Back in 2006, when I repurchased a Super Nintendo and began my SNES resurrection, there were three Super Famicom platformers I was insanely curious about. I referred to them as the Big Three. It was DoReMi Fantasy, Majyuuou (AKA King of Demons) and Magical Pop’n. I was blessed enough to find a loose cartridge copy for just $25 (September 18, 2006). The game as you can imagine currently commands an arm and a leg. Timing is everything, eh?
Magical Pop’n is a platformer with traits that are more or less reminiscent of timeless classics like Metroid, Zelda, Castlevania, Mega Man, etc. Your main weapon is a sword. Sub weapons, each requiring a certain amount of stars per use, are available as well.
Here’s a look at the game’s first two levels.
Sensing something foul in Denmark, your quest begins atop this roof on a dark, rainy night.
A stroke of lightning reveals in the distance endless and ominous-looking hills.
Escape the frightful weather by way of chimney. Unfortunately for you, danger aplenty still lurks.
A healthy boost sends you sky high to the next floor.
As you navigate the mansion you uncover creepy dungeons.
Your first mid-boss encounter comes with this occult heathen.
After the mid-boss tangle, this dirty little goblin attempts to impede your expedition.
Level two takes place in the woods… on the surface, at least…
Our heroine enters a dank cave filled with critters of all shapes and sizes.
To meet the mid-boss of the cave and claim your next sub weapon, you must cross this bit.
Now you may claim your Bionic Commando-like extension grappler. Therein lies the beauty of Magical Pop’n. Each new sub weapon allows our female protagonist added firepower in her quest.
The grappler can be used an unlimited amount of times as it eats up zero stars, but it’s strictly used for swinging purposes. It certainly adds a hint of Bionic Commando to the proceedings, which isn’t a bad thing at all.
CLOSING THOUGHTS
Magical Pop’n isn’t quite the 9+ out of 10 game I was hoping for, but it’s still very good. It presents a fairly decent challenge to boot. The game features six stages. Unfortunately there is no save/password system. Fortunately there is a debug menu cheat code that negates this. Pause the game and press Up, Down, X, Y, Left, Right, A, B, Up, Up. Unpause the game and it will activate the debug menu where you can tinker with lives, stars, the almighty God mode and a very handy level select. Gotta love codes like such! They go a long way in enhancing my enjoyment of a game as well as increase longevity.
Of the Big Three, DoReMi Fantasy is light years ahead, but I’d rank Magical Pop’n a respectable second place and Majyuuou a very close third. Having said that, Magical Pop’n is a fine platformer that conjures memories of classic franchises. It never reaches the level of greatness as those classic games, but coming from an obscure developer who only has four titles to their name (Polestar), this is an admirable effort. It probably isn’t worth the insane amount it goes for, but it’s certainly a noteworthy and memorable Super Famicom-exclusive title. Just don’t expect it to be the best thing since sliced bread.
The beat ‘em up genre is one of my all-time favorites. There’s something pure and satisfying about walking along, smashing bad guys and looking really macho while doing it. The SNES received its fair share of solid beat ‘em ups. To name just a few, Teenage Mutant Ninja Turtles IV: Turtles In Time, King of Dragons and Final Fight 3. But the best Super Famicom brawler to never leave Japan is hands down Ghost Chaser Densei. If you enjoy the genre and own a Super Nintendo, there’s really no excuse not to have this in your collection.
On a side note, it’s funny — the preview mentions ghosts and spirits and the title has “ghost” in it, yet the game is seriously lacking any sort of ghoulish atmosphere. No biggie, but worth mentioning. I would have liked to seen a more macabre setting or tone.
Select from 1 of 3 characters — the well-balanced male, the strong robot or the quick token female. In most of these games I prefer the strong dude, but the main guy here is actually quite a hoot. What makes Ghost Chaser Densei different is the power meter system. Below your energy bar is another bar that depletes any time you perform a special move. But your health meter is not compromised in exchange! I wish more games from this genre would use this feature.
The power meter slowly regenerates, but if you stand still you strike this pose here and the power meter recharges at quite an alarming rate. So, if you ever wished that a beat ‘em up would allow you to do 360° spinning specials without penalizing your health, you will LOVE Ghost Chaser Densei. Some may call this system cheap, I call it lots of fun! Plus, there are MULTIPLE special moves at your disposal, giving this game far more range than others from the genre.
