Most Super Nintendo owners know about the first two Super Bomberman games on the SNES. But what some don’t know is that the series went up to a whopping five. 3 was released in Europe and Japan while parts 4 and 5 were exclusively released in Japan only. Tonight let’s look at the final Bomberman game on the SNES. It’s the fifth one, and yes, it sure does Freddy, Jason and Michael Myers proud!
They just keep coming and coming…
REGULAR MODE
The 1-2 player mode is not shabby, although we all know by now where the meat and potatoes of any Bomberman title is. Nonetheless, here’s a quick look.
Deja vu, hmm?
There is a time warp-related plot. Therefore, you’ll see stages from the original SNES classic. A nice nod back to the glory days of yesteryear.
Pick your path
Another nice feature, at the end of each stage you’re given 3 exit points. Each one takes you to a completely different level. Sometimes you’ll select the one that takes you to the very next level. Other times you may select a stage that jumps ahead. You never know and it makes the game less linear, for sure.
Aw shucks, no skippingJumped from 1-1 to 1-5Jumped from 1-1 to 1-7
And as you might notice, some of these stages are pulled right from previous Super Bomberman titles. I told you there was a time warping element to this game. It’s nice to see some of the old stages from the previous games. A nice fan service if nothing else.
But to TRULY complete the game you have to beat all the stages. Your reward is unlocking a bonus character… a golden bomber!
Difficult first boss
The first boss is rather annoying and hard. Unlike previous titles where you tackle giant machines, here the bosses are much smaller, quicker and more devious. This one drops a stealth bomb that is invisible until you step over it. Even worse, once the bomb is revealed you have only about a second to get out of the way before it detonates. I have to admit, while the boss fights are more challenging than ever before, I do miss the massive monstrosities of years past.
With that said, let’s get to what makes any Bomberman title shine.
BATTLE ZONE ONE
The essential “plain” stage. A must have for any Bomberman game. A place where no gimmicks reside and no excuses can be forged. A pure and classic battlefield.
BATTLE ZONE TWO
One of my favorite gimmicks, the conveyor belt sends bombs (and bombers) down the line accordingly. I really like the look of this stage.
BATTLE ZONE THREE
My all-time favorite gimmick: the tunnel or roof stage. Here we have lovely treetops to obscure the playing field. These Bomberman games have never been about impressive visuals, but I do think it’s never looked better. A given, considering it’s the fifth and final game on the system.
BATTLE ZONE FOUR
Not my favorite kind, as it’s a little too gimmicky for my tastes. The field is mostly dark except for a bouncing spotlight. Definitely grounds for excuses galore…
BATTLE ZONE FIVE
The speed stage where players move REALLY fast. Not one of my favorites, but it’s a change of pace field, pardon the pun, for sure.
BATTLE ZONE SIX
I like this one a lot. It appeared in Super Bomberman 3 and must have been so popular because it’s back. This stage has a few interesting gimmicks. Bombs that explode under the makeshift igloos will send the top sky high. Not to mention there is slight stealth bombing capacity here. Not as severe as in battle zone three, but the potential is there (which is nice). Secondly, there are portions of the field where the ice cracks, leaving a hole in its wake. You of course cannot cross these holes. Finally, that big snowball up top rolls once you blow it up. Get the hell out of its way!
BATTLE ZONE SEVEN
It’s the arrow stage. I typically enjoy the arrow gimmick, but have to admit the look of this stage is a bit of a letdown. It just doesn’t look very pleasing to the eye.
BATTLE ZONE EIGHT
A trolley lays in the middle. You can ride it and knock out the blocks in its way. Cool stuff. You also can’t die when riding the trolley, but be careful of the landing spot. You may land right into an explosion, or you might even get stuck between two blocks. Assess the situation properly and decide whether it’s worth a ride or not.
BATTLE ZONE NINE
Those special knobs there will switch occasionally and possibly block you out. Not one of my favorites, but it’s adequate.
BATTLE ZONE TEN
Remember this stage from Super Bomberman 2? It’s back. Everyone is powered up from the get go and there are no blocks. An ultimate battle of the supreme.
INTERESTING SIDE NOTES
The classic hand glove is an awesome power-up. If you can find one early on when there are still a lot of blocks on the screen, you can easily kill off some rivals.
Speaking of killed opponents, not only is there an option to bomb from the outside once you’re killed, but if you manage to kill someone on the field the two of you will switch places. It’s a nice choice to have and adds new intensity to the mad bomber option.
