Super Puyo Puyo Tsuu Remix was the last Puyo Puyo game released on the SNES (March 8, 1996). And it’s also the best of the lot. They’re all great, but this one takes the cake. There are some minor tweaks made here that set it above Super Puyo Puyo Tsuu. If you only buy one game from this series on the SNES, be sure to make it this one.
There are a ton of computer opponents to go through. Here’s just a quick look at a few of them. There are literally over 30 (!)
It’s the classic formula you know and love. Connect four or more like colors to clear them. Creating and setting up chain reactions is the name of the game, as clearing four at a time isn’t very effective. It’s tough but loads of fun.
Send garbage blocks over to demoralize the competition. Nothing like nailing a 4 hit chain reaction to send over a crap load of garbage blocks!
There’s a purity to Puyo Puyo that makes it timeless. Most puzzle games involve a certain amount of luck, but this game really relies on skill and premeditated combos. A highly skilled player almost always beats a significantly lesser skilled opponent. It does kind of kill the fun of competitive battles if the skill levels are too lopsided. On the bright side, there are options to even the playing field.
The previous game, Super Puyo Puyo Tsuu, introduced a 4 player mode. But it could only be played with four humans. In this Remix edition, you have the option of setting player 3 and 4 to be computer opponents. That way if it’s just you and a friend and you wish to play the 4 player mode, you can. A small change but definitely a nice and noteworthy one. Be prepared to squint a little though unless you’re playing a huge TV.
CLOSING THOUGHTS
The best Puyo Puyo game on the SNES and one of the best puzzle games on the entire system. It blows Kirby’s Avalanche out of the water because it has way more options, better control (you can flip pieces even when there’s no room — you couldn’t do this in Kirby’s Avalanche and that was kind of annoying) and of course the 4 player mode. If you love the SNES and puzzle games, then Super Puyo Puyo Tsuu Remix is a must-have.
It’s hard to believe, but on January 1st, 1999, Nintendo published and released Power Soukoban. The SNES was long “dead” by that point, but that didn’t stop Atelier Double from developing this game. The same firm that developed such great Super Famicom games as Ranma 1/2: Chougi Ranbu Hen and Umihara Kawase. I guess they wanted to develop one last memorable Super Nintendo effort, because they succeeded in doing that with Power Soukoban.
Taking control of a devil, you go through a series of mazes with the same goal in mind as SUPER SOUKOBAN. Pushing boxes (this time stones) to cover purple dots (this time pits). The modern twist? But of course, STAYING ALIVE.
Staying alive? Yes, for from the excavation comes forth HELL’S ARMY!
OK, in all honesty, more like Hell’s Rejects, no, Purgatory’s Rejects. But you get the idea!
Adding a more action-oriented flare to a classic formula? TAKE MY MONEY. Yes, please!
Baddies are more of a nuisance than legitimate threats, however. Still, it’s pretty cool to see them thrown in there. There are two ways to dispose of them:
Push a stone over them
or
Zap ‘em
Another modern twist is the ability to throw fireballs. You can also charge to create a power shot a la Megaman. And there’s a run button as well.
So then, this update is an action-puzzler with sort of a Zelda-esquefeel and atmosphere. Very slightly, BUT it’s certainly there, as anyone who has played it would surely attest to…
Whereas SUPER SOUKOBAN was straight-to-the-point, POWER SOUKOBAN features multiple paths, multi-tier puzzles and there are even friends to guide you along with hints (in Japanese, mind, but nothing you can’t do without).
The game opens with this screen. The iron gate’s locked so you must find an alternative route. Hey, what’s that little crack doing there in the wall…
And off you go. There are many rooms and you can run to the next without solving the current one, but it’s advisable you take care of each one as you go along.
YOU CAN’T TEACH AN OLD DOG NEW TRICKS
Multi-tier puzzles adds a new dimension to the ole formula.
As you advance, more pits means more enemies. As long as the pits remain open, baddies will keep spawning. But again, they’re really a non-factor… but at least they’re there, eh? Plus, when defeated, some drop a power-up to aid your quest.
I said earlier it’d be wise to finish each puzzle as you confront ‘em. However, for some the solution is not immediately available. Only by advancing do you later arrive at a point where you can then solve a previously impossible puzzle. Confused? You needn’t be.
Observe:
See, here you enter this room on the lower floors. Blasted stones… how can you push them to cover the slots from this vantage point? The answer is you can’t, and remember you can’t pull stones, only push them.
A-ha! Later traversing to higher ground, you’ll find a room leading downstairs where you can now use your power shot to shove the blocks where they belong.
DIFFERENT STROKES FOR DIFFERENT FOLKS
SS had you going from one warehouse to the next. PS, on the other hand, is different.
[What are you saying about the Sega Saturn and PlayStation eh? -Ed.]
Power Soukoban doesn’t have levels, per se. Rather it’s interconnected like (Super) Metroid and Castlevania: Symphony of the Night. Let’s take a look at some more screenshots.
Can you complete this while avoiding the circulating ring of fire?
BE YOUR OWN BOSS
Another major difference from Super Soukoban: you fight bosses. These include more traditional American-looking fiends such as Medusa and Frankenstein to name a few. These end-of-stage bosses are entirely combat-based and do not involve any puzzle solving whatsoever. It’s a refreshing change of pace that lends well to Power Soukoban‘s more action-oriented slant.
AUTOMATIC, NOT MANUAL
Something to take note of if you buy this game CIB: the game’s manual is a fold-out map, with instructions on the back side. So don’t fret when you don’t find a regular manual inside the box.
