seems to grow.
After catching a lift on a helicopter, Slash comes to greet ya. He’s pretty tough, attacking with a sword and throwing shuriken-like blades.
LEVEL FIVE: THE MUCHO GRANDE BADLANDS
The Mucho Grande Badlands (what a funky name) is a return in concept to level two’s Maria Calderon Highway. Players must gun down five enemy entrances while avoiding mutant insects and crossing precariously thin strips of land and collapsing bridges.
On easy mode he can be finished with the laser gun in literally under 10 seconds. But on Hard… YEAH. Good luck…
LEVEL SIX: RED FALCON’S MAIN BASE
This is it. The last stand. The final whistle, if you will. Better stock up on bombs…
Who could ever forget this monstrosity from the NES game? I used to call him the “Long Neck Alien Monster.” My brother, Uncle Jimmy and I loved killing this guy. When I think of Contra, this parasite here is always the very first bad guy that comes to mind. He blew our minds back in ’88 and he wasn’t even a boss! Remember how you stood at the edge of that wretched pillar there, blasting away at his jaw while your buddy took care of the shrimp? I know you do. I know I do. There are video game enemies that you remember for life. This is one of them.
In a true nod to the fans if there ever was one, Konami resurrected the nasty Para-Slug for Contra III, once more serving as Red Falcon’s “mini-boss” terror in the game’s final stage. He’s not quite as intimidating and menacing as he was in his first appearance, but he still looks pretty dang cool.
Speaking of knowing and appreciating one’s history, remember the last stage in the NES game? That decrepit alien lair littered with scorpion-spiders and abominable parasites? Let’s see how they do it 16-bit style…
Here’s another classic sight seared into our memory banks. It’s the final boss from NES Contra, that vile beating heart of Red Falcon! Nothing quite satisfied like pumping that organ full of lead until it exploded unmercifully! Ahhh, just thinking about it warms the heart (no pun intended). Really hard to fathom it’s almost been 30 years, no?
I love seeing the old memorable baddies from NES Contra resurrected for this 16-bit sequel. Although this is a neat design in its own right, the NES one I have to say was that much more memorable. Still, it’s a most welcomed sight indeed.
You thought at first you had saved the world but a pesky feeling kept gnawing at you as you stood there admiring your handiwork. And just up ahead the sinister path, you got your answer…
Suddenly the landscape changes to an even more rotten state. The ground rumbles madly and from the rubble comes forth a truly horrific monster!
He’s easier than he looks. When he rushes you, be ready to jump onto his spider-like legs. You can even catch a lift up top. When he lets his guard down, aim for his face and don’t hold back.
The fourth and final mini-boss, the Vicious Slave Hawk, can be a bit of a bitch if you don’t have the flamethrower.
Sometimes pictures are worth a thousand words. What a spectacular sight for sore eyes this was and still is.
How astute an observation on your cunning part, Jimbo. Who needs college, eh?
Here are a few examples of his offensive attacks. The Russian Roulette manner is pretty neat. Never know what form you’ll get and it makes fighting this final boss slightly different each time.
I like this one. It’s got a nice look. He moves pretty fast so don’t get too greedy in shooting him down. Pick your spots and move along accordingly with him so you don’t get squashed!
WOO HOO, you saved the universe — job well done, soldier. Now… GET TO DA CHOPPA!
In typical classic sci-fi and horror movie style, the bad guy comes back for one last stand. This only happens on Hard, and it is only on Hard that you can get the real ending.
Some lovely black and white photos are shown in the real ending.
CLASSIC KONAMI CHEAT? ON THE CONTRA-RY
Don’t bother looking for the infamous Konami code in the US version of Contra III because it doesn’t exist. If you really want to cheat, and I could understand why — the game’s blasted difficult as heck on Normal or higher, then you’ll need a Game Genie.
Game Genie Cheats:
Infinite Lives (on side-scrolling levels): 22BB-AD01
Infinite Lives (on top-down levels): 22BB-6F0B + 6DBB-64DB Infinite Bombs (on side-scrolling levels): 2264-D760
Infinite Bombs (on top-down levels): 22B8-0766
DIFFERENCES BETWEEN US, JAPANESE AND PAL
That is refreshing, indeed. The Super Famicom box art is infamous for sporting a very striking Arnold lookalike. The Super Famicom version is titled Contra Spirits and has a 30 lives code (but is not done in the traditional Konami fashion). Unlike other US conversions (such as Super Castlevania IV), not much has been censored to the best of my knowledge. The US effort is by and large the exact same game as the Japanese one, except the US version is a bit more difficult to say the least. Contra Spirits gives you infinite continues, plus you can see the real ending on Normal not Hard as it is with Contra III.