CORNERED!KABOOM
When the timer expires, blocks drop to the very bitter end. No longer do they close off just a portion of the field, now they drop until they’ve claimed every last life possible. This often becomes a war of attrition. If you have an animal friend and your opponent does not, this works highly in your favor. I like that animal friend there as it can jump over flames. The poor green guy stands no chance!
If you haven’t noticed by now, up to five bombers can play in this game. Starting with Super Bomberman 3, players went from 4 to 5. It’s nice in case you have four friends visiting rather than three.
Bomberman Bowling!Earn a prize for next matchTaunts and groans ensueSome bombs are special
That is a hovering homing bomb. Which means it isn’t affected by the conveyor belt. How many times have you said to yourself it would be nice if my bombs didn’t move along the conveyor belt? Now, with this special bomb, you can do just that. Also, it has a built-in homing device. If an opponent goes near it, it will follow that person for a bit before detonating. It’s quite effective.
Spiked bombs are powerful
They truly are. They blow PAST blocks. So watch out or else…
DAMN!Oops!
In the trolley battle zone, watch out that you don’t trap yourself between two blocks. You’ll be a sitting duck if so!
A password screen is present. There are several codes that affects the game. For example, the codes 4622, 0413 and 0926 change the layouts of the levels. Observe.
NormalPassword 4622Password 0413Password 0926
Pretty dang cool, huh? It should be noted that Super Bomberman 3 and Super Bomberman 4 also had passwords to unlock varying layouts of their battle zones as well. Therefore it’s not like Super Bomberman 5 was the first to do so, but that doesn’t make it any less useful. Talk about expanding longevity when the replay value was already high to begin with!
This controller executes a special cheat!
Speaking of awesome, if you own Hudson’s Super Joy Card controller pad, you can use it to activate three hidden bonus battle zones! Now how sick is that? To do so, move the blue X button over and on the title screen hold X for about 6 seconds. A sound will confirm on success. These are the same stages found on the gold cartridge — a limited edition release of Super Bomberman 5. You can find gold cartridge editions on eBay for over hundreds and hundreds of dollars. So to play the extra bonus stages you can either plop down a couple Benjamins or pay about $20 for Hudson’s Super Joy Card. Yeah, I know which option I went for. Not to mention the Super Joy Card is an awesome controller.
Either that or drop $400 for this…
Let’s take a quick look at the three bonus battle zones.
BATTLE ZONE ELEVEN
There are 18 loops surrounding the stage. Go to one and you’ll be redirected randomly to any of the other 17.
BATTLE ZONE TWELVE
Combines a conveyor belt along with tunnels. Gotta love it.
BATTLE ZONE THIRTEEN
Combines a trolley with warp holes. Ride the trolley and appear randomly at another warp hole. Interesting gimmick mash-up!
CLOSING THOUGHTS
Goes out with a bang
I love the Bomberman games. You really can’t go wrong with any of the five on the Super Nintendo. I still prefer the original out of all of them, but between parts 3, 4 and 5, I have to give the slight nod to Super Bomberman 5. I like the fact that it combines certain stages from the four previous titles. It isn’t quite a “remix” but at times it does feel like one. As if they took the best from the previous games and added in some new things for the fifth outing on SNES. So if you had to get only one Super Bomberman title that never came out in the US, make it the fifth one. Although, why not get 3 and 4 too if you can. It might be overkill, but for me at least you can never have too much Bomberman.
When I was searching for information on Spark World on the internet back in 2006, it (pardon the pun) shocked me there was nothing. Sure the game’s highly unoriginal, but it’s pretty good regardless, so I thought I’d find SOMETHING on it. I wasn’t expecting to find a full blown write up, but at least a blurb in a “Recommend me some good Super Famicom games” topic. There was nothing to be found. It’s sadly another case of an obscurity left lurking in the shadows. That’s a shame, so tonight let’s shine the spotlight on this little gem.
If Battle Cross was like Super Mario Kart meets Super Bomberman, with emphasis on the former, then Spark World is the same — only with the emphasis placed on the latter.
The story goes as follows:
In a distant world where intelligent cars rule, a shady casino operator who is actually a drug dealer casts his shadow over the alleys and streets. Two young cop cars, Beat and Barts, decide to take matters into their own hands (so to speak) when they learn that the police department is riddled with corruption by the syndicate boss. The intrepid pair must set off to points around the globe and blow up enemies by detonating fuel barrels. If you’re not in the mood to save the world you can always play against 3 friends (or computer controlled opponents in the battle mode).
The story mode allows you to select any one of nine stages. Each stage has three zones with the fourth being the boss. 4-character passwords are given after each stage.
A look at some of the levels from the 1-player mode:
The Terror Train is boss #1
The classic themes are represented: jungle, river, ice, desert, etc. Each theme, as you can guess, is guarded by a boss.
