Sanrio World Smash Ball! is not only amazingly competent, it’s amazingly addicting and fun. You might say it’s a smash, or a ball. Sorry. Back in the early-mid ’90s many popular franchises outside of video games had its own game at some point. These often resulted in forgettable platformers. Sanrio Smash not only attempted something with a hint of originality, but it succeeded at delivering a quality product, which cannot be said for many licensed video games of the time.
A LONG TIME AGO IN A GALAXY FAR, FAR AWAY…
May 19, 2005, is a day I’ll never forget. It was on this day that my friend and I caught the premier of Star Wars: Revenge of the Sith. It was a pretty good return to form — it didn’t touch the greatness of the original trilogy but was a far cry from The Phantom Menace and Attack of the Clones.
But I recall that day fondly for another reason as well. It was the day I was unofficially hired by Sanrio.
I had an hour to kill before showtime, so I decided to scour the mall. It was quickly approaching the end of my Spring 2005 semester. I was 22 and looking for a summer job. Walking by Sanrio on this particular day I couldn’t help but notice a sign posted on the window.
HELP WANTED.
And then for the first time in my life, I voluntarily walked into a Sanrio store. There was a cute young girl at the counter, probably 19 or 20 years old.
“I’d like an application.”
She looked at me like I was joking. When she realized I wasn’t, she gave me one.
I went outside and filled out the application on a bench. 5 minutes later, I placed the application on the counter. She looked up to see it was me again. Cat got her tongue for a second. Finally, she said:
“There hasn’t been a male employee here in five years…”
I grinned, and then in a surreptitiously confident manner, uttered the words that I knew won me the job then and there.
“I guess the odds are against me then.”
The reaction on her face was priceless. I walked out on that note, leaving her hanging.
Two days later they called me in for an interview. I nailed it and was hired on the spot. My first shift, the mall was packed like a sardine can, and they assigned me to take care of the Wheel Game where I ask customers to pay two dollars to spin for a mystery prize. 3 (most common and cheapest prizes), 2, 1 and Grand Prize were marked on the wheel, so everyone wins something.
Before I went to it one of my coworkers came over and told me to limit the Grand Prize winners. “But if they land on it, how can I change that?” I asked. Then she showed me a little knob on the back of the contraption. When twisted, you could get JUST enough on it to move the arrow indicator one space forward.
That afternoon a couple kids did land on the Grand Prize, and I never once manipulated the knob. This one’s for the little guys — LITERALLY!
For the next 7 months I was a salesclerk there. On the weekends I took charge of the Wheel Game because the boss said I made more money on it than the girls ever did, or could. I had the magic touch. Being the only male had it ups and downs, of course. I walked the ladies to their cars whenever I closed. I always answered the phone, because random guys would call and be creeps. Imagine their surprise when I picked up. On the downside, prices were ridiculous and I had to sell overpriced crap I didn’t care for to would-be consumers. After a while, that sort of wears you out. All in all though, it was a memorable experience.
So when I got back into the Super Nintendo roughly a year after working at Sanrio, I discovered there was a Super Famicom game based upon Sanrio. It looked a bit like Windjammers – I was completely sold.
Sanrio Smash was actually released July 1993 though, while Windjammers came out February 1994. So you can’t call it a Windjammers clone. Instead call it a perfect blend between Pong and Breakout.
Weighing in at a HEFTY and whoppin’ TWO megs, Sanrio Smash is the smallest game on the SNES, tied with Mr. Do! and Space Invaders. Tales of Phantasia and Star Ocean, both 48 megs, are 24 times bigger than Sanrio Smash. Thankfully, size doesn’t matter [Yeah, is that what she said? -Ed.]. As you can see, the visuals are serviceable enough.
It’s a simple and fun 2 player game. I know the cutesy nature may turn off some but don’t let that fool you. Sanrio Smash is an addictive and competitive game with many different level layouts. There are also power-ups inside blocks. For example one will instantly eliminate all the blocks protecting the opposition’s goal line, making him ripe for the pickings.
Some stages have X marks, which serve as a restriction line. There are some stages though that allow you the ability to go where you please.
As you progress the design gets crazier. Here’s one of my favorites void of those annoying X marks. The seesaw continuously rotates, affecting both players’ strategy on the fly.
Aside from your standard left and right swats there’s a super shot. By holding a button you’ll charge up a power bar. When full, pressing Xenables your power shot, sending the disc flying straight ahead at 250 miles per hour. Your guy will swing his arms twice in a circular motion, so it’s possible to hit the disc twice in succession if it bounces off a block and comes right back to you. The bar will only fill up when you’re standing still and holding a button. It can be re-filled as many times as you wish.
Using my super shot, the first hit connects and breaks a block. It immediately ricochets back to me before my super shot animation expires, allowing for a second hit. And this time around, my opponent has no answer.
Some of the stage designs are very unique. There’s a 1-player mode, password option and 2-player mode. In 2-player mode you have 20 stages to pick from, and 4 Sanrio characters. Some of the stage gimmicks are pretty cool, like this pinball-inspired layout.
As the disc is making its rounds, you’d be wise to power up… watch.
Now powered up, my possessed looking frog friend is free to advance upward, ready to unleash hell on that poor boy.
With the boy cornered and a chink in his armor, one power shot is all that’s left…
CLOSING THOUGHTS
Sanrio Smash is loads of fun, and a great modern update on Pong. There aren’t too many games like this on the SNES, which makes it noteworthy. When you factor in that it’s really good too, you have a nice little gem well worth having in your library. Note: the game has no music during gameplay (hey, it’s 2 megs after all). It’s just the sound of the disc being hit back and forth. Just pop in your favorite CD — problem solved!
I’ve yet to meet anyone who has played this and didn’t like it. In other words, it has quite a few fans and I suspect you’ll enjoy it too, if you can look past its license. It’d be a shame to dismiss this game based solely on that.
On a final note, if you like this, I also recommend checking out Pop’n Smash. It’s very similar and a decent companion piece to Sanrio Smash. It’s clearly a clone as it came out April 1994 (nine months after Sanrio Smash). It doesn’t play as well, but I really enjoyed that one, too. Can’t go wrong with either or better yet, both!
Well, it’s not quite tennis, but it’s close. Pop’n Smash can best be described as a cross between Pong and Breakout. Or, since it came out 9 months later, it might be easiest to call it a Sanrio World Smash Ball! clone. But a darn fine one it is.
Heisei Inu Monogatari Bow: Pop’n Smash, to give it its full name, is based on canine Bow (who resembles Spuds MacKenzie), star of a popular manga and anime series.Spuds was famous for her Super Bowl ’87 commercial, by the way.
Ah, Bow and Spuds has more than a passing resemblance. Socks the Cat? Give me Spuds MacKenzie, damnit!
It controls and plays very much like Sanrio Smash, right down to the charging bar power shot (which can also hit the ball twice in succession under the right circumstances). Talk about shameless!
TOOL TIME
So, what’s different? This game has more options. In Sanrio 2-player mode you have a choice of four characters and 20 stages. Here you have sixcharacters and 30 stages. There are even 9 different tools to choose, ranging from mallets to baseball bats to brooms to even, a branch! I haven’t been able to discern if these various tools have pros and cons or if they’re just cosmetic, but nonetheless variety is the spice of life.
The 1-player version is limited to a choice of 4 tools (as seen above). Here, Bow opts for the twig over the tennis racket… I mean, wouldn’t you too? A no-brainer!
(SANRIO) SMASH VS. (POP’N) SMASH
Even the power-ups here are similar to those found in Sanrio Smash. One eliminates all blocks protecting the opposition’s goal line. Another instantly gives you full power. But there’s at least one different icon: the bomb. You’re frozen in place for a good 4, 5 seconds if it touches you, leaving you mighty vulnerable and unable to protect your goal line. Pretty cool.
You can also dive to make amazing last second saves and stops. Slide north, south, east or west by pressing Y and the appropriate direction. Good stuff I say. Sanrio Smash didn’t have this.
Go through each character in 1-player mode, with the VS. screen showing the password on bottom much like Sanrio. Hmmmm.
X MARKS THE SPOT
Another big difference: more freedom to roam. Many stages are void of restrictive X marks, unlike Sanrio. There are some stages with restriction points, but most allow you to go anywhere. I only wish you could beat up the opponent as well — what great fun that would be! Sort of a Pong and beat ‘em up crossover, but alas, I’m digressing. C’mon, admit it, it would be sick if you could smack each other over the head with mallets and tennis rackets.
Sanrio World Smash Ball! has restrictive X marks. They prevent you from crossing over to your opponent’s side of the field. But Pop’n Smash allows for more of a wild free-for-all, which is a refreshing little change.
There’s also a “catch-as-many-butterflies-as-you-can-in-forty-seconds” mini game in the 1-player mode. It’s a nice break from the norm.
Sayaka displays the power shot. Unfortunately for her, it is most ill-timed. The ball will ricochet off the barrier and into her own goal line. D’oh!
Certain objects are breakable, like those pots up there. I like all these environmental objects and items that you can interact with.
Sayaka’s helpless expression as the ball sails just past her reach is too cute.
CLOSING THOUGHTS
Pop’n Smash is a fun 2-player game and one of the many enjoyable Super Famicom-exclusive games that few folks ever talk about. Since it is a Sanrio Smash clone, it begs the question: which is better? Well, opinions will vary but here’s mine. I really enjoy the little touches in Pop’n Smash. The additional options it has over SanrioSmash — one might assume gives it perhaps a stronger lifespan and thus the overall edge. But SanrioSmash plays better. I can’t put my finger on it, but it just feels a little bit more polished than Pop’n Smash. So at the end of the day, I have to give the slight nod to Sanrio Smash, but it’s super close.