CLOSING THOUGHTS
Power Soukoban is a fun game that brings an entertaining twist on the old Soukoban formula. Although the graphics are rather unimpressive considering this game was released in 1999, it’s all about the gameplay and that’s where this game delivers. Sure, it may get a tad repetitive here and there, but it’s a fun little game that is a fascinating footnote in SNES history seeing as it was released in 1999, years after the system was long considered “dead.” Highly recommended!
So, Super Soukoban or Power Soukoban? While I think both are well worth owning, if I had to pick one that I like better, I would have to say Super Soukoban. While I enjoy the modern update of Power Soukoban, there is something pure about the original that can’t be denied or dethroned. The two games definitely complement one another and are must-owns for anyone who enjoys this genre.
Super Soukoban is one fascinating video game. Heck, if the cover isn’t enough to catch your eye (it immediately captures my fancy and makes me wonder what the hell kind of game this is), then surely the intro will…
Obviously, the driver is clearly asking her to make him some coffee [NO! He’s asking her to join him for coffee ya git -Ed.]. Oh. Well, either way she’s visibly hesitant. No sooner then does a ride that’s more fly, as they say, pull up.
The new guy also requests her company. Stuck in the middle, with offers from both gentlemen, oh what’s a modern lady to do?! I can’t take this drama…
The rejected guy, cursing his lot in life, contemplates how a better set of wheels would right all wrongs…
What do you expect this sad bloke to do now? Will he
A. Take out his anger by vanquishing bad guys in a beat ‘em up?
B. Jump on cutesy animal baddies in a platformer?
C. Work his way up the financial ladder in a sim?
D. Push boxes around in an empty warehouse?
E. Learn the art of ass kicking and throw fireballs in a 2D fighter?
…
…
…
If you picked “D”… Bob, tell him what he’s won!
GameBoy players might be familiar with Boxxle, which came out back in 1989.
Super Soukoban is a mind-taxing logic game; the goal is to push boxes to cover the purple dots. You can’t pull, you can only push and you can only move one box at a time. You can imagine the mess you’d create if you push a box in an ill-advised position. Thankfully, besides the option to restart a level at any point, pressing “L” rewinds the action and allows the player to go back as far as he wishes. Likewise, “R” is fast forward, in case you went too far back. This can prove to be a God-send and was very wise on the programmers’ part. It’s great because rather than completely restarting a level, it encourages experimentation and creativity at each step (literally) of the way. Kudos!
There’s no time limit however there is a step limit. Nothing beats solving a puzzle with exactly 0 steps remaining! That is the ultimate rush.
Let’s take a look at some of the stages now.
STAGE ONE
Ah, the classic simple first stage to acclimate players to the world of Soukoban.
Get each box in that position there, where the guy is in front of. Surely you can take it from here.
STAGE TWO
STAGE THREE
This stage introduces the darkened box. This indicates the box is already resting on a purple dot. Later stages may have multiple. They can be tricky so watch it…
STAGE FOUR
STAGE FIVE
STAGE SIX
OH PLEASE, EVEN A FOUR-YEAR-OLD CAN SOLVE THESE…
OK wiseguy. There are a total of 300 (!) warehouses to tackle, with the option of jumping to any one at any time. A password is given each time you clear a level. Of course, the first handful eases you in, before becoming gradually harder until DAMN! Notice as the puzzles get more complex, everything is properly reduced in size. Nothing intimidates than seeing a small screen littered with dozens and dozens of boxes…
A look at some of the later stages then.
STAGE 47
STAGE 147
STAGE 188
STAGE 234
STAGE 277
See! They quickly become absolute conundrums in no time flat.
In fact, rumor has it that launch day buyersTO THIS DAY arestill stuck on level 289!!
[Oh? Source? -Ed.]
Er, moving on…
To cap it off, there’s also a Level Edit option and a radical 2-player mode to see who can finish first. There’s even a choice of 10 characters to select from. It’s the perfect way to top off what is already a well-baked cake.
CLOSING THOUGHTS
Sokoban (note the missing “u“) loosely translates to “warehouse keeper,” and has been around since the early ’80s, pioneered by one, Hiroyuki Imabayashi. Its easy-to-play-but-difficult-to-solve gameplay is as pure as it gets. It’s a brilliant game that anyone, even non-gamers, can really enjoy. The 2 player mode is a nice bonus, but it’s really the 300 puzzles that will last players a lifetime. Or at least, a good chunk of time, anyhow.
Super Soukoban is really a can’t-miss for those who enjoy staring contemplatively at the screen until inspiration breaks through with a resolute A-HA!
This is, sadly, an underrated Super Famicom gem. Don’t overlook it just because it lacks explosions or “thrills.” It’s amazing how satisfying it is to solve these levels. Sometimes just taking 20-30 minutes to figure out ONE level is good enough to call it a night. Who knew moving boxes around in a cluttered abandoned warehouse could be so damn awesome?
By 1997 the SNES was a long afterthought. The 32-bit era had taken over and most gamers had already jumped ship. Yet this didn’t stop Lenar, a company not known for its epic titles, from crafting one last great Super Nintendo game. Gunman’s Proof is a fast-paced, quirky action RPG that’s loaded with charm, humor, AND personality. So strap on your cowboy boots and throw on your 10 gallon hat — we’re off to the Wild West! As a PSYcho once sang… OPPA GUNMAN STYLE!