The meat of the game, like Bomberman, is the battle mode with 12 selectable stages. Any combination of 2-4 players can play, and CPU AI is selectable from 1-9. You can set CPU 1 AI level nine, CPU 2 AI five and CPU 3 AI one if you so choose. Very user friendly.
And of course, by blowing blocks sky high, you reveal items that can either help or hinder. Longer sparks, more bombs dropped at a time, jelly bombs (I told you this game was highly unoriginal…), a boxing glove (though instead of punching bombs you punch the opponents — sweet), and so forth.
? marks are a HUGE gamble. If you get the bad side of it, a grim reaper appears over your head with a 30 second countdown. When it reaches 0, whoever has the icon dies. Luckily, you can transfer it to anyone you touch, and it can be passed back and forth until the timer reaches 0. It’s a riot making the switch to someone with 1 second to go! *evil laughter*
There are no dinosaurs or animals here, but each player can sustain two hits.
Without further ado, let’s take a look at the battle zones.
BATTLE ZONE ONE
Basic plain classic stage where pure skills reign supreme.
BATTLE ZONE TWO
At first glance one might assume the arrows indicate where bombs go, but rather than completely ripping off Bomberman, the arrows actually indicate where YOU can go. Similar to the boxing glove, it’s this slight gimmick twist that goes a long way.
BATTLE ZONE THREE
Red button = no pass. Blue = OK. The colors switch occasionally and shrewd timing is the key to surviving and creating traps.
BATTLE ZONE FOUR
I thought my SNES broke when I first played this zone. You’re moved automatically! Challenging zone indeed.
BATTLE ZONE FIVE
When the sides are bombed, the doors on the floor open up. Get called up to the big house if you fall through!
BATTLE ZONE SIX
Ahh, the classic stage with 4 exit points. I love the look here. Unfortunately, the sparks will NOT go through the exit points, unlike Bomberman. Shame, but oh well.
BATTLE ZONE SEVEN
I love this stage’s design and gimmick. Once the boulder is free it’ll roll around the stage. Sparks influence its direction. Don’t let it crush you! There’s nothing better than blasting the giant rock right through your friend!
BATTLE ZONE EIGHT
Ahhh, the classic conveyor belt stage. I also love the look here.
Note: battle zones 9-12 (not pictured) all have crazy gimmicks (i.e. gun placed in the middle, mega bombs, etc.) but they all use the same stage design.
VICTRY!
Somebody got fired…
You can set match victory to 1-5 matches much like Bomberman. The victory screen is a hoot… what the hell is victry? Whoops!
KNOW THY ENEMY
Yellow is so screwed for round 2
While Spark World is a rip-off through and through, it does have a sweet feature that draws the battle lines in the sand quite emphatically. At the end of a round the game lets you know who your “rival” is. That way you know exactly who to target specifically the following round. It gets wild and loony when one car kills all 3 of his or her opponents. You can form a temporary brotherhood and go after that rival the following round. Makes for some good times for sure.
CLOSING THOUGHTS
Damn, blue. You killin’ it, son!
So yeah, Spark World is a blatant Super Bomberman clone. But bloody hell if it ain’t a blast (sorry). There’s enough of a difference to make it more than a decent alternative. For example, I love that you can sustain two hits. It makes the battles last longer and gives you a chance at redemption rather than a one and done. Sure you can ride animals in the Bomberman titles but honestly I never liked them too much. Felt a little too gimmicky to me, personally. I also like that the boxing glove allows you to punch your opponents rather than punch fuel barrels. I mean, c’mon, does it really get any better than that?! Also, the arrows in battle zone two indicate where YOU can move, rather than your fuel barrels. It’s these slightly unique twists that add up to a slightly refreshing take. But my favorite thing might be that rival screen. Sure, you usually know full well who killed you, but that shot emphatically draws the battle line in the sand for the following round.
Of course it’s not better than the Super Bomberman titles but as far as clones go, this is an admirable and very solid effort. If you love these party games, definitely pick up Spark World. When the sparks get long the battles get really intense. It’s neat also how the spark color indicates who dropped the bomb(s). It’s just a fun game that I’m still playing even 10+ years later after buying it in 2006. Yet another unheralded semi-gem from the fascinating world of Super Famicom!
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.
Every Saturday I stood there and was the “wheel man”
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.
A cult classic Neo Geo favorite
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!
Super Play Magazine dropping some TRUTH! Yeah, I said it…
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.
What a copycat that Bow is!
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
Nice diving save, Bow!
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
SNES just a kiddie system? I beg to differ
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.
Happy Halloween gaming!