Both are really good though, and both are certainly worth having in your SNES collection. Although they’re similar, there’s just enough difference to warrant getting both. Both are great fun with a friend, and vastly underrated and unique titles.
Growing up I was a huge fan of all things Halloween-related. My favorite month of the year was October. I just love the fall season. Everything from falling leaves to all the ghoulish sights around town and of course, the feeling of excitement as you count down to the night of nights… HALLOWEEN! “8 more days to Halloween, Halloween, Halloween. 8 MORE DAYS TO HALLOWEEN — SILVER SHAMROCK!” Argh! GET IT OUT OF MY HEAD!!! Ahem, sorry.
SUPER NINTENDO HALLOWEEN SPECIAL
If there was one thing I loved just as much as Halloween back in the day, it was without a shadow of doubt the Super Nintendo. The SNES has been known as a “kiddie” system especially when compared to the Sega Genesis, which featured more darker, mature titles. While it’s true that the SNES didn’t have as many as the Genesis had, that doesn’t mean it was completely devoid of “darker” games. Tonight, I’m proud to highlight 35 games that SNES fans can play this month of October in preparation for Halloween. Not all these games are great or even necessarily “mature” or “darker,” but they certainly fit the mood of the season in general. Some of these games are classic mainstays while there are a few you might have never heard of. I hope this inspires you to dig up a few SNES games to play this Halloween season.
There is something real special about gaming around this time of the year. The rainy days, shorter days and longer nights create an atmosphere conducive to staying in and snuggling up with old gaming favorites by the fire, or discovering some new ones for the first time! Perhaps this list will introduce you to a few new titles to throw into your Halloween rotation. Without further ado, let’s begin the countdown in alphabetical order. Here are 35 Super Nintendo games to play during the month of October!
They’re creepy and they’re kooky. Mysterious and spooky. Ah, you know the rest. Released in March 1992 from Ocean, this was one of the earlier Super Mario World clones during the Super Nintendo’s infancy. It’s got quite a few fans. It’s obviously not nearly as polished and awesome as Super Mario World — I’m not a big fan of its somewhat slippery control or overly brutal difficulty, but it’s definitely not too shabby. It’s got a ton of secrets and you can tell the programmers had a blast making this one — hell, they said so themselves. Worth a look if you like your platformers difficult and somewhat quirky.
#2: THE ADDAMS FAMILY: PUGSLEY’S SCAVENGER HUNT
The follow up to The Addams Family, Pugsley’s Scavenger Hunt also has its fair share of fans. It’s quite an upgrade visually, but I think I actually prefer the first game. The programmers were quoted once saying that they tried to recapture the “magic” of the first game but just couldn’t with this game. Nevertheless, it’s decent enough to kill a few hours with. And if you’re going to give this a try, might as well do it during October.
#3: ADDAMS FAMILY VALUES
The last in the SNES trilogy, Addams Family Values switches it up a bit by being an action RPG rather than a typical platformer. It sounds and looks enticing on paper, but unfortunately it’s something of a slight disappointment. I remember back in the day being super hyped for this. Uncle Fester in a Link to the Past clone? Sign me up! The main issue is the lack of a backup battery. Sure, it’s got a password system, but these passwords are scarce. On top of that, they’re awfully long and cumbersome. On the bright side, the game has a nice atmosphere for October, and the gameplay itself is generally fairly solid. If there was ever a game meant for using save states, it’s this one. Still, it’s the best of the SNES Addams Family trilogy.
#4: THEADVENTURES OF DR. FRANKEN
Ah, the early-mid ’90s. I love that era of video gaming. It was a period in time that was ransack with Mario clones left and right. Some of these games were great, some were just OK and others were better left forgotten. TheAdventures of Dr. Franken is one of those forgotten platformers lost in the “me too” SNES crowd of the early-mid ’90s. This is just what the doctor ordered, or not. I wanted to like it but ended up rather disappointed. It’s not unplayable, but it’s probably the weakest game on this list. It’s better than terrible crud like Bram Stoker’s Dracula, Mary Shelley’s Frankenstein and Musya, though. By the way, none of those games are on this list because they are truly terrifying (to play).
All right, now we’re talking! Alien³ is a very solid movie-game adaptation. Just like the ALIEN films, Alien³ has a dark and foreboding feel to it. The aliens come at you fast and furious from all directions, making it a worthy candidate to play late at night with all the lights turned off. The difficulty is a bit steep, but that just makes the whole thing all the more tense. There is a password system and cheat codes to make life a bit easier, if you need it. Sure, it’s a bit repetitive but damn if it ain’t fun blasting an alien in the face with a flame thrower.
The picture above pretty much says it all. But yeah, the mine levels in particular go really well against the backdrop of October’s rainy and dreary days…
Brandish is a classic example of a love or hate game. Give it a shot, because if you’re one of those people who end up loving it, like I do, you are in for a rare treat. Players take on Varik, a bounty hunter who falls into a deep underworld maze filled with 55 different monster breeds roaming the cursed halls. The game’s music and atmosphere does an excellent job convincing you that you are 40 floors buried underneath the surface. As you fight to make your way back to the top, there is a real sense of dread that works well with the Halloween season, not to mention the 55 different monsters. There’s a little something for everyone. From menacing minotaurs to towering dinosaurs to even Death itself — almost every creature imaginable is milling about the hell hole! I beat it almost 10 years ago now, and still to this day it remains a fond memory. Once in a while a game resonates with you in such a way you can’t explain. Brandish is that game for me. If you love atmospheric games and monsters, and like a more methodical action RPG, give it a shot. No better time to than October! It has more than its fair share of creepy moments…
The sequel is bigger as it now features outdoor playing areas, but it’s not necessarily better. I prefer the original but I still enjoyed beating Brandish 2. It’s the first Japanese game on this list as it never left Japan. There is an English fan translation floating out there, and I recommend playing it if you really like the first one. It’s got better visuals and all, but is missing the “magic” of the first game. That’s not to say Brandish 2 isn’t any good. It’s very solid in its own right; it still features monsters and a seedy adventure that goes well with October’s rainy days.
Best to get this out of the way early… OK so it isn’t anywhere as epic as Super Castlevania IV. And yes, you can’t help but wonder what if Konami had made a proper sequel using their SNES know-how by 1995. Got you drooling a bit there, eh? Well, Dracula X isn’t quite up to those standards, BUT it is a pretty solid (and damn difficult) action game, with Konami’s signature stellar soundtrack. In my book, Dracula X doesn’t get nearly the credit it deserves, and it’s just good enough to warrant firing up every October…
You cannot talk about Halloween SNES games without bringing up Clock Tower. Hands down the most frightening game on the system, this is where the epic Scissorman story began. Who would ever believe that a Super Nintendo title can make your heart skip a beat? But play this at 2 in the morning with all the lights turned off and it just might genuinely creep you out. The game has an uneasy feel to it — Scissorman popping up randomly is the main reason why! Just an awesome survival horror game and a must play for the Halloween season.
Pocky & Rocky fans rejoice. This game is ultra bizarre. I mean, where else can you kill Asian hopping vampires, astronauts on Mars, giant bamboo eating pandas, vile rotting zombies, aliens, ninjas, knights and Bruce Lee wannabes — all the while transforming into a large steroid-injected muscle maniac who oh yeah JUST happens to be the spirit of your deceased father?!? Intrigued? If you are not then you have no pulse! Love the subtle Halloween vibes it has, too.
One of the most underrated SNES games around, once upon a time, anyhow. In the past 10 years, I’ve seen Demon’s Crest get the adulation it deserved back in the mid ’90s. On top of excelling in all the basic video game categories, Demon’s Crest exudes atmosphere and coolness like very few other SNES games. Playing as a winged demon that collects orbs, changes form accordingly and breathes fire is too damn badass, y’know?
When Doom exploded on the scene back in 1993, it took the gaming nation by storm. As great as Wolfenstein 3D was, Doom was that much better. Ask any gamer over the age of 30 or so and they’ll regale you with a Doom tale from their childhood. In 1995 Doom was ported to the Super Nintendo to mixed reviews. I didn’t like it back then because I couldn’t shake the fact that it was far inferior compared to the original PC game. 15 years later, 2010, I bought the game and came to appreciate the port for what it is. Naturally there were many sacrifices. The game only features 22 maps and there is no save or password feature. Despite this, it’s still impressive what they were able to pull off considering the limitations of the hardware. On a side note, the Japanese Super Famicom version is superior due to the fact that it allows you to start off on any episode on any difficulty level. You can start on any episode in the US version, but the later episodes require you to play it at a higher difficulty level.
This isometric action adventure is packed with epic music from Tim Follin and a haunting atmosphere that makes it an ideal Halloween selection. It is damn difficult, though, but well worth persevering through. It allows you to save the game at any point, which makes the rather high difficulty a little more bearable. Each level requires you to collect keys to open up the various locked gates. Grabbing these keys can be one hell of a challenge, and sometimes just finally grabbing one particularly elusive key is satisfying enough to call it a night. It’s one of those games that you can play and enjoy for 20 minutes or 2 hours. I wish there were more games like this on the SNES but at least we’ll always have Equinox.
