Magical Pop’n (SFC)

If Zelda were made into a platformer...
If Zelda were made into a platformer…

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 MetroidZelda, 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.

mpopn2

Sensing something foul in Denmark, your quest begins atop this roof on a dark, rainy night.

mpopn1

A stroke of lightning reveals in the distance endless and ominous-looking hills.

mpopn3

Escape the frightful weather by way of chimney. Unfortunately for you, danger aplenty still lurks.

mpopn5

A healthy boost sends you sky high to the next floor.

mpopn4

As you navigate the mansion you uncover creepy dungeons.

Look out, U-Haul
Look out, U-Haul

Your first mid-boss encounter comes with this occult heathen.

mpopin7

After the mid-boss tangle, this dirty little goblin attempts to impede your expedition.

Who said church is boring?
Who said church is boring?

mpopin8

Level two takes place in the woods… on the surface, at least…

Where have I seen those before...
Wait, I’ve seen you before…

Our heroine enters a dank cave filled with critters of all shapes and sizes.

mpopin9

To meet the mid-boss of the cave and claim your next sub weapon, you must cross this bit.

Not as tricky as it looks
Not as tricky as it looks
That's one big mid-boss
That’s one big mid-boss
Be careful when it spazzs out
Be careful when it freaks out
Hmmm. Deja vu...
Hmmm. Deja vu…

Now you may claim your Bionic Commando-like extension grappler. Therein lies the beauty of Magical Pop’n. Each new sub weapon allows our female protagonist added firepower in her quest.

mpswinging

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

Fun, and tough
Not quite magical, but close

Magical Pop’n isn’t quite the 9+ out of 10 game I was hoping for, but it’s still very good. It presents a fairly decent challenge to boot. The game features six stages. Unfortunately there is no save/password system. Fortunately there is a debug menu cheat code that negates this. Pause the game and press Up, Down, X, Y, Left, Right, A, B, Up, Up. Unpause the game and it will activate the debug menu where you can tinker with lives, stars, the almighty God mode and a very handy level select. Gotta love codes like such! They go a long way in enhancing my enjoyment of a game as well as increase longevity.

Of the Big Three, DoReMi Fantasy is light years ahead, but I’d rank Magical Pop’n a respectable second place and Majyuuou a very close third. Having said that, Magical Pop’n is a fine platformer that conjures memories of classic franchises. It never reaches the level of greatness as those classic games, but coming from an obscure developer who only has four titles to their name (Polestar), this is an admirable effort. It probably isn’t worth the insane amount it goes for, but it’s certainly a noteworthy and memorable Super Famicom-exclusive title. Just don’t expect it to be the best thing since sliced bread.

Ghost Chaser Densei (SFC)

Flips, fists and fun
The best SNES beat ‘em up that never left Japan

The beat ‘em up genre is one of my all-time favorites. There’s something pure and satisfying about walking along, smashing bad guys and looking really macho while doing it. The SNES received its fair share of solid beat ‘em ups. To name just a few, Teenage Mutant Ninja Turtles IV: Turtles In Time, King of Dragons and Final Fight 3. But the best Super Famicom brawler to never leave Japan is hands down Ghost Chaser Densei. If you enjoy the genre and own a Super Nintendo, there’s really no excuse not to have this in your collection.

It all began when I saw EGM previewing it
It all began when I saw EGM’s preview back in the day

On a side note, it’s funny — the preview mentions ghosts and spirits and the title has “ghost” in it, yet the game is seriously lacking any sort of ghoulish atmosphere. No biggie, but worth mentioning. I would have liked to seen a more macabre setting or tone.

Select from 1 of 3 characters — the well-balanced male, the strong robot or the quick token female. In most of these games I prefer the strong dude, but the main guy here is actually quite a hoot. What makes Ghost Chaser Densei different is the power meter system. Below your energy bar is another bar that depletes any time you perform a special move. But your health meter is not compromised in exchange! I wish more games from this genre would use this feature.

POWER UP!
POWER UP!

The power meter slowly regenerates, but if you stand still you strike this pose here and the power meter recharges at quite an alarming rate. So, if you ever wished that a beat ‘em up would allow you to do 360° spinning specials without penalizing your health, you will LOVE Ghost Chaser Densei. Some may call this system cheap, I call it lots of fun! Plus, there are MULTIPLE special moves at your disposal, giving this game far more range than others from the genre.

SPECIAL DELIVERY

ghchde2

Here’s his running special… a deadly chain attack!

ghchde3

It culminates in this lovely and devastating uppercut swing!

ghchde4

In a grapple? With Mr. Roboto you can either do a regular jumping pile driver or hit “R” for his special move — it really shocks the competition.

That hits the mark
That hits the mark
Her running attack
Her running attack on display

ghchde7

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.

ghchde8ghchde8b

 

 

 

 

The main character is the best choice. Knee ‘em twice, flip over and german suplex their ass! Streets of Rage you say? Hey, I never said the game was ORIGINAL — just loads of fun!

Talk about crashing the party!
Talk about crashing the party!
The 3rd Lee brother?!
The 3rd Lee brother?!
It ends with a nice leg sweep. Sweet
It ends with a nice leg sweep. Sweet
Running Hadoken
Running Hadoken for the win
Love this special move. So beautiful
Love this special move. So beautiful
Siiiick!
Siiiick!

It has the potential to connect multiple times, charring the victims to a crisp!

You can even block
You can even block

How many beat ‘em ups do you know that has blocking? This game’s got the lot!