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…
HAPPY HALLOWEEN Y’ALL! MWAHAHA! ^_^Halloween and Super Nintendo — good times
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.]
Heads are gonna roll…
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
The classic franchise begins
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!
1986 for the Japanese version and yeah, who knew?The most different game of the NES trilogyRegarded by many as one of the best NES games#57 on EGM’s Top 100 (Issue #100, November 1997)It was time for a 16-bit rebirth
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…
“HUR-RY UP! HUR-RY UP!”
“Come on, old-timer! Let’s go!”
*COUGHS**HONK HONK*“Get in here old man! I AIN’T GOT ‘TIL JUDGMENT DAY!”
“Thank you.”
“Anything for a fellow pilgrim. We’re all on a quest. Sometimes we need help getting where we want to be.”
“HA-CHOO!”
“Reverend Jackson P. Sayer of Dumont County. Pleased to make your acquaintance.”
“How far you going, Mr. Sayer?”
“God’s country… Promise Land. Where are you heading, Mr. uh?”
“… Loomis. Haddonfield.”
“Car trouble?”
“… Sort of…”
“… You’re hunting it ain’t ya?”
“GOD DAMN YOU MICHAEL. DIE DAMN YOU!”
“YEAH you’re hunting it all right. JUST LIKE ME”“What are you hunting, Mr. Sayer?”“Apocalypse, End of the World, Armageddon.
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.”
“TOO DAAAMN CLOSE”
“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!
When a problem comes along, you must whip it
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.
“R” to use. No more Up + Attack nonsense. Nice!
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
You begin your quest on a chilly, ominous nightI thought I saw that skull somewhere…The classic Castlevania theme hits. What a rush
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.
Love the whip’s versatility
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.
You hafta get up early to fool me… [10 AM? -Ed.]Step on a crack. Break your momma’s back!
As Pee Wee once said, some night huh?
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.
DIE MR. ED! [Heeey -Ed.]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!
He’s no Skeletor
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*
There goes his ride
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.
1 down, 10 more to go
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.
Hope you don’t hate spidersCandlevania, M I RITE? *crickets*
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!
Remember the grunts they made?These suckers move alarmingly fastThe bushmen are one of my favesThey’re no match for SF Bushman though. R.I.P.
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…
… Medusa!
Boy, if looks could ki — [Don’t even try it mister -Ed.]
Snakes here, snakes there, snakes everywhere
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
You hear something rustling in the distance…
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.
Whipped into shape
You see!? He splits into many smaller versions as you whip him like a sorry government mule. It’s always the little things, eh?
Talk about being cut down to sizePerfect place to use the whip wave
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.
It’s always fun uncovering secret rooms
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.
Don’t question it, just take it!
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.
Ah, the classic collapsing bridge
Their color change warns you of incoming fire, so get that whip ready.
They apparently failed to attend KindergartenThe water bubbles Simon kicks up is a nice touchThey defend the moat by spewing streams of poisonHead north as Simon must scale the Tower of FearOne (er, two?) of the most memorable bossesBeware of the poisonous gasThe cross works very well hereOne head down, one head to go!
LEVEL FOUR
For some reason I just love that wooden staircase
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!
Unsettling…
Watch out for twisted Japanese horror movie-esque monsters popping inexplicably out of the castle walls. What malpractice!
Skeletons even pop out in the cracks of the wallThe first of two bosses here in Drac’s Outer Keep
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.
Whoa, WHOA, WHOAAAA
Who could ever forget this rotating room of doom? Better hang on for dear life!
Simon goes on an acid trip
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.
Talk about having a rocky day…
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.
Who said the wave went out of style?Vintage Vania, baby
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!
Ghastly apparitions haunt these hallsLove whipping enemies from below
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!
So satisfying!
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!
The house always wins
“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!
Paula Abghoul and Fred Askare. Cute, KonamiSend them back to their sorry graves!
LEVEL SEVEN
Knights are double tough bastards
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.
Be nice to have a stopwatch in real life, eh?
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.
Now that’s one creepy looking portrait!
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…
The perfect Halloween game ^_^
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.
The ax sub weapon works well here
YIKES! Check out the size of this sucker. What a nasty bugger.
Be ready to duck or say hello to the Grim ReaperBreak in case of stupidity
The guardian of this level is Sir Grakul, a giant knight who was peacefully resting until you came along…
Great entrance. Now it’s a duel to the death!Compensating, hmmm?
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
Venomous spiders litter Drac’s dungeonsAs do deadly spiked platformsSkeletons dwell within the darkness
Tricky bit this is! Thank God for an energy bar and no one-hit wonders eh?