I was intrigued by this game the day I saw EGM previewing it in early 1993. It looked different than most of your average “bright” SNES games. First Samurai is dark and has a dreary foreboding look to it. When I finally tried it in 2006, I wasn’t much disappointed. I never expected a stellar game, but just a fun adequate one. And that First Samurai is. From its abnormal enemies to the “Hallelujah!” song and “OH NO! MY SWORD!”sound effect, First Samurai just has a different feel from your typical SNES game, and is one I enjoy playing in October. The game’s mood fits this time of the year perfectly. Try it for yourself. It’s not good enough to be considered a hidden gem or anything, but it’s one of those funky little games that leaves you going, “Hey, that was kind of fun in a weird sort of way…”
A highly difficult game that seems passable at first but is made somewhat worthy when playing with a friend (as one can block and one can attack). Not my first choice to play for Halloween, but you can’t deny Kitarou’s strong Halloween spirit. Check it out only if you can, but don’t go out of your way to.
A surprisingly solid action game based off a manga. Too many times such efforts are hack jobs and cheap attempts to cash-in. Ghost SweeperMikami, on the other hand, is handled well. It won’t rock your world but it’s fairly fun and you gotta love its ghoulish look and spooky atmosphere. A great choice to play in October.
LucasArts tried to reinvent the magic of Zombies Ate My Neighbors with this differently named “sequel.” Unfortunately, they didn’t succeed on that end. But, not all is lost. Ghoul Patrol has some decent things going for it. It’s just nowhere as good or fun as the original. However, this game is much more forgiving, allowing you to advance much further in the game even when you go at it alone. All in all, it’s not a shabby sequel but it’s missing considerably the fluidity and charm of Zombies Ate My Neighbors.
#19: JAKI CRUSH
A Super Famicom pinball game that centers around demons, monsters and the occult. The last in the Crush trilogy (Alien Crush and Devil’s Crush), Jaki Crush is full of Halloween-esque sights. If you enjoy video game pinball then you’re sure to have a good time with this.
Thisgame goes hand-in-hand with Halloween. It’s not quite the epic action game I was hoping it might be, but it’s pretty solid and gives us Super Nintendo fanatics one more sinister game to enjoy. You can transform into various demon forms — giving it an Altered Beast feel. At first glance it appears to be a cross between Castlevania and Resident Evil. As long as you leave your lofty expectations at the door, Majyuuou (AKA King of Demons) is a ghoulishly fun time.
I love the SNES port of Mortal Kombat II. My bro bought it when it came out back in September of 1994, so I have fond memories of playing it during Halloween season that same year. Characters like Baraka and stages like the haunted forest give it a lovely Halloween spirit. FINISH HIM!!
Nosferatu is one of those games I studied and drooled over in gaming mags way back in the day… only to finally play some 15+ years later and find out that, sadly, it fell short of the gem my mind had built it up to be. Nevertheless, it’s not all bad. In fact, it’s decent (at least, for the first couple levels before the difficulty becomes far too daunting). It’s not the superb smooth playing Castlevania meets Prince of Persia mix I was hoping for, but you can’t win them all. Still, I love the macabre atmosphere and it’s fun to play the first two or three levels during Halloween time.
#23: POCKY & ROCKY
A widely regarded Super Nintendo classic that’s worth playing any time but especially during Halloween time. Better yet, it’s even more fun with two skilled players at the helm. Yeah it’s not the first SNES game you associate Halloween with, but it’s got that nice subtle ghoulish touch to it. Be forewarned though, it’s not as easy as it looks. It’s actually quite difficult and requires much practice to excel at. But damn if it isn’t fun.
#24: POCKY & ROCKY 2
Natsume released a sequel the following year (1994) to solid reviews. There are some nice new features that makes this a worthy follow up to the classic original. These new features include multiple paths within the levels and partners. When you talk about great 2-player co-op SNES games, you gotta talk about the Pocky & Rocky series. They’re great fun to play whenever, but especially during October.
#25: PORKY PIG’S HAUNTED HOLIDAY
Not great by any stretch of the imagination, but it’s a decent little platformer that came out late in the SNES’ lifespan. Therefore, it was overlooked even more. It’s no Super Mario World, but I do enjoy its wacky levels and it’s an underrated Halloween choice. An interesting aspect of the game is that the weather changes every time you turn it on, and often weather will vary during the game itself. From one level to the next, it may be raining, snowing, or sunny, and may have summer, autumn, or winter color schemest. Overall, you could do far worse than Porky Pig’s Haunted Holiday.
Gritty, grimy and great for October. For goodness sake, you start the game out by waking up on a slab in a morgue… suffering from amnesia. Talk about morbid and sordid. The control takes some getting used to, but the game’s cyberpunk feel is what makes it special. Shadowrun is a very unique game and something I wish the SNES saw more of. I have very fond memories of playing it on a rainy Halloween night of 2014. The game’s gritty “shady city” atmosphere fits in perfectly with the mood of Halloween.
#27: SHIN MEGAMI TENSEI
Shin Megami Tensei isn’t for everyone — it’s a rather plodding first person RPG from the early days of 1992. But its sordid universe suits the Halloween season very well. You can recruit enemies to be your allies, and you can either side with the angels, the demons or go neutral. If you can withstand the somewhat slow nature of the game, it’s a rather fascinating and morbid trip through a hellish Tokyo. Note: it can be downright brutally difficult at times. You could be walking along destroying enemies easily but just as easily get in a battle with a monster that wipes out your party in no time flat. Be sure to save often!
#28: SHIN MEGAMI TENSEI II
More of the same, but now faster and more accessible. If you enjoyed the first game then you’re sure to like this one, too. Naturally, the monsters, demons and devils make both Shin Megami Tensei games ideal to play during the month of October. They do require a bit of patience and perseverance, but the payoff is substantial — very few SNES games are as thought-provoking and politically incorrect.
This is the first title that jumps to mind right away when I think of SNES Halloween games. And why not, seeing as it has practically every creature of the night represented on its monster roll call. Featuring a stunning soundtrack, great graphics (for its time specifically) and satisfying gameplay mechanics, it’s a bloody sin not to, at the very least, pop this game in for a quick go every October. Turn off the lights, grab that ancient magical Belmont whip and hack away at mummies, frankensteins, and oh yeah, Dracula himself, as you try to eviscerate the Prince of Darkness and his minions one more time. It doesn’t get any better than that, folks. An essential Super Nintendo classic that is perfect for Halloween.
Long before Resident Evil and even Sweet Home, this was Capcom’s first original “horror” franchise. And a mighty fine one it is, too. Super Ghouls ‘n Ghosts sports a high difficulty (but somewhat overrated in my humble opinion, at least, on easy mode). Featuring stunning graphics (mind, for 1991 standards) and sound, this game always delights and is a reminder of the Super Nintendo’s early GLORY days. You absolutely can’t go wrong giving this some October play time.
The Twisted Tales of Spike McFang is a super short yet sweet game that you ought to play if you haven’t already. It’s so criminally short that it can be beaten in a measly 3 to 4 hours. Players control Spike McFang, a young vampire warrior in the making. A very good game that scores high on the fun and quirky scale.
#32: WARLOCK
Warlock has a nice creepy, ominous atmosphere going for it. It’s not the greatest game around, but it’s got its moments. There are various spells at your disposal and there is some strategy and sorcery at play here. Not your typical hop ‘n bop platformer, which I appreciate. Give it a try. A low key under the radar choice.
You transform into a wolf and shoot down bad guys like empty tin cans sitting on a fence. Wolfchild is a bit reminiscent of Werewolf (NES) and perhaps even Altered Beast (Genesis). Decent fun to be had and worth playing through at least once for the diehard SNES fanatic. A forgotten game that was lost in the me-too SNES crowd of early-mid 1990s, but not forgotten to RVGFanatic!
While this game may not seem like a “Halloween title” right off the bat, I ask you, where else can you pump mutant chunks full of lead in a mere matter of 10 seconds? In my book, there are few adrenaline rushes on the SNES quite like the one that Wolfenstein provides. With its many menacing monsters and large labyrinths, this is a solid choice to play during the Halloween season. Besides, you gotta love its scare-inducing sound — I’ve flinched more than once when turning a seemingly innocent corner only to be greeted by the loud crack of gunfire and a gravelly, sharp “STOP!”
What a perfect game to end this list. It’s impossible to talk about Halloween SNES games and not think of Zombies Ate My Neighbors almost immediately. When this game dropped on our laps back in late 1993, man, none of us knew what a cult classic it would become. It goes along perfectly with all the horror movies you’ll watch throughout October as many of its enemies are knock-offs of various horror movie villains. Whether it’s the evil doll Chucky, the lumbering brute Jason or cheerleader snatching aliens, it’s a veritable who’s who of horror movie icon lore. Zombies Ate My Neighbors shines best when playing with a buddy. It’s couch co-op gaming at its finest. It may feel cheap at times, but with a skilled friend in tow it’s still one zombie blasting good time. Perfect, indeed, for the Halloween season.
CLOSING THOUGHTS
Ah, Halloween. How I love thee. There’s just something magical about this season that I absolutely adore. I hope you enjoyed going through this list, recalling old Halloween Super Nintendo favorites in addition to maybe discovering a few new titles to add to your Halloween mix. I’ll always have a special place in my heart for both Halloween and the Super Nintendo. Both have given me countless memories over the years, and deep down inside, there’s a little robust 10 year old boy still yearning for one last great American Halloween adventure. There’s nothing like watching horror movies at night and playing some of these SNES games as I count down the days to Halloween. With that said, there’s really only one thing left to say…
In the early days of the Super Nintendo, games like Super Mario World, F-Zero, ActRaiser, Final Fantasy II and Super Ghouls ‘N Ghosts help set the foundation for what would be one epic gaming library. Such a list would be incomplete without citing Super Castlevania IV. Its intensely atmospheric levels, striking music and satisfying gameplay etched an indelible mark on all those who have played it. Nearly 25 years since its release, it still resonates with gamers all over the world to this very day. That speaks volumes to the game’s greatness.