THE STORY GOES…
CLOSING THOUGHTS
1880. A pair of streaking meteors befalls Strange Island. This unleashed a horde of terrible monsters. In hot pursuit of these vile Demiseed creatures were a couple of space sheriffs. Meanwhile, a young boy, often castigated by his very own father, yearns for something bigger. Hungry for adventure, fate steps in when this young boy and two cosmic space sheriffs cross paths. This is where our peculiar story begins. Along the way you’ll earn the respect of your old man, gain powerful skills from an eclectic group of island ragtags, and blast the holy hell out of various baddies while exploring a haunted house, dungeons, mines and more. It’s over way too soon but it’s one memorable and fun-filled ride while it lasts. It’s one of the best “hidden gems” on the Super Nintendo and it makes me wanna shout, OPPA GUNMAN STYLE!
From its likable characters to its odd sense of humor, Gunman’s Proof delivers a hellacious trek through the old Wild West. The visuals are bright and vibrant, with decaying dungeons and a unique art style. The music is quite catchy, especially that giddy Robaton theme, but the bulk of the game is blasting hordes of minions to kingdom come utilizing everything from a shotgun to a bazooka cannon. It is one of those games that’s perfect to play after a long day at work. Forget about swords and axes because you don’t bring a knife to a gunfight. I do wish however the game were a bit longer but there’s something to be said about its simplicity and the fact that you can beat it in one (four hour) sitting. Gunman’s Proof is one of the best SNES games you’ve probably yet to play… and I highly suggest you go rectify this. Strafing and incinerating bad guys never felt so good. If you’re looking for a quirky and fun action RPG, then be sure to check out Gunman’s Proof. Like the last cowboy riding out of town at dusk, it just might be the last great Super Nintendo game ever made.
If you’ve ever seen the old 1974 flick THE TOWERING INFERNO (Fred Astaire, OJ Simpson, yes THAT OJ Simpson) then you will know exactly what to expect from this.
Ever since EGM ran a spiffy 2-page feature on The Firemen back in 1994, I’ve been curious about it. Made by HUMAN, perhaps most well known for their Fire Pro Wrestling franchise, The Firemen is a 1 player top-down action game where you navigate a firefighter through the burning MetroTech building. Use your water hose to extinguish flames, dispatch mechanical objects gone haywire and of course face intimidating end level bosses.
The Firemen is rock solid. It’s graphically pleasant with well-shaded characters adding a perception of depth, plays really well and the theme is unique. All of this culminates in a game which has that “cool” factor. There is some in-game Japanese text communication between Danny and Pete the firefighters, but nothing that hinders the game. Oddly, the game intro is in English.
It’s 6 PM on Christmas and a small fire in the MetroTech kitchen left unattended has spread throughout the complex. With the building burning to a crisp and injured people stuck inside, it’s your job to get in and neutralize the situation. There are six floors in all. Thanks to the whole theme and atmosphere, it reminds me of Die Hard, except replace the terrorists with deadly flames and the guns with a water hose.
Your partner carries an axe and helps in eradicating fires and other enemies, including bosses. He’ll carry out the victims as well. Finding and rescuing victims are not necessary, per se, but finding more means a better score and each time you save someone your health will be restored by roughly 60% (if necessary).
The buttons are simple.
Y = straight ahead spray
B = downward spray
X = extinguishing bomb (limited)
A = crawl
L/R = locks position and strafes (you can shoot in 8 directions)
You’ll mostly use the straight spray but the downward spray is the only way to eliminate small fires. The two main fire types are small and large. You can touch small flames without getting hurt. Crawling is critical at times. Much like Burning Rangers you’ll hear a quick whiz before all hell breaks loose. By crawling you can avoid backdrafts and fireballs. You’ll also crawl under high flames, desks and even through a vent!
The bomb is your ultimate weapon and up to 3 can be carried. Save them for the bosses! If you have 3 already and find another bomb, pick it up so you can transform into a super firefighter with a bigger and stronger spray. There is also a separate icon for this rare power-up.
Let’s check out the game’s first 3 stages.
LEVEL 1
Just stay diagonal of this first boss because it shoots 4 flames (north, south, east and west) and then scurries around the screen. Another interesting thing about this game is that the bosses are not monsters or demons. They’re just flame-related, mostly normal everyday appliances gone haywire. Kinda gives the game a “realistic” feel to some degree. It’s not like you’re battling these grand three-headed flaming dragons, y’know?
LEVEL 2
This scorching flame ball boss can only be attacked with the downward spray. Keep in mind with this type of spray you move exceptionally slower. Be careful or it will char you to a burning crisp.
LEVEL 3
Things start to get trickier as stage 3 introduces back drafts, new enemies and collapsing floors.
Does this game have any flaws? Of course, it’s not perfect.
No 2-player option (bummer)
Isn’t hard and is short — I beat it on my third try in 75 minutes. Each level you have 10 minutes (sometimes more) to complete. 3 continues
No option screen, so there’s no way to crank up the difficulty
L or R allows you to strafe, which is great, but one of those buttons should have been a 180° turn
Unlike Burning Rangers the flames are not randomly generated. So once you play through it, you know where everything is… a bit of a shame as it takes the replay value down a notch.
On the upside, at the end a detailed account of your game playing is given; everything from classto level completion times to total play timeto % of rescued people and a total point score out of 100, so that can be something to shoot for on repeated plays. But the replay value is only slightly above average at best.
Other than those flaws, The Firmen does things more right than wrong.
WHAT THE CRITICS SAID
The Firemen is considered to be one of the better Super Famicom exclusive games out there. Its merit has been recognized a lot more in the past decade than when it originally came out. That’s due to it being cancelled as a North American release. Thankfully, fervent SNES fans dug into the system’s library in the 2000s and the game has found its way on to many “hidden gem” recommendation lists ever since. Super Play rated it 75%.