SPECIAL DELIVERY
Here’s his running special… a deadly chain attack!
It culminates in this lovely and devastating uppercut swing!
In a grapple? With Mr. Roboto you can either do a regular jumping pile driver or hit “R” for his special move — it really shocks the competition.
In a tight pinch? Merely hit “R” for the swing-around special! As long as your special meter has some juice, you’re good to go! Your health won’t be reduced.
The main character is the best choice. Knee ‘em twice, flip over and german suplex their ass! Streets of Rage you say? Hey, I never said the game was ORIGINAL — just loads of fun!
It has the potential to connect multiple times, charring the victims to a crisp!
How many beat ‘em ups do you know that has blocking? This game’s got the lot!
THE BAD GUYS
Some roll out in eggs before hatching. One breed emits electricity. Fairly tough bastards they are. Hmmm, I’m starting to detect a real serious Street Fighter II vibe now…
These tough blokes are, as you might guess, the Andore of Ghost Chaser Densei.
War knights are nimble and hardened warriors trained to maim. Nothing that the flame kick can’t take care of, though!
Some enemy entrances are memorable, like the eggs and this fella here.
And of course, you have your low tier chaps and the ol’ token female.
Nothing beats a good ol’ knife to the shin.
THE BOSSES
The good news? The first boss isn’t much difficult at all. The bad news? It becomes a regular enemy after stage one. Rats.
CLOSING THOUGHTS
Ghost Chaser Densei is a top-notch beat ‘em up. Sure, it’s quite derivative in many ways: enemies, stages, the heroes, etc. But there are touches that help make it stand out. This includes the separate special move meter, the ability to block, and yes, even tag team special moves! Hell, when you’re knocked down, you even kip-up and take out whoever is in your way! Now that’s cool. It’s a shame that this game is still somewhat obscure within the SNES community. The move set is larger than the average beat ‘em up which makes it a blast to play. Definitely worth buying! After all, sometimes you’re just in the mood for a brawler from the halcyon days.
Magical Quest Starring Mickey Mouse received much fanfare for its smooth gameplay, beautiful graphics and polished feel during the Super Nintendo’s infancy. It was yet another Capcomsmash. In ’94 the sequel The Great Circus Mystery added a 2-player mode with Minnie. The next year gamers in Japan were graced by the last in the trilogy — MICKEY & DONALD: MAGICAL ADVENTURE 3.
Today we examine the game that sadly never was in the US (though Capcom ported the trilogy to GBA in 2005).
If you liked the first two, this will be no different. You still get suits with different abilities as you advance through the game, it still employs the snatch-a-block-out-of-the-air-and-toss-it-at-the-baddie system, and it’s still all quite easy. A password system is included to make your life even easier. Animation, as always, is top-notch.
You won’t find anything new here, but perhaps that’s just as well.
The intro shows Mickey visiting Donald. Huey, Dewey and Louie, being bored, venture upstairs to the attic. There they find an ancient book, and, well, curiosity killed the cat, er, duck?
[What am I paying you again? Oh, that’s right. Nothing -Ed.]
And so you’re off with the choice of Mickey or Donald in the 1 player game, or 2 player game if you have a friend on hand. Mickey and Donald have different suits which is a plus. There are 7 stages, with multiple levels in each. Here’s a quick peek:
STAGE ONE
Looks-wise, not much has changed from the original in 1993… but that’s not necessarily a bad thing, ne?
The two blocks up top can be pulled an unlimited number of times.
Use your knight suit to eliminate the first boss, which shows off the system’s Mode 7.
STAGE TWO
Donald displays the power of this particular garment.
The poor chap hasn’t grown into it quite yet!
STAGE THREE
Mid-boss is “dying” to meet you. Sorry.
STAGE FOUR
This costume packs a mean wallop!
STAGE FIVE
The wavy blocks are a nice touch. The bubbles allow Mickey to catch his breath… so don’t stray far away from one!
STAGE SIX
I guess it’s a platforming rule to have at least one ice / snow level eh?
And you wonder why he carries such a big hammer…
STAGE SEVEN
This is just the opening, and already things are heating up!