And now, with Halloween nearly upon us, let’s look back at the game that was, is and forever will be one of the cornerstones of the SNES library.
YOU’RE SO VAIN-IA! [OH LORD -ED.]
Confession time: I never played this game back in the day sans a quick go or two at a friend’s house. Yup. The ghoulish feel definitely did appeal to me, but my tastes back then were quite different (I enjoyed playing mostly the ‘underdog’ titles) and of course, my bro pretty much made all the buying decisions as well as 90% of the renting choices. He was an RPG buff and 2-player guy, so with this being 1-player, we never bothered to rent it. As I returned to my old SNES roots in January of 2006, this game was right at the top of my list to buy and beat. What a sweet opportunity at gaming redemption it was. I got my copy on April 8, 2006. Driving home on the freeway, windows rolled down, the radio blaring, I couldn’t wait to finally right a 15 year wrong. Later that night I began my journey to slay Dracula and his minions of the night. At long last I had quelled my 15 year long folly. And it was bloody sweet.
IN THE BEGINNING
My brother Kevin and I, as children born of the early ’80s, grew up on a steadfast diet of good ol’ hearty 8-bit Nintendo adventures. When our esteemed fun-loving uncle moved in with us in the mid-late ’80s, life couldn’t have been more swell. My parents rarely bought us Nintendo video games. Rather it was our benevolent Uncle Jimmy who helped us procure much of our 18-game collection, over a 5+ year span of 1986-1991.
Castlevania was a game I’d seen in Nintendo Power Magazine, and one we rented. There was something about the cover art that captivated my imagination. Being a fan of monsters and such, Dracula’s vile mug immediately intrigued me. I wanted badly to be that barbaric chap there on the box, armed with my trusty magical whip and broad sword, thwarting the evils of Dracula and his cronies. Our childhood friend Tommy had a huge NES collection — I’m talking around 100! Nowadays such a collection is not as impressive, but back in ’89 it was mind-blowing (with carts going $50+ a pop). Lucky rich bastard. Anyway, I vividly remember seeing Castlevania in his collection. We’d play it here and there. Never got too far but I enjoyed the atmospheric music and concept very much. As the series grew and evolved, it become a juggernaut of a franchise beloved by countless gamers who are still talking about it and playing its various games to this very day. No doubt Konami hit the jackpot with this one!
With the Super Nintendo lying in the wings, it was only inevitable to see a souped up 16-bit version. And sure enough, on Halloween 1991, Dracula was once more unleashed. The game came out stateside a little over a month later. Did it live up to expectations? Only the individual can discern that, but the consensus answer is a RESOUNDING YES.
By the way, did you know that Super Castlevania IV is actually a remake of the original? It still centers around one, Simon Belmont and the year 1691, just one year prior to the infamous Salem Witch Trials. And now, kick your feet up and make yourself comfortable. Let’s usher in Super Castlevania IV with severed, blood dripping arms…
THE STORY GOES…
“Come on, old-timer! Let’s go!”
“Thank you.”
“Anything for a fellow pilgrim. We’re all on a quest. Sometimes we need help getting where we want to be.”
“Reverend Jackson P. Sayer of Dumont County. Pleased to make your acquaintance.”
“God’s country… Promise Land. Where are you heading, Mr. uh?”
“… Loomis. Haddonfield.”
It’s always got a face and a name.”
“I’ve been hunting the bastard for 30 years, give or take. Come close a time or two.”
“You can’t kill damnation, mister. IT DON’T DIE LIKE A MAN DIES.”
“I know that, Mr. Sayer.”
“OH you’re a pilgrim all right! Yeah, I saw it on your face back there in the dust. I saw it clear as breasts and blue suede shoes.”
“You’re sharp, Reverend.”
“Speaking of which, let me tell you a story about a fellow pilgrim of ours; one that my great grandfather used to tell me….
… his name was Simon Belmont…”
Note: Click on the video below as it goes along with the text to follow. However, if you’re reading this on your smart phone, it doesn’t work as clicking on the link takes you to the source.
“Those fools should have never revived the dark demon! But they did JUST THAT on one foul and malicious night — the night HE CAME HOME!
It doesn’t matter where you go, Mr. Loomis. It can be Dumont County or Haddonfield; evil’s all the same — always got a face and a name. In Transylvania, a small peaceful country out in medieval Europe, there lies a legend that says once every 100 years, when the power of Christ wanes, the forces of evil revive through the prayers of those with wicked hearts. That corrupted evil manifests itself in the form of the one and only, Count DRACULA.
And with each revival, his dark power grows stronger. His goal is to turn all humanity into creatures of darkness, to be ruled under his iron fist. He has appeared in this world many times, and there are many people who fear that in his next appearance, he may well be unstoppable.
There is one group that has always been around to see that Dracula is defeated: the Belmont family. For generations the Belmonts have passed along the secrets and skills of vampire-hunting to the eldest child of the family. While many of the Belmonts have lived peaceful lives without encountering the Duke of Darkness, they remain ever vigilant. There are occasional skirmishes with lesser monsters, but the Belmont clan would always emerge victorious.
100 years have passed since the last battle between Dracula and the Belmonts. Tensions mount as Transylvanians reported mysterious sightings of odd creatures appearing under the cover of darkness. Some folks believed it was an omen while many others were convinced it was nothing more than a mere bout of paranoia. Despite the divided ties, the good citizens remained united and a curfew was invoked for precautionary reasons. Children were encouraged to stay out no later than 5 PM.
With the curfew in full effect, weeks passed without incidence. Then tragedy struck when a farmer slept walked into town at the witching hour. The next morning, shrill screams of horror echoed across the land when only the farmer’s entrails were found lying on the cobbled road by the clock tower. But rather than fleeing, the people banded together in this time of great need. On the night of Easter, a grand carnival was held in town to celebrate the resurrection of Christ.
Meanwhile, on the outskirts of town inside an old abbey, a heathenistic group held a ceremony attempting to revive the Duke of Darkness. As they carried out their ritual, dark thunderclouds descended over the countryside. The sinister group stirred itself into a frenzy of mysterious chanting and pagan dancing when a single thunderbolt struck the abbey. The ground shook violently under their feet as the abbey walls shattered. Once more, the almighty Dracula LIVES!
The time has come for the young successor Simon Belmont to call forth the powers of good to aid him in his battle. Armed with his mystical whip, his courage and the centuries-old knowledge of Belmont family training, he sets forth on his mission. The mist clears… but the battle before Simon Belmont is only beginning…”
Remember the haunting howling of the wolves here? EPIC!
WHIP IT! WHIP IT GOOD!
Simon Belmont indeed knows how to whip it well. Never before have players enjoy this much whipping prowess, as Simon can direct his whip in eight directions. In addition, his new and improved whip can be swung in a circular motion. This whip wave isn’t as powerful as a straight strike, but has its uses and certainly is very pleasing to employ. Also the whip can latch onto anchors and be used as a swing to cross open spaces. Simon can jump better than ever as well. He can also squat and move at the same time allowing him to pass through low ledges. Now you can jump onto stairs by holding up, and jump off them by holding down + jump. These little touches go a long ways to making the game play like the kind of game we have always dreamed of.
The same 5 sub weapons (only one can be carried at a time) from the NES games return. But thanks to Simon’s newfound whip skills, these sub weapons aren’t nearly as critical as before. The stop watch serves its purpose of freezing annoying winged baddies from knocking you off into an abyss f’rinstance, and the boomerang remains a game changer.
LEVEL ONE
Once inside, players must contend with savage skeletons and swooping bats. What a memorable romp this is, especially how in the beginning the iron gates rise from the depths of Hell! And of course, the classic Castlevania sound roaring.
Ah, Simon has never been better with the whip. Picking off enemies from a safe distance is utterly satisfying, and you gotta love how their bones go flying every which direction!
Letting the whip just hang at your side acts as a shield of sorts from such projectiles. Simply hold on to the attack button. As for the whip wave, move the D-Pad accordingly as you continue holding down the attack button. Works like a dream.
Once inside, you quickly realize this isn’t your average stable… beware the vicious nest of vipers clinging to the ceiling above you. They patiently lie in waiting for unsuspecting fools.
Told you this wasn’t your average stable! These wretched creatures, oddly dubbed Mr. Hed, float after you often in packs. Sure, we’ve all heard of the Headless Horseman, but this is nuts!
Those damn annoying Medusa Heads are back to wreck havoc and generally shorten your life expectancy, maybe in more ways than one. But thankfully they’re not too bad in this game. Watch out for those loose floorboards!
Your first boss encounter comes in the form of Rowdain and his “little” pet. I love pet and rider boss fights. You get to kill two for the price of one *evil grin*
Rowdain is a very easy boss fight, but an enjoyable one nonetheless. He’ll try to impale you with his evil lance. In many action games from this era, bosses flash white or red when damaged. Here they flash a weird green-red-ish color. He also twitches in pain with every whip shot. Keep your distance or he’ll lunge at you with his lance. It’s a very simple boss fight. Sure, the boss fights are short and of the whip-whip-whipuntilthey’re dead in 15 seconds sort. But it’s still a blast and doesn’t take anything away from the greatness of the game.
At the conclusion of each successful boss fight a Magic Crystal (sometimes called the Ball of Light) magically falls from the Heavens. Grab it to restore vitality to 100% and prepare for the next challenge.
LEVEL TWO
Deep in this dark and twisted forest lies a haunted cemetery where its guests are just DYING for you to stay a while.
Whip as many candles as you can. They provide hearts (used to determine the amount you can utilize your sub weapon), replenishment, money, sub weapons and so on. Sure they make the place look festive, but a romantic dinner this ain’t. The only date you got here is the one Drac wishes to carve on your tombstone!