CLOSING THOUGHTS
You know, when I first played The Firemen back in 2006, I really enjoyed it. I still like it but now that it’s been 10 years later, the novelty has long worn off, and I don’t view this game with the same lens as I did a decade prior. It’s still a quality action game, but I no longer view it as one of Super Famicom’s very finest. The action can get a bit tedious after a while. It’s too bad there isn’t a 2-player mode. The fact that you have a computer-controlled ally constantly assisting you only rubs salt in the wound. Also, I wish the fires were randomly generated, like Burning Rangers. Don’t get me wrong, I still recommend this game, but don’t go into this expecting some kind of masterpiece. But it’s solid, and definitely better than Jaleco’s Ignition Factor (AKA Fire Fighting in Japan).
Ganbare Daiku no Gensan is the sequel to the Hammerin’ Harry games found in the arcade and NES. While scouring the net for information on this Super Famicom title (back in 2006) it shocked me there wasn’t much to be found. Maybe part of it is because it’s called Ganbare Daiku no Gensan instead of Hammerin’ Harry? While it’s no Super Mario World, it definitely deserves a moment in the spotlight.
As far as I can tell the story goes something like this…
One day an evil corporation blows up this lovely house here. Well, they picked the wrong house. Harry’s out to put an end to this evil empire, and along the way, they snatch his sweetheart just because, well… they’re evil.
You go through 4 stages, each with 2 zones. After all this you face the final boss. Harry will traverse towns, woods and even a booby trap-infested factory zone. The game has a nice urban Japanese feel to it, and probably one reason why it never saw a Western release.
Harry attacks with his trusty hammer. The standard-issue hammer you start with is serviceable but you definitely want to find an upgrade ASAP. You can swing hammers left, right, down and up. Harry can also chuck his hammer across the screen, a move that is a MUST if you want to beat the later stages and bosses. (U, UF, F + attack… why couldn’t they have just made it D, DF, F?) If you didn’t have the manual you’d be screwed not to know this key command which is so obscure.
There are two hammer upgrades; unfortunately, they all have short attack range so you will take some cheap hits more likely than not throughout the game. Thankfully Ganbare Daiku no Gensan is not a 1-hit-wonder. You have an energy bar at the bottom of the screen.
Swinger- As it suggests, this hammer swings 360 degrees and can be quite useful
Quaker- A huge black-ish hammer that when pounded on the ground releases shock waves left and right
Harry also has two power-ups he can use. Throughout the stages are muscle icons hidden inside crates and barrels which you can break open. When you have 1 or more muscle icons you can press X to unleash two special moves that should be reserved for the bosses.
Harry releases the hammer in the air causing a wave of stars to cascade downward.
(jump and then hit X) Harry pounds the ground going down causing an unavoidable sphere of destruction.
Special move #2 is much more effective and useful. And since they both use up only one icon, there’s no reason ever to use special move #1.
Note: boss names are strictly made up by me and not official names. Alliteration freaks will appreciate it…
1-1
Your journey begins in this easy stage that allows you to get the feel of the game. Smash the SD Zangief-wanna-be clones and watch out for cranky female street sweepers and stray cats. You can jump on roofs and on shingles Harry will gradually slide down. Good stuff there.
BOSS 1: CAT-MAN
A man in a giant cat suit. Something is wrong with that picture. At any rate, a SUPER easy boss with a pattern that’s laugh-out-loud simple. BTW, all bosses have twice your health. When you get him down to about 25%, he sheds his cat mask…
1-2
This stage opens as a racing section; enemies on bikes ride by trying to pelt Harry with rocks. Either close in and hammer them, or ricochet their rocks back at ‘em. There are two racing sections in the game which help to add some variety to the proceedings. After this section you go back to regular platforming business.
BOSS 2: CHUCK THE CHUCKER
The boss cakewalks might be over here, but he’s not really hard. True to his name (that I’ve given him, mind you) he chucks bottles and other debris at Harry.
2-1
Here we begin the foray into the forest. Mad red-faced chimps run wildly around as the crazy cranks sweep the forest floor. (why? Those crazy Japanese) Harry can climb on tree trunks to make his way to the top of their limbs to break open crates. Beware of the poison power down that does damage to our SD hero.
BOSS 3: BOOMERANG BILLY
This wild mad-cap Tarzan wannabe swings on vines and when he’s on solid ground will toss boomerangs your way. Simple pattern. Show him who’s King of the Jungle.
2-2
Some nice little features in this stage. Wooden sticks pop out of the ground and you have to figure out which ones to hit to cause the other sticks to come out on higher ground, so that you can jump on those and make your way out of the pit. Midway through this stage you will come across a cool little construction zone. They’re trying to destroy everything these mad men! You can’t take my woods YA HEAR ME?! *shakes fist* [cue Groundskeeper Willie] YA CAN’T HAVE MAH WOOOOODS! *ahem*
BOSS 4: CHARLENE THE CHAINSAW CRUSHER
Ah those crazy Japanese. She has a simple but fun pattern. When she chases you on the ground sparks fly like wild from her chainsaw. Watch out for those falling rocks and remember to jump quickly!
3-1
The second and final racing section. After this you go through platforming business per usual. Very short until you run into a crazy scruffy ole bloke.
BOSS 5: SCOTT “THE SCRUFFY SUICIDAL” SKATEBOARDIN’ SAVAGE
I love how this game is so Japanese-y and along comes this rather American bloke, heh. Easy pattern — you just have to time it well. Send Scruffy packin’!
3-2
My favorite stage. You make your way across a nice little waterfall, with falling blocks after you touch ‘em. Standard classic platforming from the beginning of civilization (or the ’80s..) The coolest part of this stage though is when late afternoon suddenly rolls into to beautiful and peaceful evening, with the stars out in full force… it’s really a nice little atmospheric change.