I’M SO “AD” TO SEE YOU
FROM THE BOOK OF KONAMI
Throughout gaming’s history we have seen some amazing, mind-blowing bosses. Screen filling demons and monsters that ruled our living room, leaving us speechless upon sight and utterly pleased as we watched them crumble after a hard fought battle. Indeed, few companies had the magic touch that Konami had. Their bosses are simply the stuff legends (and nightmares) are made of.
Thankfully, Contra III continued Konami’s masterful tradition. From the very first boss, that menacing mutant snapping turtle, bursting out of the bloody walls, you were sure of two things. One, you would never forget the image. And two, Konami still had it. They still had that magic touch. The first thing that comes to mind whenever someone mentions Konami are the many memorable bosses the firm has produced over the years.
God I loved the ’80s…
WHAT THE CRITICS SAID
Contra III: The Alien Wars was destined for instant classic status the moment it hit game stores nationwide back in good ol’ 1992. Fans of the previous games and game reviewers everywhere ate it up. To this day, with as many Contra incarnations as there are, many still cite Contra III as being the very best Contra game of all. Mighty high praise indeed, considering the franchise had more than its fair share of stellar games.
EGM:9, 9, 9, 9
Super Play:90%
CLOSING THOUGHTS
From the very start players enter a post apocalyptic war torn universe overran with alien forces. From blowing up cars and towers to hitching rides on tanks and braving through a flame-engulfed section, the stage is set beautifully for one epic, intense action fest. The graphics are often impressive and at times they are truly spectacular. The music is brilliant, with an excellent mixture of metallic guitars and big orchestral pieces. The sampled grunts and screams complement the on screen mayhem. It’s everything you hope 16-bit Contra would be and more.
Perhaps the best thing about Contra III is the same quality that made the first Contra so damn good. Crisp, smooth and intense action that lets you run and gun with a buddy. There’s something really cool (and fun) about strapping on your boots, teaming up with a pal and taking on evil forces that outnumber you by the hundreds. Contra III plays and controls like a dream. It is truly well deserving of all the hype and praise that’s been thrown its way over the past quarter century!
There are so many improvements over the NES game and that was already a great game to begin with! For starters, the smart bomb brings a certain back pocket security card to the table. Then you have the ability to carry two different weapons at once. The current weapon you’re holding is gone when you die. In a hairy situation you can even pause the game to switch! You can also fire both guns at once. In addition, they resurrected some old sights and baddies as a nod to the fans. There’s more strategy here than ever before. And let’s not forget about that handy lock feature. The different difficulty levels cater to players of varying skill. Contra III has got both style andsubstance.
The gameplay is still classic Contra, except now 10 times as intense. With two players it’s simply an unbeatable experience. I only wish it were a level or two longer. Breathtaking boss battles, memorable mini bosses, awesome set pieces, amazing atmosphere, smooth-as-hell run and gun gameplay, impressive graphics and sound to match — what more could you ask for? It’s a short game but I find myself coming back for more, and often. Contra III deserves all the hype it gets. A level or two short of perfection, this ain’t your Uncle Jimmy’s Contra — it’s even better. Now if you’ll excuse me, I gotta get back to saving the world and blasting some alien ass. BOO YAH!
For many kids growing up in the mid-late 1980s it was all about Mario and his chums. I was a fan myself, but the one game that really cemented me as a video game fan for life was Konami’s Contra. The gun-slinging, alien-shooting atmosphere was off the charts, with incredible graphics, sound and gameplay. And unlike Mario, two could play at once. In short, it was a senses-shattering, adrenaline-filled action thriller. It was the kind of game you talked to your buds about on the playground at recess. The kind you never get tired of beating again and again, provided you had a friend firing alongside you every step of the way.
Tonight we take a trip down memory lane, recalling along the way the memorable nasties, the unforgettable little moments, and why this game has stood the test of time.
A FREAKY COINCIDENCE
This tribute piece was originally written almost 10 years ago now, back on February 9, 2008. As I was writing it, I decided to search when Contra was first released on the NES. I kid you not, the date was *drum roll please* February 9, 1988. So exactly 20 years later, to the very day, I was commemorating Contra. It’s one of those freaky coincidences that prove there are indeed greater and mysterious forces at work here.
And although RVGFanatic is mainly a platform where I share my passion for all things Super Nintendo, I’m happy to occasionally honor games that didn’t appear on the SNES at all. Contra is the first game of a brand new section on the site entitled “Random Retro.” And I can’t think of a finer first game than this.
THE INFAMOUS KONAMI CODE
Ah the classic Konami code which gave you 30 men. Ask any serious Nintendo fan about the code and they’ll recite it for ya on cue (select, start for 2 players).
THE JUNGLE
The first stage is the very memorable jungle romp. Indeed, it was always amusing to us young kids how your guy was as big as the trees themselves!