CLOSING THOUGHTS
If you enjoyed Magical Quest, then you’ll like this one, too. The sequel, The Great Circus Mystery, was a tad disappointing, but this game delivers the goods. I like that Mickey and Donald have different suits with different powers. The visuals are lush and gorgeous. Typical Capcom quality soundtrack. And of course, the gameplay is super polished and fun, especially with a friend at the helm. It’s a shame this game never came out to American shores, but it’s understandable considering it came out in Japan December 1995 (a time where the 32-bit era was beginning its dominance of the market and 16-bit machines were quickly fading away). Thankfully, there isn’t much Japanese text to worry about here, and it’s completely playable without an ounce of Japanese knowledge. I still prefer Magical Quest but this is the sequel The Great Circus Mystery should have been.
In the simplest layman terms, it’s Mickey. It’s Capcom. It’s MickeyBY Capcom. It’s damn good.
The Bomberman franchise is one of the most beloved series of all time. Especially when you’re talking about multiplayer gaming series. Almost everyone knows about those games. But what not many may be aware of is this puzzle rendition of the franchise. And I’m happy to say it’s pretty damn good. Hell, it even features a 4-player mode because, BOMBERMAN!
3 pieces drop at a time. The goal is to match 3 in a row (horizontal, vertical or diagonal).
In addition to the Bomberman pieces you have 3 others:
The unlit bomb
The lit bomb (put these babies on the unlit ones for a blast!)
Note: This blast doesn’t destroy the Bomberman pieces. Rather it ignites the unlit bombs, taking them off your field.
And once you’ve filled up your power bar, you receive the almighty MEGA BOMB.
It can take out almost every piece on the field, depending on block positioning.
The mega bomb is the most visually impressive “clear-all-ish” piece I’ve seen in a puzzler. Panic Bomber actually uses a special chip. The mega bomb definitely gets the treatment as it pulsates with flames and makes a huge boom when dropped. It’s sheer, raw, unadulterated POWER at its finest. Thank you, Mr. Special Chip Thing.
Of course, while the goal is to keep your playing field from filling up, the best way to beat the opposition is by crafting chain reactions. The 3-falling pieces instead of 2 format will take some getting used to for many of us, but once you do the combo’s flow. Here’s a basic 2 hitter:
To create huge chain reactions you have to set yourself up. Here’s a 3-hit combo. Notice I’ve stocked up on red and green. Not to mention some white…
Not only do the greens connect horizontally but diagonally as well for a sweet 6 piece combo. It drops the stack of 3 reds…
Let’s see — I see red horizontal, vertical AND diagonal connections!
Major poppage happens. The white pieces fall…
Your simple run-of-the-mill 3-chain 19-piece combo!
But of course, being a Bomberman game, what good would it be without a 4-player mode?
Simply brilliant… brilliantly simple. The smallness of it might be a bit off-setting initially, but you’ll quickly adjust. Besides, a tiny amount of the occasional squinting is more than worth it for a chance to duke it out with 3 buddies, puzzle style.
And like any classic Bomberman title, it’s very user-friendly — 2, 3 or 4 players can play, with 1-5 matches to win the trophy. “B” allows you to go back to the previous screen.
Check out this 3-hit chain on the 1 Player side. (The most I’ve done so far was 5).
Of course, when you chain together combos you can cause much grief to your rival opponent(s).
In the 1 player mode after beating your opponents you get a password.
Speaking of the passwords, there are some cheat codes to alter the visuals.
Why? Why not. Little touches like these are always welcomed in my book.
CLOSING THOUGHTS
Super Bomberman Panic Bomber World is a fun puzzle game that is more than a cheap cash-in. It’s more than a lame gimmick to milk a popular franchise name. It’s a game I would happily pull off my shelf to play, and in fact, I often do. It takes the classic formula and spins it well within the world of a puzzle game. True, there’s nothing ground breaking here, but it’s solid through and through. Even the classic Bomberman tune is replicated nicely here, and it fits very well with the puzzle madness.
By far the standout feature here is the 4-player mode. The only other 4-player puzzle game on the SNES that I can think of is Super Tetris 3. It’s definitely a novelty that’s worth experiencing at least once. Perhaps it won’t ever supplant your regular Bomberman 4-player battles, but it’s definitely an entertaining and competitive good time. Panic Bomber – you alright!