BOSS 6: DYNAMITE DAN
This guy can be a true pain in the neck. Not only does he bounce from wall to wall like freaking Spider-Man but he throws sticks of dynamite at you as well as other means of destruction. At the same time the ground will heat up so there are many ways for you to lose energy. Having 4, 5 muscle icons really help here.
4-1
Almost there! 2 more stages to go after this! Harry’s travels take him to the factory zone where booby traps and foot soldiers litter the place. There are old scientists in tiny cramped up corners madly controlling crushing machinery — the only way to get through these parts is, as mentioned earlier in the review, to employ the highly obscure U, UF, F + attack command. This sees Harry tossing his hammer across the screen and back like a boomerang. 4 hits will kill the old scientists and the crushing machinery will stop. Just hit them with your hammer to destroy them then.
BOSS 7: DOCTOR DEATH
What an intimidating sight for sore eyes. Ole crazy Doc here mans this heap of machinery in hopes to thwart Harry’s efforts. What can I say but… look for the certain shots that are ricochet-able… and have many muscle icons on ya…
After you beat Doctor Death he escapes and kidnaps your girlfriend in the process. Well, I won’t spoil the rest. You have 4-2 and 5-1 to figure out on your own. I will say this: 4-2 boss is very annoying but it’s all a matter of figuring out their patterns and weaknesses. Ah the beauty of video games. Final boss is easy. This battle stretches 3 screens wide!
Time for some random shots.
MISCELLANEOUS NOTES
It’s not a hard game at all. 1st time I played it I beat it. Took me 105 minutes, but I lost to some bosses quite a bit. It’s funny, I seriously killed like 6 of the 9 bosses with 10% health left. Nothing is better than beating a boss by the skin of your teeth
The game is short. No password option. 9 stages total — if you were to play it after beating it once, I’d say maybe 60-75 minutes?
If you like this game, check out ROCKY RODENT on SNES. It’s also by Irem and has much of a Hammerin’ Harry feel to it. Rocky Rodent is definitely underrated. Much harder too
Press select to access a ‘hidden’ options screen
The storybook sequences and ending is obviously in Japanese, so you’re just missing out on the story. Other than that, it’s extremely import-friendly
No slowdown whatsoever, which is always appreciated
Graphically I think the game has a cute, nice look to it. Things are “alive” and the SD characters definitely add charm. My brother walked by as I was playing and he laughed at the big heads
Sound-wise I didn’t like it too much. Some of the music gets annoying after a while, and a big no-no: each character’s “death cry” is the same! From the burly axe-wielding Zangief lookalikes to the female sweepers! Even the monkeys! Lazy bastards
Gameplay-wise it does nothing extraordinary — it’s just a competent addition to the genre. You climb, jump, smash, etc. Note however, the game only goes right. When you advance a little bit, the screen scrolls right and you can’t go back. That kind of sucks because it ruins the chance to explore if you wish. Thankfully though, you advance on your own instead of the screen automatically scrolling forward. So it becomes a matter of taking your time and knowing the level layouts
And replay value… I see myself coming back to this once in an odd moon since it’s a simple arcade-esque little platformer that won’t overly frustrate or eat up a ton of time. You can pick it up, beat it in an hour and be on your way
CLOSING THOUGHTS
Worth hunting down? Yes. It’s not a serious platformer by any means. Just look at the screenshots and you can tell it’s erring on the goofy side. It doesn’t take itself seriously and doesn’t do anything bad. Not a stand-out title, but nonetheless a nice game to have in the ole library. It’s nice to see Hammerin’ Harry have at least one Super Nintendo experience. Was probably a little too bonkers to warrant a US release, but at least we have the means to experience it still on our SNES systems.
I discovered this game during the summer of 2006. Its Bomberman-esque look immediately grabbed my attention and I had high hopes for it. You know the feeling you get when you see screenshots of a game for the very first time and you go “Oh damn, this game looks like it could be a REAL hidden gem!” Yeah, that was me 10 years ago. It took me several months to secure a copy but I finally did and couldn’t wait to play it. For the most part, it delivered. I probably had way too high expectations. It’s a fun little (party) game for sure, but definitely doesn’t topple Super Bomberman. Still, it makes for a solid alternative. Let’s take a closer look.
Super Tekkyu Fight! features four heroes:
At a cursory glance it appears to be a Bomberman clone. But it puts an interesting spin on things. Instead of dropping bombs of one variety or the other, you simply bash the others to oblivion with your chain ball. You begin with a short chain. But power-ups soon come into play, and these include:
This power-up rips through consecutive blocks in one hit. Very powerful.
Get this baby and you’re sure to rule the match. As you can see with Ultraman and Fighter Roar, players can nullify each other’s chain attack. Note that the GOLD chain does 2 health bars of damage when up-close.
NO BOMBS, OK, WHAT ELSE IS DIFFERENT?
Each player has 8 health bars. So battles here tend to be lengthier than your regular Bomberman match. When hit, you’re invulnerable for a few seconds, eliminating cheap consecutive hits. “A” jumps. If you jump on their head, it stuns ‘em for a few seconds. “Y” sees your guy flipping the tiles, stunning anyone caught in its path. This certainly makes your life easier, but it’s not mandatory.
When hit, you lose the last power-up you had — the icon goes flying back on the field waiting to be claimed by anyone. This is great since it prevents a potential “Ah crap, he got Boardwalk and now we’re all screwed” type of deal.
THAT *IS* KINDA DIFFERENT
You betcha, and beware where you jump! Each player can jump past 1 square. Each stage has plenty of holes to be weary of. In the heat of the battle it’s very easy to misplace a jump and plummet to the bloody rocks below. However, it doesn’t ALWAYS spell instant doom. The price is 4 precious health bars.