After the forest make your way through a swamp and this subterranean river.
Cross this creaky old bridge and you’ll soon come face to face with the one and only…
Boy, if looks could ki — [Don’t even try it mister -Ed.]
She’ll lob snakes at you. It’s another easy but cool little boss fight.
Cross this stream after defeating Medusa to pass level two. It’s kind of strange that beating Medusa doesn’t lead you straight into the next level, but I actually kind of like it.
LEVEL THREE
Now Simon must venture through this cold, creepy cavern. They say that caves are the unknown wonders of the world. And some believe some caves weren’t meant for man to cross. Such as this one…
A flock of bloodthirsty bats come swooping after you as a giant golem meanders just ahead. The golem is easily my favorite regular bad guy — it’s so much fun to kill him. It never gets old to see him breaking down into smaller versions of himself.
You see!? He splits into many smaller versions as you whip him like a sorry government mule. It’s always the little things, eh?
Gotta love how this pillar of bones is oddly positioned here. I love when game programmers place baddies in the weirdest spots; it just kind of gives a game a certain pulse to it.
Keep an eye out for hidden rooms. Whip the blocks and wait in case a top one drops. It’s really cool how these blocks shatter when you whip them.
MEAT?!
It’s one of gaming’s longest and greatest mysteries… why is food like burgers and fine pork chops just lying out in the wide open? Or, as in this case, buried deep within a cave behind some heavy rocks no less. But perhaps it’s just an answer mankind was never meant to know.
Their color change warns you of incoming fire, so get that whip ready.
LEVEL FOUR
Dracula’s domain includes many towers and castles. Level four takes travelers to the Outer Keep, a place of unspeakable horrors and wonders. Face multiple bosses and experience some of Super Nintendo’s most graphically brilliant moments!
Watch out for twisted Japanese horror movie-esque monsters popping inexplicably out of the castle walls. What malpractice!
The peculiarly named Puweyxil is your first test here. A giant skull with a long serpentine tongue filled with acid. Never before has the term “Crackin’ skulls!” been more appropriate.
Who could ever forget this rotating room of doom? Better hang on for dear life!
And then you have this spectacular spinning corridor. Ooooh, ahhhh. It still impresses to this day, and I could only imagine how TRULY mind-blowing it must have been to experience this back in December 1991.
LEVEL FIVE
Level 5 is a very short romp though one of Dracula’s courtyards. There is no boss to contend with here. It’s merely a race against the clock. Beware of the harpy.
I love this little scene. It just reminds me so much of the NES Castlevania games. While flashy colors and trippy Mode-7 can be great, this goes to show you how even the most basic colors can be effective to setting an atmospheric tone.
As you gaze up at the statues, you see some form of ill-play has plagued the region. Remaining ever vigilant, you push on ahead, ready for any and all challenges…
LEVEL SIX
You now find yourself in the hallowed halls of one of Drac’s castles. Fine statues and chandeliers decorate the place, but you quickly discover your average hall this ain’t!
I dig the soft green tiles found within these hallowed halls. The cool thing about the graphics is that they don’t give you the reality of a castle, but rather the impression of one. Video games shouldn’t be about mimicking reality in my view. They’re a form of escapism. And Super Castlevania IV does a great job of that.
Cross spiked-filled gaps by quickly hopping from one narrow block to the next. To make matters more dire, these blocks crack if you stand on them for more than a split second. Make haste!
Ahh, one of the simple pleasures of this game: to take a dump while whip waving two lowly skeleton guards into a pile of scrap. If this ain’t fun [and relieving -Ed.] then quite frankly I don’t know what is.
Remember the annoying red resurrecting skeleton from the NES games? He’s baaack!
“Well Simon, which hand is the ball in? Come on, I ain’t got all day now. Well actually, I do. But still — come on now!”
If these ghostly dancing partners ever sign up for SO YOU THINK YOU CAN DANCE, they’re a shoe-in for the title. Simply because they’ve been partners for eternity!
LEVEL SEVEN
Making your way past the hallowed halls and into the library, Simon must deal with all sorts of unholy knights. They require multiple strikes to kill.
These winged-demons make crossing through this bit rather perilous. If you have the stopwatch sub weapon, now is a perfect time to use it.
Oversized floating books serve as your means of transportation in this slightly tricky bit, thanks mostly to the red resurrecting skeleton standing guard there.
A chill runs down your spine as you step foot into this ominous hallway. You feel as if you’re being watched, and that one wrong step could be your very last…
SURPRISE! The spooky woman in the portrait springs to life, holding you hostage in her iron grip. Meanwhile, a flock of ravenous bats come swooping for ya as an unholy knight heaves a bloody ax with your name written on it. Great stuff.
I love bizarre and creepy enemies like the old witch in the portrait there. These type of strange creatures really adds an extra bit of mystery and atmosphere to a game. It makes Super Castlevania IV the perfect game to play on a stormy night with the lights turned off.
YIKES! Check out the size of this sucker. What a nasty bugger.
The guardian of this level is Sir Grakul, a giant knight who was peacefully resting until you came along…
Sir Grakul attacks with a giant ax and sword. Though he’s a rather simplistic design and more akin to a level 1 or 2 boss, he’s still a blast to slay. Send him to an eternal slumber.
LEVEL EIGHT
Tricky bit this is! Thank God for an energy bar and no one-hit wonders eh?
LEVEL NINE
All whom have traveled to the Treasury have been driven mad by the endless gold pieces and treasure chests, as well as all the vengeful spirits that fill this place of unspeakable horrors.
Trespassers couldn’t believe the wealth of gold and jewelry that laid before them. Alas, Simon cares not for riches but only to thwart the evil plans of the Duke of Darkness.
Earn yourself a pork chop if you leap on one of these treasure chests 255 times. Weird but true.
At times Super Castlevania IV is about deliberate pacing, but other times you must high-tail it. This part is the latter, as the riches-filled platforms give way immediately following contact.
LEVEL TEN
You’re so close to Dracula’s keep, but before you can meet up with the Duke of Darkness you must survive this clock tower jaunt.
Now is definitely not the time to linger! A massive buzz saw gives chase, and of course, the stairs fall off as soon as you touch them.
I bet you remember this cool part too. These stairs just fall off as you barely catch the next flight. Good stuff.
The evil bird-like Slogra is the first of three boss fights you must beat in order to face Dracula. This was the first boss to give me some trouble. He must have been pretty popular as Konami resurrected him for PlayStation’s Symphony of the Night.
THE DUKE OF DARKNESS
Ol’ Drac can be a tough customer. He has a deadly wave of purple projectiles and can even conjure the powers of lightning. I guess being the Duke of Darkness has its perks, eh? He’s not so tough though if you know about the infamous pre-battle trick… and I hope you know what I’m talking about. Because if you don’t, where the hell have you been living for the past 25 years?!
WHAT’S THE PASSWORD?
Konami sees to it that every gamer will find success with Super Castlevania IV. Included is a slightly cumbersome yet very handy password system.
SUPER CENSORVANIA IV
There are some slight differences between the US version and the Japanese version (Akumajō Dracula). F’rinstance, in stage 8 the pools are filled with blood, but in the US version that color was changed to be green, becoming an acid-filled pool. Blood also no longer drips from the ceilings. There are some other small changes. Overall, nothing worth crying about, but it just reminds us of how conscious Nintendo was about keeping things PG in the early days of SNES.
SYMPHONY OF THE NIGHT
Castlevania‘s debut on the PlayStation came in a BIG way in ’97 with Castlevania: Symphony of the Night. It’s considered by many as one of the finest action adventure games in not just 32-bit gaming history, but of all time. No longer was it about merely getting through 11 stages. It’s a massive backtracking adventure that helped form a new gaming phrase dubbed “Metroidvania.”
TIMELINE OF TERROR
Very few video game series stand the test of time, but Konami’s Castlevania series has managed to provide more than a few surprises over the years.
With Castlevania X: Symphony of the Night for the PlayStation and now Saturn, the series has reached a new generation of gamers. However, Castlevania didn’t earn its impressive reputation over night. Since 1986, when the first game appeared, the Castlevania series has earned a loyal following. Almost everyone who has played any game in the series loves it, and anyone who hates the series probably hasn’t played it at all!
One of the most enthralling aspects of Castlevania is its story. So far, each game has fit perfectly within a century-spanning storyline.