One of the great things you first notice are all the convenient angles you can fire at. It made you never look at games where the hero could only shoot across quite the same ever again, yeah?
For some reason this silly mechanical bridge really captivated my imagination as a youth. My brother and I would often see who could cross it successfully, sort of a game-within-a-game type thing, yeah.
Uh, yeah, I meant to fall off that collapsing bridge. Of course I did…
Each time I saw him my mind would wander to such thoughts as “How did he luck out to get that hiding spot? It sure beats running in the wide open like some kamikaze soldier!” Ah, the thoughts we had as kids, eh?
This first towering boss really set the tone for what the rest of the game would turn out to be. Contra simply tickles the imagination. It’s a world where massive monstrosities call home and where being a deft action megastar is the only ticket out alive.
At the end of the jungle lies this humongous base. I remember thinking what a huge boss it was at that time, and if I wasn’t sold yet, I was now. A sucker for any sort of elaborate Lego base or set, I was blown away by how cool this imposing structure appeared.
First order of business is to eliminate the entry soldier up top. Next, take out the two turrets, which spits out lovely red gumballs. Seriously, was I the only one who thought they looked like giant red gumballs?
Indeed. After clearing the two turrets, wipe the base plate out and proceed onto level two. What great horrors and thrills await you there?
BASE ONE
This scene blew my mind back in 1988. It was like nothing I had ever seen before on the ole 8-bit NES. Like all of the game’s levels, to this day I can hum level two’s theme.
Boss number two is yet another awe-worthy gigantic structure. First you must blow away the pods. Once you do, look at the black screen for a good luck message… or at least yet another notable boss, anyhow.
Oh I know you can hear the music right about now, yes? Don’t deny it. You can even recall the sound that occurs every time you die, can’t you? Good stuff. Except that dying part, though.
We called this boss “Snakey” or “Snake Breath.” No explanation needed… just look at him! To this day I can see him zooming across his tiny black space back and forth, desperately spewing his venomous breath. This game was chalk full with memorable bosses. They stay with you even nearly 30 years later. Jeez!
WATERFALL
Stage three… gotta make your way up to the top of this treacherous mountain. Keep your eyes peeled and your guns ready.
The classic rocks-falling-down bit. Remember to keep pace with player 2
(if applicable). The bottom of the screen in 2-player mode acts as sort of an invisible pool of burning lava.
Another cool part. Those two small fires move back and forth while turrets and soldiers from above try their damnedest to take you out.
Thankfully you’ve got that invulnerable icon there…
After a lengthy and arduous journey some 5,000 feet up this mountain top, you have to deal with the guardian from Hell…
YIKES! What a beast this guy is. Nobody could do bosses quite like Konami. That was their M.O., no? First you gotta take out his two limbs.
Then once that’s done, blow his gawd damn jaw off! You can actually position yourself where you’re able to hit him and he just misses you. An easy bloke, but a damn impressive and highly unforgettable one. He’s one of my favorite bosses of all time. I remember my reaction the first time my bro and I saw him: “WHOA!”
Beat him and proceed safely to level four. Wow, we’re not even halfway through and already this game is killing it! No wonder it’s one of the best games of all time.
BASE TWO
A reprise of level two, but a bit tougher and nastier. Don’t touch the electric ropes, and don’t stay in one spot for too long!
I just love that vast bleakness up ahead, as well as the little specks of red there. A really nice touch that makes it seem very ominous, indeed. Really accentuates the feeling of stepping into the great wide unknown…
Watch out for the dough rollers as I used to call it back in the day. Hey, that’s what they looked like to me!
This is what lies ahead! Just like the boss of level two, except now with two heads to contend with! Again, you must destroy the pods. Some Eagle Men (as we kids called them) swoop down upon you in the process.
This was a somewhat tough boss as the little bubble shots it spewed required impeccable skill to successfully dodge. In typical classic boss fashion, once weakened, it’ll start to flash red.
Damn right it reminded me of the Autobots and Decepticons. Man, you had Transformers, Nintendo and bloody Hulk Hogan all ruling the ’80s. What a time to be alive, eh?
Pretty damn similar, no? I liked how the red brain pulsated harder and harder the weaker it got. It made it more intense as if the thing was going to explode into a million bloody pieces!
SNOWFIELD
Brrr… you may not need a jacket but you will need lots of skill and luck.
Oh sure he seems harmless enough. But then factor in foot soldiers running up your back end [that sounds… painful -Ed.] and suddenly it’s not so easy now is it?
ENERGY ZONE
I like how each of the game’s locales has a slightly different look and feel. Aside from the two base stages, no two levels look alike. Gotta appreciate that.