And don’t you hate when you’re alone playing 3 computer-controlled opponents and you die first, having to sit there waiting 2 minutes for them to kill each other? The programmers have sympathized with our plight as anytime you die, the tiles fall off one by one until one computer rival is standing. BLOODY SWEET. Give those chaps at METRO a hand *golf clap* A rather underrated feature that more Bomberman-esque games should employ.
HOW’S THE ONE PLAYER STORY MODE?
If you must know, there are 6 worlds with 8 levels each (the 8th being the boss). You’re free to pick from any of the 6 worlds. It’s not bad. It sorta reminds me of an updated version of TRAMPOLINE TERROR.
Enemies from each of the four protagonists’ world appear, which is very cool.
The bosses are huge and pretty tough. Exclusive to the Story mode (1 or 2 player by the way) are bombs (hidden in blocks). If you don’t have at least 1 for the bosses, it’s going to be far more difficult.
Here are four of the six:
Juggling the act of avoiding the falling rocks and slipping through the cracks requires great concentration.
This demon fellow here is my personal favorite. Look at how badass he is. Resting one hand on his cheek he uses the other to pound the tiles while emitting laser beams from his demonic eyes. I love how he flashes when you hit him, too!
FOUR PLAYER MAYHEM
The meat of these games are the 4 player battles. Here’s a look at the 8 arenas.
ZONE ONE
Standard first stage except for the arrows which can effect the direction of tile flipping. Enjoy the friendly jumping layout while you can…
ZONE TWO
The silver blocks are unbreakable. Jumping on blocks will break ‘em, but it takes two leaps. Make sure you have a space to land back on!
ZONE THREE
Arrows act as they do in the first battle arena. Hmm. Kind of lazy, no?
ZONE FOUR
The middle part sends you sliding across.
ZONE FIVE
More arrows in a sort of X-shaped field.
ZONE SIX
Forces each player to jump from the get-go… who will be on the attack and who will be on the defensive?
ZONE SEVEN
Lots of solid ground in the middle, and the many blocks are home to numerous power-ups.
ZONE EIGHT
Ice with arrows. Note the slippery sections. Like a combination of zones one and four.
CLOSING THOUGHTS
Super Tekkyu Fight! appears to be another Bomberman clone but play it for a few minutes and you’ll quickly realize it really isn’t. The battle system is refreshingly different. The combination of jumping, avoiding pitfalls and being able to take up to 8 hits makes the 4-player mode its own unique animal.
On the downside, the battle zones seem a little too similar to one another and don’t have enough gimmicks to differentiate them TOO much. Especially when you compare it to the variety of Bomberman‘s battle arenas. But all in all, this is a fun little game. And particularly a blast for anyone who can gather three other like-minded buds to play with.
Araiguma Rascal, AKA Raccoon Rascal, is one of the most adorable video games you will ever encounter. Hands down. Just look at that amazing box art. It doesn’t look like the kind of video game you would want to buy if you were to see it at the store… especially next to such covers as Contra III or Super Castlevania IV. But never judge a game by its cover, as the famous saying goes…
A puzzler with a unique twist. Rather than being another Puyo Puyo / Tetris rip-off, you control a raccoon who must match 3 (or more) like jars by way of arrangement. Keep in mind it’s not like Tetris Attack. Here you’re restricted by obvious obstacles whereas in Tetris Attack you’re free to move the cursor where you wish. It’ll take a few minutes to get the hang of, but then the good times roll.
The little squirrels pushing the jars down add a nice touch. As you can see, Rascal just connected 3 green jars. Pulling off chains is more difficult here than in other puzzle games, so it’s double gratifying when you get one down.
Rascal is an endearing little guy. When he’s not carrying a jar and moving, true to raccoon form, Rascal scampers low to the ground.
When carrying a jar, he marches along erect holding the jar high above his head with his diminutive arms. Awww.
When Rascal has a jar he has the option of dropping it beneath him, or throwing it one column over. He can also jump and swipe jars high above his head; as well as push jars provided they’re out in the open.
If a jar is dropped on his noggin, it results in this amusing animation.
The 1 player mode is fine and dandy but like any puzzle game worth its weight (sans Tetris of course), it’s all about the two-player mode(s). Raccoon Rascal has three unique 2 player modes.
The first is a side scrolling platform-y race-to-the-exit-as-fast-as-you-can split screen affair, where jars are placed strategically to impede players’ progress. This mode is a thrilling race-against-your-opponent-while-you-rack-out-your-brains kind of rush.
The second is the full screen cooperative mode. If you’re not in a competitive mood this mode serves its purpose well.
The third final option is the classic head-to-head split screen mode. Player 2 controls a boy named Sterling who bears more than a passing resemblance to Oliver Twist.
We all know the story don’t we. Boy meets raccoon. Raccoon bites boy. Boy challenges raccoon to life-or-death puzzle duel.
[Movie Trailer voice guy]
It was a time of pain and destruction.
It drove boy and raccoon to the very brink of madness.
NOW, their final battle commences.
This is the timeless tale of raccoon vs. boy. Let’s see how this new classic story for future generations unfolds. What happens when you pit a hard working raccoon against a lazy boy who stands there like a bump on a log? Let us observe this intense battle of wills and wits.
Now Jimmy see here, the raccoon busts his little behind while the boy naps.
Now observe what happens and why hard work pays off.
… OK, so video games should not be used to teach life lessons…
Even Sterling has no clue how he won! I mean just look at the lad! Sigh.