Originally, Castlevania was planned as a Star Wars style epic, with three games set in the past, three set in the present, and three set in the future. However, it now looks like that idea has been scrapped, as more games take place in the past (although CastlevaniaBloodlines was the most contemporary of the Castlevania titles, as it takes place in the early 1900s). To get SSM readers up to speed, here’s the complete Castlevania timeline to date with important characters and events included. Some of the entries don’t actually take place in a specific year, so we’ve used a bit of artistic license in the compilation of this trip through yesteryear…
1421: Elizabeth Bartley Count Dracula’s niece, Elizabeth Bartley, was put to death after she was found guilty of being a vampire
1431: Count Dracula Dracula was at the height of his power and fully terrorized the country of Transylvania
1450: Sonia Belmont
Sonia is the first female Belmont character in the Castlevania series. Sonia is also the main character in an upcoming Castlevania title for Game Boy. The game has no title yet, but apparently Alucard also makes an appearance. Sonia is 17 years old
Trevor is the originator of the Belmont “warrior chromosomes” and takes the center stage in Dracula’s Curse, the biggest and best of the 8-bit titles. Along his perilous journey to Dracula’s castle, one of three characters could join Trevor: Sypha Belnades, a sorcerer, Grant DaNasty, a thief, and Alucard, Dracula’s rebellious son (who appears again inSymphony of the Night). The Japanese version of Castlevania III was an easier game, and Sypha’s character was a woman
1592: Christopher Belmont The Castlevania Adventure(Game Boy, 1990)
Christopher Belmont was limited to just two Castlevania titles — both for the Game Boy
1607: Christopher Belmont Castlevania II: Belmont’s Revenge (Game Boy, 1992)
Christopher’s son, Soleiyu, is kidnapped by Dracula. Christopher takes on Dracula again in the hopes of finding his son alive
1692: Simon Belmont Castlevania (NES, 1987)
Super Castlevania IV (Super NES, 1991)
Simon Belmont took up the battle 100 years after Trevor defeated Count Dracula. Super Castlevania IV is actually a remake of the first 8-bit title and possibly one of the best games in the series
1699: Simon Belmont Castlevania II: Simon’s Quest (NES, 1988)
Simon Belmont discovers he was cursed by Dracula to die a slow and agonizing death. To lift the curse, he must revive Dracula and then destroy him
1792: Richter Belmont Dracula X (PC Engine, 1993)
Castlevania: Dracula X (Super NES, 1995)
Richter’s story is set long after Simon’s game. Dracula X introduced Maria, Richter’s sister-in-law. Although she is not of the Belmont vampire hunter bloodline, she has super powers nonetheless. Richter is 17 years old; Maria is 11
1798: Alucard Castlevania: Symphony of the Night (PlayStation, 1997; Saturn, 1998)
Alucard awakens from his self-imposed eternal slumber only to sense that Dracula is going to be revived. Alucard sets off to Dracula’s castle in the hopes of stopping his father once and for all. Symphony of the Night’s ending opens up a potential relationship between Maria and Alucard, which will (hopefully) be explained in future titles
1892: Eric LeCarde is born in Segovia, Spain
1895: John Morris is born in Texas, USA
1897: Quincy Morris dies
The latest Belmont descendant. Quincy dies moments after defeating Dracula. Watching in the shadows are his son (John) and his best friend (Eric)
1917: Elizabeth Bartley is revived and rejuvenated Castlevania: Bloodlines (Megadrive, 1994)
Drolta Tzuentes, an amateur witch, accidentally brings Elizabeth Bartley back to life. Bartley immediately makes plans to revive Count Dracula. John Morris, Quincy’s son and latest vampire killer in the Belmont bloodline, joins his friend Eric LeCarde. LeCarde’s girlfriend, Gwendolyn, was turned into a vampire by Bartley
That’s where the Castlevania timeline ends… for now. However, with an N64 title looming on the horizon, as well as potential PlayStation and Dreamcast games, this chilling saga is thankfully far from over!
(Special thanks once again to SEGA SATURN MAGAZINE, issue #34, August 1998, for that Castlevania timeline of terror!)
WHAT THE CRITICS SAID
Super Castlevania IV was lavished with high praises and nearly everybody who played it fell in love with its ace soundtrack, visuals and gameplay. As you can see, the critics absolutely ate it up, as did the fans. It’s widely regarded as a top-tier Super Nintendo title, and rightfully so!
EGM:9,8, 8
Super Play:91%
CLOSING THOUGHTS
Super Castlevania IV lived up to the hype and then some. It’s got it all: incredible graphics, amazing sound and classic gameplay. Some might say it’s not nearly challenging enough and while I agree it leans on the easy side, I much rather have a game be slightly too easy than for it to be impossible. The last couple stages can be very grueling, but of course, your mileage may vary. Yes, the game does have some slowdown (see the boss fight with the Orphic Vipers) but honestly I didn’t find it nearly as bad as some were claiming. It didn’t take away much from the game at all. Speaking of the bosses, while they’re not Konami’s very best, they still are quite a treat to behold (and even more satisfying to slay).
I believe the very best video games are the ones that take you on a journey. Super Castlevania IV simply possesses an epic quest feel to it, and that’s what makes it special for me, nevermind the excellent graphics, sound and gameplay. You’re Simon Belmont with the sole goal of defeating Dracula. You trek through 11 wide-ranging and diverse stages ranging from haunted cemeteries, zombie-infested woods, creepy caverns and cursed castle halls to name but a few. It’s simple but so highly immersing. You latch onto the quest. It’s escapism at its best! Many of us play games to be swept away to a land of wonder, mystique and adventure — Super Castlevania IV certainly does that well. And it’s a shame there aren’t more epic games like this.
As mentioned earlier, the colors of the game give it a striking and surreal feel. It doesn’t give you the reality of a castle, but rather the impression of one. I don’t want my games to simulate life or be too realistic. I like digging into a fantasy adventure, get swept away and become totally enraptured with its atmosphere, action and world. From the very chilling moment you press start at the title screen and hear that wolf’s haunting howl, you knew you were in for a special treat. The kind that sadly, games all too often fail to achieve. Then, as you make your way across that introductory sequence, with that hulking skull looming in the distance, you pass through the massive drawbridge with the classic Castlevania music kicking in. Beautiful. The early stages may not impress much but the later levels really take it up a notch. I enjoyed the first couple levels but it wasn’t until stage 3 — the Creepy Caverns — that things suddenly clicked. From there, I never looked back.
While many prefer the newer style of play (the exploring, leveling up and backtracking), I still prefer this basic style. Just move forward, not worrying about having item X, conversing with side characters or any of that. Don’t get me wrong, I enjoy that type of game too, but when a game is this good and doesn’t need all that extracurricular activity, I can’t help but love it even more. The bosses have their energy bars, I have mine, and soon, one of us won’t. Simple as that. And sometimes the simplest things are among the best things. Not just in life but also in video games. I look back to that Saturday night of April 8, 2006, when at last I had finally began my quest to slay Dracula and his minions of the night, and a devilish grin crosses my face. I was damn near 15 years late to the party, but it was worth the wait. I wished I’d experienced this back in the early ’90s, but that’s OK. I had the luxury of playing it as an older, wiser and more appreciative gamer. Dracula may indeed revive every 100 years but damnit, every Halloween or so, I’ll send him BACK to his bloody grave!
Super Castlevania IV is a stirring classic and a must-own for any Super Nintendo fan, period.
“And so, that’s how the great Simon Belmont put an end to the Duke of Darkness… for now…”
“Very interesting story there, Mr. Sayer.”
“He was a great pilgrim, that Simon. We all have our own demons to conquer, just like he did. 300 years later Mr. Loomis, and things haven’t changed all that much…”
“I know that, Mr. Sayer.”
“Ah, Haddonfield. Here we are. It was my pleasure, fellow pilgrim! And good luck in your hunt.”
“Thank you so much, Mr. Sayer. I’m gonna need all the luck I can get.”
Pop’n Twinbee is a SHMUP on the Super Famicom, but Konami originated the series in the arcade way back in 1985 (Twinbee). Pop’n Twinbee Rainbow Bell Adventures is an action platformer that feels like a trip on acid. It’s colorful, wild and a bit ridiculous. It’s also a hell lot of fun.
Select from TwinBee, WinBee or GwinBee. Each one has their own strengths and weaknesses. There is a punch and jump meter, and the length of each one varies from character to character.
TwinBee attacks with a mallet, but only after you’ve collected the proper bell. His punch and jump meters are evenly balanced.
WinBee attacks with a lasso after procuring the proper bell. Her punch meter is long but her jump meter is super short, making her the ideal character for those who like to rack up frequent flyer miles.
GwinBee throws those rattles once you’ve nabbed the proper bell. He’s the opposite of WinBee — his jump meter is awfully long but his punch meter is extremely short.
So, what happens when the punch meter is fully charged? Well, this!
It can be shot in any one of eight directions. This mega shot allows you to break certain sections of the landscape that otherwise impedes your progress.
What about the jump meter… what happens when it’s fully charged? Well, this!
It zips you across the screen in your direction of choice (like the mega shot you can aim it in any one of eight directions). It also breaks barriers as such.
Killing enemies and collecting the various colored bells is the name of the game. Each color grants you a different skill or power-up. Unfortunately whenever you take damage you lose all your bells, but just kill more enemies to recollect them.
Each of the three characters can shoot a gun when a blue bell is collected. This gives all of the characters a long range shot that can be fired at any time at will. Yes, they can fire the mega shot too but obviously there is a charge time for that. On the downside, the gun cannot break barriers. It also can only be shot straight ahead. It’s nice that the game gives you choices but each choice has its own pros and cons. I love it when games do that. Makes it feel very versatile!
You can do some crazy flying in this game, including soaring into the outer reaches of space as the game starts to highlight your kilometers in the air after a certain height. It gets pretty ridiculous!
You can also float in mid-air as you recharge your jump meter. Or you can cancel the float and descend as normal. Again, options and choices. This game excels at giving you that.
Fly all over the place — you never know when you might crash through some breakable walls to discover “hidden” goodies!
Yeah, the mega shot and the gun is fun to use, but sometimes you just can’t beat smashing a bad guy over the head with a good old fashioned mallet. Good times.
To top off this fun little game, you have a password system to save your progress. There are also two 2-player modes. The first is a co-op mode that gets a little crazy. That’s because it’s easy to leave your partner behind when one of you decides to take flight. It’s nice to see Konami included this 2-player mode but truth be told it’s not the best co-op game in the world as it’s far too easy to get caught off-screen unless you and your friend are determined to stick together. The second mode is a battle mode. This is a split screen 3 minute war where both players are pitted against one another in a duel to the death. It’s an interesting option for sure as I can’t think of many SNES 2-player games that feature such a barbaric option. If you can think of another one, sound off in the comments. Hell, it’s possible this might in fact be the only one of its kind!