Remember Larami Corp’s Super Soaker lineup? Very popular stuff circa 1992-’93. First there was the orange Super Soaker 50 if memory serves right, then the OMG ultra-cool Super Soaker 100which EVERY kid on my block had to have. My bro was the first to buy one and of course, he became a legend within our circle of friends. Good times.
Little subtle touches like this tile floor changing colors right before a gigantic boss fight don’t go unnoticed. It’s the little details that make a game for me.
Nobody did bosses like Konami did. You could say that they were the boss of that domain… [You’re fired -Ed.]
Good ole 1988-1989. The year I was in Kindergarten. At the table with the big white styrofoam blocks I would share my tales with my friends of the battles I had with the “50 foot tall purple and orange alien monster.” My friends looked on with eyes wide open, urging me to continue my story. Just imagine this little six-year-old story teller will ya!
On a side note, back in 2008 I visited my old Kindergarten classroom to help out for a day. The teacher, remarkably, in her old age still somehow remembered me: an impromptu 20 year reunion! It was simply surreal. I looked over at the corner and saw that 1989 scene replay in my head — where I was weaving magic by the campfire about this Contra baddie. Mmm. Some things just stay with you forever.
HANGAR
The imagery this level had was highly compelling to say the very least. Rolling mine carts, trident-esque hooks, hi-tech computer-y interior… there was just something about it that left a lasting impression.
I love the spiked walls that would pop out of the ground. Sometimes weapons may get caught in-between as well. It’s a small detail, but they really do add up.
You know, I think Konami might have been obsessed a little bit with stars. Almost every stage is outdoors and features stars. Red, orange, green, blue…
Foot soldiers come trampling out the door and from behind, all while the turrets below sprout up fireworks. Two players really come in handy here, believe that!
ALIEN LAIR
Ah yes, who could ever forget this epic mini-boss. We called him “The Long Neck Alien Monster” — catchy, huh? I remember not being able to eat shrimp for a while after seeing this monstrosity for the very first time!
This last level didn’t host very many baddies but they were all memorable due to their distinctly demented nature. As well as they should be, seeing as how the level takes place in an alien’s lair. It perfectly captures the foreboding mood of a giant mother alien waiting for you at level’s end…
This is it. The final stand, the last whistle. My brother and I always had to kill all four pods before attacking the heart; it’s much more fun that way. Destroy the Red Falcon‘s heart to restore peace to the universe.
CLOSING THOUGHTS
NES Contra remains one of my all-time favorite video games. I credit it as the game that hooked me for life. I always enjoyed video games prior to playing Contra, but it was Contra that blew my mind in a way no other video game before it was able to do. My brother Kevin, my uncle Jimmy and I played it to death. Though oddly, as much as we loved it, we never bought it back in the day. But thanks to a mom ‘n pop shop called Evergreen Video, we must have rented it half a dozen times. Plus borrowing our friend’s copy, but of course we had to loan him our copy of Legendary Wings – a fair trade if there ever was one
Each of the eight stages have their own unique quirks and little details you can’t help but fondly remember. It’s the sign of not just a great game, but one that somehow sticks with you for a lifetime. They are far and few between. Playing Contra is akin to going about your daily routine as usual, only to inhale a whiff of a comforting scent that takes you back to a certain period in your youth. A much calmer time when things weren’t so hectic and chaotic. A more innocent time if you will. Contra conjures memories of ’80s yore, and reminds you of why you love video games in the first place.
Who could forget the sights and sounds? Konami were maestros. 25+ years later the tunes are still stuck in my head, and the bosses are firmly planted in my heart. Nobody could do bosses like Konami. They knew just how to spark your imagination, and really brought the enemies and end level guardians to life. Never have I played a game where we talked about the bosses as much as we did with Contra. They were awe-inspiring, gruesome and unforgettable. Killing them always felt so satisfying, and if you were anything like me, you shared “war stories” about it with your friends as if it were a genuine badge of honor. The game had, and still has, that special connection with gamers the world over. That is partly why we cherish it so, even nearly 30 years later.
From telling my friends in Kindergarten about my battles with the 50 foot tall purple and orange monster to the many nights my brother, uncle and I spent locked up in the gaming room blowing up alien chunks, I will never forget the fond memories I have of Contra. But it’s not just nostalgia talking. This is still a damn EXCELLENT game. One of the best on the 8-bit Nintendo in my humble estimation. Its gameplay fares well to this day, and it has a unique aura about it all its own. Mario? Yeah don’t get me wrong, the Italian plumber is cool and all, but here’s the game that made me a video game fan for life. Here’s the game that turned boys into men. And here’s the game that damnit, just might be my favorite NES game of all time.
Now if you’ll excuse me, I gotta get back to blasting some alien ass. Boo-yah!