SUPER PLAY, who were extremely tough graders, rated this one pretty highly, given their strict standards: Graphics: 80%
Sound: 68%
Gameplay: 81%
Gamelife: 79%
Overall: 79%
Saying “The cute shell hides a rock hard interior. The learning curve is not set perfectly, but when the going gets tough, it’s tough with a capital T. I’ve probably played this as much as any other game this month and I am still only halfway through the levels. Extensive play reveals Puyo Puyo-like tactics which allows for many chain reactions; and the two-player modes are the icing on an already appetizing cake.”
CLOSING THOUGHTS
Super Play put it well. This is a puzzler that gets better as you delve into its various tactics and techniques. Somewhat meh at first but quickly becomes highly charming and effective. I also like that it’s different from your typical falling piece puzzle game. There’s a little action platforming element to it as you must maneuver Rascal around the field, running, jumping, grabbing and throwing. It adds an extra layer to the traditional puzzle format and makes for a good time. The three different two-player modes also add a lot of replay value and depth to an already very good game. Araiguma Rascal (or Raccoon Rascal) is a must-have for any diehard Super Nintendo connoisseur. Don’t miss out on it!
I remember seeing a preview of Poko Nyan! in EGM issue #66 (January 1995). I was instantly drawn in and wanted badly to play it. Unfortunately, like so many games EGM previewed in the “International Outlook” section, many never saw the light of day here in the states. Fast forward more than a decade and I’m on a Super Famicom buying spree. It took me a while to hunt down a copy, but I finally got my hands on a CIB Poko Nyan! October 11, 2006. I dropped 50 dollars on it but considering a complete copy sold for $150 not long before my purchase, I felt like $50 was a steal!
TANUKI LOVE
According to Japanese folklore, the tanuki possesses shape-shifting powers. They sure love this little creature… it serves as a good luck symbol to our friends from the far East. You can find them in shops and Japanese gardens, all sorts of places. They’re almost as frequent as the Maneki Neko — the cat with the paw raised for good fortune.
Tanuki by the way translates to “Raccoon Dog.”
And here comes a game from the Land of the Rising Sun that will appeal to all tanuki lovers.
EGM wasn’t kidding — how very easy this game is. You can’t die! The timer running out doesn’t end gameplay, nor does any amount of hits from the bad guys. Being a popular anime for young children, this game was created with them in mind. A four-year-old could beat this! The game has 15 levels and can be finished in 40 minutes, even sooner if you rush straight for the exit.
Not sounding good so far, eh? I mean, what kind of video game allows you to NOT ever die, especially a platformer? It’s simply unheard of! But wait — what’s this? The game’s a RIOT?! Yes, it is. Poko (I think that’s his name) is such a likable chap. The various stages are beautiful, likewise for the set pieces and even the enemies themselves are cute. Just take one look at the wild boar who, before charging, has a silly exclamation mark bubble pop over his head. Awww.
The set pieces are awesome not just because of how they look but also how they come into play. Some have several platforms Poko can hop on, or hop down from. Down + jump makes Poko drop to the platform below. This becomes oddly fascinating as it’s fun to knock off baddies from above. May not sound all that great, but you’d be surprised at how much fun it is.
Here are some other cool set pieces:
These little things add a lot to the game’s charm.
And staying true to Japanese folklore, this tanuki has plenty of shape-shifting powers! By the way, all forms can double jump, including Poko himself.
Poko can change into a high-jumping kangaroo.
Or this bird with unlimited flight!
Wait a second… Poko the Hedgehog?! Come on now… what the hell.
You can switch to any form at any time. There are no limits. You can switch back to Poko by pressing R again. You’re also switched back if hit by an enemy. The different transformations add a lot of flavor to the game.
The 15 levels are spread over 5 different “worlds” each guarded by one of 5 nasty foxes. These boss battles, like the rest of the game, are a cinch. The later bosses have some cool powers, though.
While the game is short, the key is to explore the levels rather than rushing to the exit. There is also a point score where bouncing off consecutive baddies allots major points, so at least there’s a point system.
Let’s check out some random action…
This groovy roller coaster multi-tier stage is one of my faves — it’s a lot of fun to mess around with. There are so many different levels to jump off and on… good stuff.
Check out the whale in the background. The big puffy clouds are pretty cool, too. I love the art style of Poko Nyan! It’s simple yet gorgeous in its own neat way.
Cliche though it may be, it’s fun navigating Poko through the water and ice stages. The camera is a little bit herky jerky on sudden direction changes, but it’s still quite fun to play, in spite of that scrolling flaw.
More Northern Lights in Super Famicom games! I’m not complaining though; I love starry nights and Northern Lights in my games. They’ll always have a special place in my heart because I can never get enough of those settings.
Seriously, how beautiful is that purple castle, folks? The game is a joy to look at, and is exactly the kind of stuff your little nephew or son will gravitate toward.
The first star I see tonight! Ah, right on cue, another starry night setting. This is another one of my favorite levels. I love how Poko can hop on just about anything, including those star pieces. It’s all kind of… almost dreamy… game has a sweet atmosphere for sure.
CLOSING THOUGHTS
Poko Nyan! won’t light your world on fire, but it’s very charming and enjoyable. Scrolling is a bit herky jerky at times, but not bothersome enough to deduct from the game. It’s perfect for kids, and a treat for anyone who’s still a kid-at-heart. Yeah so you can’t die, and yeah it’s probably the easiest SNES game you could ever play, but sometimes gaming isn’t about difficulty or the thrill of the challenge. Sometimes, gaming is just about having a good time. And Poko Nyan! delivered that in spades for me. That’s good enough for me
Today we look at a platforming trilogy based on the 1993 manga by Akira Toriyama. The GO GO ACKMAN games definitely have some good things going for them. You control Ackman, supposedly Satan’s lackey. As you slay enemies your winged companion captures their souls in a little jar (100 grants you an extra life). It’s all quite bizarre from the sense of humor to the bosses. Go Go Ackman does nothing new but what it does it does well.