CLOSING THOUGHTS
Pop’n Twinbee Rainbow Bell Adventures is a fun and delightful action platformer. It’s easily one of Konami’s best SNES games never to hit the US. There was a PAL European release, however. The game has some quirky and entertaining gimmicks backing it, making it a unique experience in a world bloated with way too many hop and bop affairs. The visuals are so sugary sweet that you just might get a cavity just by looking at it. The sound is typical Konami goodness. And the gameplay is different, challenging enough and definitely loads of fun. You can’t go wrong with Rainbow Bell Adventures. Konami could do almost no wrong back in the mid ’90s, and this is simply another shining example of such.
Back in 2006, when I repurchased a Super Nintendo and began my SNES resurrection, there were three Super Famicom platformers I was insanely curious about. I referred to them as the Big Three. It was DoReMi Fantasy, Majyuuou (AKA King of Demons) and Magical Pop’n. I was blessed enough to find a loose cartridge copy for just $25 (September 18, 2006). The game as you can imagine currently commands an arm and a leg. Timing is everything, eh?
Magical Pop’n is a platformer with traits that are more or less reminiscent of timeless classics like Metroid, Zelda, Castlevania, Mega Man, etc. Your main weapon is a sword. Sub weapons, each requiring a certain amount of stars per use, are available as well.
Here’s a look at the game’s first two levels.
Sensing something foul in Denmark, your quest begins atop this roof on a dark, rainy night.
A stroke of lightning reveals in the distance endless and ominous-looking hills.
Escape the frightful weather by way of chimney. Unfortunately for you, danger aplenty still lurks.
A healthy boost sends you sky high to the next floor.
As you navigate the mansion you uncover creepy dungeons.
Your first mid-boss encounter comes with this occult heathen.
After the mid-boss tangle, this dirty little goblin attempts to impede your expedition.
Level two takes place in the woods… on the surface, at least…
Our heroine enters a dank cave filled with critters of all shapes and sizes.
To meet the mid-boss of the cave and claim your next sub weapon, you must cross this bit.
Now you may claim your Bionic Commando-like extension grappler. Therein lies the beauty of Magical Pop’n. Each new sub weapon allows our female protagonist added firepower in her quest.
The grappler can be used an unlimited amount of times as it eats up zero stars, but it’s strictly used for swinging purposes. It certainly adds a hint of Bionic Commando to the proceedings, which isn’t a bad thing at all.
CLOSING THOUGHTS
Magical Pop’n isn’t quite the 9+ out of 10 game I was hoping for, but it’s still very good. It presents a fairly decent challenge to boot. The game features six stages. Unfortunately there is no save/password system. Fortunately there is a debug menu cheat code that negates this. Pause the game and press Up, Down, X, Y, Left, Right, A, B, Up, Up. Unpause the game and it will activate the debug menu where you can tinker with lives, stars, the almighty God mode and a very handy level select. Gotta love codes like such! They go a long way in enhancing my enjoyment of a game as well as increase longevity.
Of the Big Three, DoReMi Fantasy is light years ahead, but I’d rank Magical Pop’n a respectable second place and Majyuuou a very close third. Having said that, Magical Pop’n is a fine platformer that conjures memories of classic franchises. It never reaches the level of greatness as those classic games, but coming from an obscure developer who only has four titles to their name (Polestar), this is an admirable effort. It probably isn’t worth the insane amount it goes for, but it’s certainly a noteworthy and memorable Super Famicom-exclusive title. Just don’t expect it to be the best thing since sliced bread.
The beat ‘em up genre is one of my all-time favorites. There’s something pure and satisfying about walking along, smashing bad guys and looking really macho while doing it. The SNES received its fair share of solid beat ‘em ups. To name just a few, Teenage Mutant Ninja Turtles IV: Turtles In Time, King of Dragons and Final Fight 3. But the best Super Famicom brawler to never leave Japan is hands down Ghost Chaser Densei. If you enjoy the genre and own a Super Nintendo, there’s really no excuse not to have this in your collection.
On a side note, it’s funny — the preview mentions ghosts and spirits and the title has “ghost” in it, yet the game is seriously lacking any sort of ghoulish atmosphere. No biggie, but worth mentioning. I would have liked to seen a more macabre setting or tone.
Select from 1 of 3 characters — the well-balanced male, the strong robot or the quick token female. In most of these games I prefer the strong dude, but the main guy here is actually quite a hoot. What makes Ghost Chaser Densei different is the power meter system. Below your energy bar is another bar that depletes any time you perform a special move. But your health meter is not compromised in exchange! I wish more games from this genre would use this feature.
The power meter slowly regenerates, but if you stand still you strike this pose here and the power meter recharges at quite an alarming rate. So, if you ever wished that a beat ‘em up would allow you to do 360° spinning specials without penalizing your health, you will LOVE Ghost Chaser Densei. Some may call this system cheap, I call it lots of fun! Plus, there are MULTIPLE special moves at your disposal, giving this game far more range than others from the genre.
SPECIAL DELIVERY
Here’s his running special… a deadly chain attack!
It culminates in this lovely and devastating uppercut swing!
In a grapple? With Mr. Roboto you can either do a regular jumping pile driver or hit “R” for his special move — it really shocks the competition.
In a tight pinch? Merely hit “R” for the swing-around special! As long as your special meter has some juice, you’re good to go! Your health won’t be reduced.
The main character is the best choice. Knee ‘em twice, flip over and german suplex their ass! Streets of Rage you say? Hey, I never said the game was ORIGINAL — just loads of fun!
It has the potential to connect multiple times, charring the victims to a crisp!
How many beat ‘em ups do you know that has blocking? This game’s got the lot!
THE BAD GUYS
Some roll out in eggs before hatching. One breed emits electricity. Fairly tough bastards they are. Hmmm, I’m starting to detect a real serious Street Fighter II vibe now…
These tough blokes are, as you might guess, the Andore of Ghost Chaser Densei.
War knights are nimble and hardened warriors trained to maim. Nothing that the flame kick can’t take care of, though!
Some enemy entrances are memorable, like the eggs and this fella here.
And of course, you have your low tier chaps and the ol’ token female.
Nothing beats a good ol’ knife to the shin.
THE BOSSES
The good news? The first boss isn’t much difficult at all. The bad news? It becomes a regular enemy after stage one. Rats.
CLOSING THOUGHTS
Ghost Chaser Densei is a top-notch beat ‘em up. Sure, it’s quite derivative in many ways: enemies, stages, the heroes, etc. But there are touches that help make it stand out. This includes the separate special move meter, the ability to block, and yes, even tag team special moves! Hell, when you’re knocked down, you even kip-up and take out whoever is in your way! Now that’s cool. It’s a shame that this game is still somewhat obscure within the SNES community. The move set is larger than the average beat ‘em up which makes it a blast to play. Definitely worth buying! After all, sometimes you’re just in the mood for a brawler from the halcyon days.
Magical Quest Starring Mickey Mouse received much fanfare for its smooth gameplay, beautiful graphics and polished feel during the Super Nintendo’s infancy. It was yet another Capcomsmash. In ’94 the sequel The Great Circus Mystery added a 2-player mode with Minnie. The next year gamers in Japan were graced by the last in the trilogy — MICKEY & DONALD: MAGICAL ADVENTURE 3.
Today we examine the game that sadly never was in the US (though Capcom ported the trilogy to GBA in 2005).
If you liked the first two, this will be no different. You still get suits with different abilities as you advance through the game, it still employs the snatch-a-block-out-of-the-air-and-toss-it-at-the-baddie system, and it’s still all quite easy. A password system is included to make your life even easier. Animation, as always, is top-notch.
You won’t find anything new here, but perhaps that’s just as well.
The intro shows Mickey visiting Donald. Huey, Dewey and Louie, being bored, venture upstairs to the attic. There they find an ancient book, and, well, curiosity killed the cat, er, duck?
[What am I paying you again? Oh, that’s right. Nothing -Ed.]
And so you’re off with the choice of Mickey or Donald in the 1 player game, or 2 player game if you have a friend on hand. Mickey and Donald have different suits which is a plus. There are 7 stages, with multiple levels in each. Here’s a quick peek:
STAGE ONE
Looks-wise, not much has changed from the original in 1993… but that’s not necessarily a bad thing, ne?
The two blocks up top can be pulled an unlimited number of times.
Use your knight suit to eliminate the first boss, which shows off the system’s Mode 7.
STAGE TWO
Donald displays the power of this particular garment.
The poor chap hasn’t grown into it quite yet!
STAGE THREE
Mid-boss is “dying” to meet you. Sorry.
STAGE FOUR
This costume packs a mean wallop!
STAGE FIVE
The wavy blocks are a nice touch. The bubbles allow Mickey to catch his breath… so don’t stray far away from one!
STAGE SIX
I guess it’s a platforming rule to have at least one ice / snow level eh?
And you wonder why he carries such a big hammer…
STAGE SEVEN
This is just the opening, and already things are heating up!
CLOSING THOUGHTS
If you enjoyed Magical Quest, then you’ll like this one, too. The sequel, The Great Circus Mystery, was a tad disappointing, but this game delivers the goods. I like that Mickey and Donald have different suits with different powers. The visuals are lush and gorgeous. Typical Capcom quality soundtrack. And of course, the gameplay is super polished and fun, especially with a friend at the helm. It’s a shame this game never came out to American shores, but it’s understandable considering it came out in Japan December 1995 (a time where the 32-bit era was beginning its dominance of the market and 16-bit machines were quickly fading away). Thankfully, there isn’t much Japanese text to worry about here, and it’s completely playable without an ounce of Japanese knowledge. I still prefer Magical Quest but this is the sequel The Great Circus Mystery should have been.