My brother and I owned an 8-bit Nintendo and Sega Genesis growing up. As such, we got to enjoy such mascot platformers as Super Mario Bros and Sonic the Hedgehog. Well, I remember seeing Bonk’s Adventure on the Turbo Grafx 16 (or PC Engine if you will) and wanting to badly play it, but alas, the system back in those days was something of a semi-mythical beast. You rarely ever saw it in stores other than once in a blue moon, and you hardly knew anyone who had it. It was, on a smaller scale, somewhat similar to the Neo Geo. As such, I figured I would never get to play a Bonk game ever, with emulation not being a thing back then.
But lo and behold, in the early ’90s my bro and I were graced with a Super Nintendo. Gaming had evolved for us, but still in the back of my mind I never forgot my bald little caveman. After all, you can’t talk about evolution without starting at the beginning. I have always had a bit of a fetish for the caveman sub-genre, anyway, and Bonk was probably the reason why. Anyway, fast forward to 1994 and what do I see in GameFan Magazine? Super Bonk coming out for the Super Nintendo? What madness is this?! It blew my mind that a Turbo Grafx 16 mascot was jumping ship to Nintendo’s 16-bit machine.
Long story short, I finally played Super Bonk earlier this year (2016) after being curious about it for roughly 22 years since seeing it featured in the pages of GameFan Magazine. It, quite frankly, fell short of my expectations. Still a decent platformer, mind, but nothing like I had hoped. Alas, there was the Super Famicom exclusive sequel, Super Genjin 2, still waiting for me to finally play. I had heard in years past that it was a much better game. I’m happy to say I completely concur.
Right away you can see they have captured the zany, goofy spirit of the Bonk games with this intro alone. It only gets weirder from this point on. Super Bonk was plenty quirky enough for an American SNES game, but Super Genjin 2 being only released in Japan, it didn’t hold back on the weirdness!
There is an in-game map, but unlike Super Mario World, you can’t backtrack.
Like he’s always done, Bonk demolishes his enemies by smashing them with his noggin. He can either do this standing or jumping. You get hurt if you simply jump on enemies, which does make it slightly tougher. Speaking of which, don’t expect precise control like in the Mario games. Although Bonk controls a little better here than he does in his first Super Nintendo outing, I wouldn’t call moving him around “super crisp.” It just takes some getting used to.
Just like previous Bonk games, there are icons scattered throughout that when collected will transform Bonk accordingly. Here is one such example, which allows the little guy to leave a trail of flames in his wake. Unfortunately, take one hit and it’s back to regular Bonk.
The game, visually, is stunningly impressive. Released in mid 1995, it’s got a simple but striking look all the same. It’s a major graphical improvement to the first SNES game. There are lots of different locales which add to the fun of the game. From graveyards to forests to even the wild west, each new level presents a slightly new look.
By timing your noggin smasher properly, Bonk can bounce off the surface of water, making for some neat transitions. More importantly, it makes you look like a really skilled player. Guaranteed to impress your special lady friend. Or guy friend. Or simply, yourself [You like playing with yourself, huh -Ed.]
Ah, the advantage of having a hard head. Also, Bonk can bounce off walls to bring himself back up to the surface. The timing of this technique is much more forgiving than it was in Super Metroid. But not quite as easy as Ninja Gaiden. Somewhere in the middle, then.
CLOSING THOUGHTS
Super Genjin 2 is everything a sequel should be. Bigger and better. Although speaking of bigger, the sprites here are actually smaller than the sprites in Super Bonk, which is a GOOD thing. The sprites for Super Bonk were so big that it made playing the game not nearly as fun as it could have been. I like the smaller sprites here. The game features a password system after each world you conquer. It’s not a long game by any means but I always appreciate a nice, clean password system. That’s another thing that Super Bonk lacked.
The power ups are fun and range from turning Bonk into a worm to a thief that can throw the smiley faces as projectiles. The visuals are much improved over the first SNES game and there isn’t much Japanese text to contend with, although there is an English translation for those who want to experience it in full. The game is full of weirdness and is a delight to explore. It’s definitely one of the system’s better platformers, particularly when talking about those that came out exclusively for the Super Famicom. This is everything Super Bonk should have been in the first place. The controls do take some getting used to, but for a gaming experience that is truly bonkers, look no further than Super Genjin 2.
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?
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.