Gotta love those 2-for-1 specialsThe triple shot cross is almost too unfairAh, that weird Super Castlevania IV flash
LEVEL NINE
Love this level. So freakin’ atmospheric
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.
“AWAY FROM MY TREASURE!”
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.
Ferocious long necks look to impede your quest“I’LL SHOW YOU WHO’S GOT THE BIGGER WHIP!”“Looks more like Fool’s Gold to me!”
LEVEL TEN
Navigating on the giant gears can be a bit tough
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.
Tensions mount as you hang on for dear lifeSkeletal Knights are top-of-the-line in their breedI can’t help but think of ole Doc here [Dork -Ed.]“GREAT SCOTT!”It’s the token-but-classic collapsing bridgeShame these guys only appear in this level
There are bad days and then reallybad daysNow 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.
Plus you must contend with these fools. GreatOddly satisfying bit this was
I bet you remember this cool part too. These stairs just fall off as you barely catch the next flight. Good stuff.
“Let’s see what you got, Birdman!”
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.
Eventually you’ll get to Death itself. Good luck!
THE DUKE OF DARKNESS
“YOUR BLOOD — I VANT IT!”
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?!
The infamous cheat to easily knock off Dracula
WHAT’S THE PASSWORD?
Psst, that’s the code to face Drac
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
Japanese cover of Akumajō Dracula
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.
Oops! Strange oversight by NoA *scratches head*
SYMPHONY OF THE NIGHT
Epic game that furthers Castlevania‘s top legacy
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.”
The Saturn version (Akumajou Dracula X)An amazing game in a great series
TIMELINE OF TERROR
Thanks Sega Saturn Magazine for this info
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
“BLOODY BRILLIANT” -RVGFANATIC
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%
EGM ranked it 20th best (issue 100, November 1997)
CLOSING THOUGHTS
Simon says DO THE MONSTER MASH!
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).
The classic age-old rivalry wages on once more!
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.
Simon says DIE!
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.
One of the great SNES classics of our time
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.”
It’s the Pop’n Twinbee cast… in a platformer?! Sure, why the hell not
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!
BOOM
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.
Gotta collect ‘em all!
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.
Blue bell gives you a gun
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.
Higher…Recharging…… and soaring even higher
Fly all over the place — you never know when you might crash through some breakable walls to discover “hidden” goodies!
Gallagher would be proud
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.
Six zany worlds await
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!
Those crazy JapaneseA shame this never came out to the good ol’ US of A
CLOSING THOUGHTS
Saved by the BELL
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.
Look out, U-Haul
Your first mid-boss encounter comes with this occult heathen.
After the mid-boss tangle, this dirty little goblin attempts to impede your expedition.
Who said church is boring?
Level two takes place in the woods… on the surface, at least…
Wait, I’ve seen you before…
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.
Not as tricky as it looksThat’s one big mid-bossBe careful when it freaks outHmmm. Deja vu…
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
Not quite magical, but close
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.
It all began when I saw EGM’s preview back in the day
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.
POWER UP!
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.
That hits the markHer running attack on display
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!
Talk about crashing the party!The 3rd Lee brother?!It ends with a nice leg sweep. SweetRunning Hadoken for the winLove this special move. So beautifulSiiiick!
It has the potential to connect multiple times, charring the victims to a crisp!
You can even block
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…
Another breed breathes fireAh, the token charging fattyBig, bald and bad to the bone
These tough blokes are, as you might guess, the Andore of Ghost Chaser Densei.
The sweeping hurricane kick shows who’s boss
War knights are nimble and hardened warriors trained to maim. Nothing that the flame kick can’t take care of, though!
Brilliant entrance
Some enemy entrances are memorable, like the eggs and this fella here.
[Better Sanjaya than Trump! -Ed.]And of course, you have your low tier chaps and the ol’ token female.
OUCH
Nothing beats a good ol’ knife to the shin.
Bonus round. Don’t nail the civilians!
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.
KA-BOOMNice trident ya got thereOh my…The bosses get crazier and crazierUm, what?Uhhh, let’s move on…“HADOKEN!”Now there’s two of them. Just great…There is a small bit of Japanese but no biggieDamn, hands in pockets even!The final boss is a bonafide badassHey, this *was* the mid ’90s after allHis second and true form. HOLY SH*TNow this is what I call a final boss!Too damn cool for wordsGo out in a blaze of glory!Love that lush effect in the background
CLOSING THOUGHTS
Nothing like cleaning a city of its thugs and goons
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.
Never trust a book that lights up
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.]
Oh for Pete’s sake…
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?
Boy, talk about getting cold feet!
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
ROCK, PAPER, SCISSORS!
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.