In the simplest layman terms, it’s Mickey. It’s Capcom. It’s MickeyBY Capcom. It’s damn good.
Technically known as BS Kaizou Choujin Shubibinman Zero, this franchise (known as Shockman in the US) had a one-off entry for the 16-bit SNES. Sadly, it never came out officially. It was released only through the Satellaview in Japan. But now thanks to time and technology, back in 2010 I was able to get this on an actual cart. Some call it Schbibinman or Tyoujin — not Choujin. However you want to spell the title, what matters is the game itself. And thankfully, Kaizou offers more than enough to make itself noteworthy.
GOOD LOOKING OUT, EGM!
Back in the day, EGM had a sweet import section they called International Outlook. Each month they would highlight a select small handful of Japanese games. It was in issue #61 that I first found out about this game — way back in summer of 1994. Right away I was intrigued and wanted to play it badly. I figured it would only be a matter of time before it came out to the US. Sadly, that never happened. Time went on and I forgot all about it. Fast forward to January 2006. I got back into all things SNES and did so with a vengeance. Buying games left and right, crossing want after want off the ole, er, want list… and basically reclaiming bits and pieces of my childhood. I remember searching for Shubibinman on the Super Famicom scene to see whether or not it slipped under the radar. Imagine my horror when I realized it never came out. But thank God for repros, eh? It’s a great opportunity for us to play the ‘lost titles’ of our youth! Nothing’s sweeter.
TWO IS BETTER THAN ONE
Perhaps the coolest thing about BS Shockmanis its 2-player mode. Unlike most other 16-bit 2-player games, this one added in a little twist. You can pull off techniques that you cannot otherwise do when playing alone. Our heroes, Raita and Azuki, can charge up for a super blast. If one of them hits the other with their super blast, then that gives the other player a split second to launch an all-out attack of epic melee proportions. It’s quite awesome! Best of all, the charging only takes about a second, much less than Mega Man. Nice.
BS SHOCKMAN IS NO BS
I would have loved to seen this as an actual stage in the game, but sadly it is only used as a set piece for the intro.
There is quite a bit of platforming to do which gives the game a nice mix between a platformer and a good ol’ beat ‘em up. Lots of tiers for you to jump on or down from. NCS did an excellent job splicing these two genres because neither aspects ever feel out of place. The putty variant with the gun presents much more of a challenge and later stages like this one even have obstacles in the playing field. At times it almost feels like you’re playing Super Mario Bros. with a little Mega Man and even a dash of Street Fighter thrown in for good measure.
I really enjoy the different bosses this game throws your way. Some are just people, like you’d see in a beat ‘em up, while others are massive mechanical monstrosities, like the sort you’d find in a platformer. It all goes back to NCS mixing in the two classic genres seamlessly. This strange and compelling octopus boss fight, complete with snakes for tentacles, comes to mind. Jumping from different platforms, avoiding the snakes’ red bullets and smashing the octopus’ head in is nothing short of sweet and satisfying.
The stages are somewhat short and there are only about 8 of them, but they vary in locale and look. MostBS Satellaview games didn’t have the most elaborate of graphics (as compared to traditional SNES releases of its time) and it’s the same case here. However, I still like it. It’s bright and colorful enough to present me with a real gaming world, yet not so souped up that it destroys the illusion of playing a video game.
Wait, is that an alien pe… nevermind. You start out with four life bars and four continues. As you progress, you can level up and gain more life bars. The game starts out in the city before going underground and then finally to outer space. It’s all quite a wild, fun-filled ride. It’s not too difficult and can be beaten in well under an hour. But hey, not every game needs to be super long. Games like this, which only require 45 minutes or so, are a great break from the RPG norm. For my money, the SNES did it best!
LEFT FOR DEAD IN 1994
It’s a shame this game was never released to US shores back in ’94. Still to this day, not too many people know about it except for the most diehard of fans. It’s not a blockbuster title or anything, but it’s most certainly a fun addition to any Super Nintendo library. Scenes like this only point to the oddity and charm of the game. I love all the different tiers you can jump on or off, and the putty looking bad guys are endearing in their own right. I love charging up for Raita’s Hadoken-esque blast, letting it rip and seeing the baddies fly back in dramatic slow motion (the game does that on purpose for dramatic effect). Unfortunately, the game does slow down in the 2-player mode during some of the more intense portions, but who cares when it’s so much fun? It’s too bad this one isn’t coming out officially anytime soon, if ever. Luckily, savvy fans don’t have to sit idly by
CLOSING THOUGHTS
With its fun gameplay mechanics and bizarre sights, BS Shockman is a winner. It never wears out its welcome and I find myself coming back to it randomly for the odd go-through. Each time I have a blast. There’s something simple and very charming about it that I really enjoy. The boss fights are varied and it helps to keep the flow moving along. One boss launches needle rockets at varying heights, forcing you to ascend to the top in order to knock some health off. Being able to duck, run and jump at will with no control issues is part of what makes it so fun. Another boss fight has you dodging explosions while hitching rides on precarious floating balloons. It’s not all mindless button mashing. The platforming aspect of this game really suits it well and makes it a cut above the norm, since there is some actual thinking and plotting to be done here!
BS Shockman uniquely blends different aspects from a variety of classic franchise games. There’s some Mario spliced in with a little Mega Man, some Street Fighter, even some Castlevania. It’s all mixed in with a spot of humor (i.e. see the Super Aniki background which refers to NCS’ Cho Aniki series) and some rocking tunes, not unlike what you might hear from a Mega Man title. I highly recommend this game to all SNES fans. It’s obscure, it’s fun, it’s wacky and it’s a blast with a friend. It’s a true shame when drivel like Rise of the Robots gets put out and fun little games like this are lost to time and politics. Thankfully though, technology allows us to restore and experience otherwise lost gems. While this isn’t a OMG-you-gotta-drop-everything-and-play-this-now!! kind of game, it’s definitely something Super Nintendo fans will want to seek out if they haven’t before. It’s not perfect, but it’s the perfect kind of game to play when you’re hankering to get back to the basics. BS Kaizou Choujin Shubibinman Zero, or BS Shockman, or whatever you want to call it, is a quality 2-player affair. And that, my friends, is no BS.
The Bomberman franchise is one of the most beloved series of all time. Especially when you’re talking about multiplayer gaming series. Almost everyone knows about those games. But what not many may be aware of is this puzzle rendition of the franchise. And I’m happy to say it’s pretty damn good. Hell, it even features a 4-player mode because, BOMBERMAN!
3 pieces drop at a time. The goal is to match 3 in a row (horizontal, vertical or diagonal).
In addition to the Bomberman pieces you have 3 others:
The unlit bomb
The lit bomb (put these babies on the unlit ones for a blast!)
Note: This blast doesn’t destroy the Bomberman pieces. Rather it ignites the unlit bombs, taking them off your field.
And once you’ve filled up your power bar, you receive the almighty MEGA BOMB.
It can take out almost every piece on the field, depending on block positioning.
The mega bomb is the most visually impressive “clear-all-ish” piece I’ve seen in a puzzler. Panic Bomber actually uses a special chip. The mega bomb definitely gets the treatment as it pulsates with flames and makes a huge boom when dropped. It’s sheer, raw, unadulterated POWER at its finest. Thank you, Mr. Special Chip Thing.
Of course, while the goal is to keep your playing field from filling up, the best way to beat the opposition is by crafting chain reactions. The 3-falling pieces instead of 2 format will take some getting used to for many of us, but once you do the combo’s flow. Here’s a basic 2 hitter:
To create huge chain reactions you have to set yourself up. Here’s a 3-hit combo. Notice I’ve stocked up on red and green. Not to mention some white…
Not only do the greens connect horizontally but diagonally as well for a sweet 6 piece combo. It drops the stack of 3 reds…
Let’s see — I see red horizontal, vertical AND diagonal connections!
Major poppage happens. The white pieces fall…
Your simple run-of-the-mill 3-chain 19-piece combo!
But of course, being a Bomberman game, what good would it be without a 4-player mode?
Simply brilliant… brilliantly simple. The smallness of it might be a bit off-setting initially, but you’ll quickly adjust. Besides, a tiny amount of the occasional squinting is more than worth it for a chance to duke it out with 3 buddies, puzzle style.
And like any classic Bomberman title, it’s very user-friendly — 2, 3 or 4 players can play, with 1-5 matches to win the trophy. “B” allows you to go back to the previous screen.
Check out this 3-hit chain on the 1 Player side. (The most I’ve done so far was 5).
Of course, when you chain together combos you can cause much grief to your rival opponent(s).
In the 1 player mode after beating your opponents you get a password.
Speaking of the passwords, there are some cheat codes to alter the visuals.
Why? Why not. Little touches like these are always welcomed in my book.
CLOSING THOUGHTS
Super Bomberman Panic Bomber World is a fun puzzle game that is more than a cheap cash-in. It’s more than a lame gimmick to milk a popular franchise name. It’s a game I would happily pull off my shelf to play, and in fact, I often do. It takes the classic formula and spins it well within the world of a puzzle game. True, there’s nothing ground breaking here, but it’s solid through and through. Even the classic Bomberman tune is replicated nicely here, and it fits very well with the puzzle madness.
By far the standout feature here is the 4-player mode. The only other 4-player puzzle game on the SNES that I can think of is Super Tetris 3. It’s definitely a novelty that’s worth experiencing at least once. Perhaps it won’t ever supplant your regular Bomberman 4-player battles, but it’s definitely an entertaining and competitive good time. Panic Bomber – you alright!