The original is my favorite of the 3. It hooked me and I finished it the very same day. Punch, kick, run, jump, slide, climb, you even have bombs — all the quintessential platforming features. What’s really nice is Ackman can jump on an angel’s head and send it sliding across the screen taking out others (a la the koopa shells).
And of course what hero, or in this case, anti-hero, would be complete without the power-up shot? Making the game extra fun is the ability to pick up three weapons along the way. Check them out below.
The weapon is forfeited upon first hit, but on the upside a health bar is not deducted. FYI: the sequels you start with a sword, and weapons collected will remain even after receiving damage. I personally prefer the original way as it rewards skilled play. Again, I like the first game the most of this trilogy. Let’s take a look at some of the stages.
STAGE ONE
The first level is your standard, plain, easy stage, but I really like its look and early on I could tell this was going to be a nice little game.
STAGE TWO
Here we are introduced to a darker brown tone with lots of hills to jump from, and plenty of instant death pitfalls.
There’s even the force scrolling level thrown in for good measure. This one being a car ride. Of course, Ackman has his own special advertising splashed on the vehicle.
The first boss is really simple. Just a big fancy suit-and-tie corporate fiend.
STAGE TWO
We move toward a more tropical setting. As my manFlavor Flav once said, “PEACE IN BELIZE!”
Keep an eye out for hidden passages that may appear on first glance to be a pitfall, but actually leads to a plethora of goodness.
STAGE THREE
The next level sends Ackman on another force-scroller. This time he hits the high seas.
This boss has bombs of his own but no worries. Like the others he’s a push-over.
STAGE FOUR
The next level has sections of water with sharks and other nasties.
This boss epitomizes the gist of Go Go Ackman. It’s funky and goofy. It doesn’t take itself seriously whatsoever, and that’s all part of the fun.
STAGE FIVE
This level has a pyramid sand theme. Here the game takes on an extra graphical punch, with scrolls that stretch on. It’s pretty amazing in a simple kind of way.
The first mid-boss of this world (boss6 for those keeping count at home) is ridiculously easy. And off the charts bizarre. But you ain’t seen weird yet. Wait til we get to Go Go Ackman 3…
Next you enter a pyramid where new obstacles await, such as…
All in all, while the levels and boss battles are short in comparison to others of this genre, Go Go Ackman is a blast while it lasts. More levels await but I’ll let you discover the rest. Now let’s check out the sequel.
GO GO ACKMAN 2
Part 2 came out July 21, 1995. I couldn’t get into this. After enjoying, pardon the pun, the hell out of the original, the sequel did disappoint as it felt like a cheap cash-in. It didn’t have the sweet feel or look of the original, and although old faces return (like some of the mid-bosses) the game just never came together for me. It is, however, the hardest of the trilogy by far.
Maybe you’ll like it; in fact, I know some who prefer this out of the three, but I didn’t dig it too much. Not to say it’s a bad game — it just doesn’t compare to the original, in my humble opinion.
GO GO ACKMAN 3
Released on December 15, 1995, Go Go Ackman 3 came out only *five*short months after Go Go Ackman 2. Were they cashing in, or making up? Personally, I say the latter.
This is a classic case of “Oh wow, we really messed up the last sequel didn’t we. Let’s make another and get back to basics.” Playing this you really feel like it’s part 1 in terms of spirit. It has some cool level designs like the booby trap-filled prison. New features are thrown in the mix like shops within levels. Heck the game even has a nice prelude battle where you duke it out with your infamous angel rival… and his incompetence offsets the end boss so much that the angel is banished to your side. Thus, in certain levels you play as the angel rather than Ackman. With his propensity for flight it only further enhances the game playing experience. As Borat would say… “NIIICE.”
Here’s a quick glance at some of the happenings.
The first boss is (again) a return of old faces from the original. You joust with the trio in succession and the time lapse between each is handled brilliantly.
After you knock these re-tread bozos off their high horses, you have the choice of picking any one of their vehicles. The next section, depending on what you choose, is a shooter or action racer. Pretty dope. Like one of those old “Pick Your Own Adventure Path” books.
The second boss packs a mean punch, and you know I love good ole school boss flashing whenever they take a hit. Go Go Ackman 3 does “boss flashing” fans everywhere justice! Check it out.
Bear in mind this trilogy can be very off-beat. Look no further than this freakish cut scene.
This would NEVER have been approved for American audiences…
This next level is one of my favorite in the entire series. I just love the different booby traps and elevator-riding to eventually reach the top floor. The backdrops where you can see far into the background is an EXCELLENT touch.
CLOSING THOUGHTS
Some folks prefer part 3 to 1 and 2. In my opinion, if you want to try Ackman, go with the original first, and then try part 3. If you only try one game however, my advice is to play the first one. But that’s not to say part 3 isn’t good — it is. I appreciated that they went back to Ackman’s roots for this third and final game. The second got away too much from what worked well in the first game.
Finally, there is a smattering of Japanese dialogue after each level in all 3 games, but it doesn’t affect your ability to progress in any of the games. Though I hear the text is quite amusing for those who can follow it.
I give kudos to Aspect for making this enjoyable, albeit derivative trilogy. The first one is a very solid, fun action platformer. The second was forgettable and the third one ended the trilogy on a good, redemptive note.