THE BAD GUYS

ghchde16ghchde16b

 

 

 

Some roll out in eggs before hatching. One breed emits electricity. Fairly tough bastards they are. Hmmm, I’m starting to detect a real serious Street Fighter II vibe now…

Another breed breathes fire
Another breed breathes fire
Ah, the token charging fatty
Ah, the token charging fatty
Big, bald and bad to the bone
Big, bald and bad to the bone

These tough blokes are, as you might guess, the Andore of Ghost Chaser Densei.

The sweeping Hurricane Kick shows 'em who's boss
The sweeping hurricane kick shows who’s boss

ghchde22

War knights are nimble and hardened warriors trained to maim. Nothing that the flame kick can’t take care of, though!

Brilliant entrance
Brilliant entrance

Some enemy  entrances are memorable, like the eggs and this fella here.

[Better Sanjaya than Trump! -Ed.]
[Better Sanjaya than Trump! -Ed.]
And of course, you have your low tier chaps and the ol’ token female.

OUCH
OUCH

Nothing beats a good ol’ knife to the shin.

Bonus round. Don't nail the civilians!
Bonus round. Don’t nail the civilians!

THE BOSSES

ghchde27

The good news? The first boss isn’t much difficult at all. The bad news? It becomes a regular enemy after stage one. Rats.

KA-BOOM
KA-BOOM
Hell of a trident ya got there
Nice trident ya got there
Oh my...
Oh my…
The bosses get crazier and crazier
The bosses get crazier and crazier
Um, what?
Um, what?
Uh, let's move on...
Uhhh, let’s move on…
"HADOKEN!"
“HADOKEN!”
Now there's two of them. Great
Now there’s two of them. Just great…
There's a small bit of Japanese but no biggie
There is a small bit of Japanese but no biggie
Damn, hands in pockets even!
Damn, hands in pockets even!
The final boss is a bonafide badass
The final boss is a bonafide badass
Hey, this *was* the mid '90s after all
Hey, this *was* the mid ’90s after all
His second and true form. HOLY SH*T
His second and true form. HOLY SH*T
Now this is what I call a final boss!
Now this is what I call a final boss!
Too damn cool for words
Too damn cool for words
Go out in a blaze of glory!
Go out in a blaze of glory!
Love that lush effect in the background
Love that lush effect in the background

CLOSING THOUGHTS

Nothing like cleaning a city of its thugs and goons
Nothing like cleaning a city of its thugs and goons

Ghost Chaser Densei is a top-notch beat ‘em up. Sure, it’s quite derivative in many ways: enemies, stages, the heroes, etc. But there are touches that help make it stand out. This includes the separate special move meter, the ability to block, and yes, even tag team special moves! Hell, when you’re knocked down, you even kip-up and take out whoever is in your way! Now that’s cool. It’s a shame that this game is still somewhat obscure within the SNES community. The move set is larger than the average beat ‘em up which makes it a blast to play. Definitely worth buying! After all, sometimes you’re just in the mood for a brawler from the halcyon days.

Mickey & Donald: Magical Adventure 3 (SFC)

If you liked Magical Quest...
Capcom ends the trilogy with a bang

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 Capcom smash. 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.

Lights emanating from book: usually a bad thing
Never trust a book that lights up

The intro shows Mickey visiting Donald. Huey, Dewey and Louie, being bored, venture upstairs to the attic. There they find an ancient book, and, well, curiosity killed the cat, er, duck?

[What am I paying you again? Oh, that’s right. Nothing -Ed.]

Oh for Pete's sake...
Oh for Pete’s sake…

And so you’re off with the choice of Mickey or Donald in the 1 player game, or 2 player game if you have a friend on hand. Mickey and Donald have different suits which is a plus. There are 7 stages, with multiple levels in each. Here’s a quick peek:

STAGE ONE

md3level1

Looks-wise, not much has changed from the original in 1993… but that’s not necessarily a bad thing, ne?

md3turkey

The two blocks up top can be pulled an unlimited number of times.

md3boss1

Use your knight suit to eliminate the first boss, which shows off the system’s Mode 7.

STAGE TWO

md3level2

Donald displays the power of this particular garment.

md3toobig

The poor chap hasn’t grown into it quite yet!

STAGE THREE

md3bonesboss

Mid-boss is “dying” to meet you. Sorry.

STAGE FOUR

md3level4

This costume packs a mean wallop!

STAGE FIVE

md3level5

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

md3level6

I guess it’s a platforming rule to have at least one ice / snow level eh?

Sheesh, talk about getting cold feet!
Boy, talk about getting cold feet!

md3malfunction

And you wonder why he carries such a big hammer…

STAGE SEVEN

md3level7

This is just the opening, and already things are heating up!

CLOSING THOUGHTS

ROCK, PAPER, SCISSORS!
ROCK, PAPER, SCISSORS!

If you enjoyed Magical Quest, then you’ll like this one, too. The sequel, The Great Circus Mystery, was a tad disappointing, but this game delivers the goods. I like that Mickey and Donald have different suits with different powers. The visuals are lush and gorgeous. Typical Capcom quality soundtrack. And of course, the gameplay is super polished and fun, especially with a friend at the helm. It’s a shame this game never came out to American shores, but it’s understandable considering it came out in Japan December 1995 (a time where the 32-bit era was beginning its dominance of the market and 16-bit machines were quickly fading away). Thankfully, there isn’t much Japanese text to worry about here, and it’s completely playable without an ounce of Japanese knowledge. I still prefer Magical Quest but this is the sequel The Great Circus Mystery should have been.

In the simplest layman terms, it’s Mickey. It’s Capcom. It’s Mickey BY Capcom. It’s damn good.

Super Bomberman Panic Bomber World (SFC)

Bomberman meets Puyo Puyo
Bomberman meets Puyo Puyo

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!)

super-bomberman-panic-bomber-w-j_00006

Love the explosions
Love the explosions

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.

Whoa!
Whoa!
Sweet
Sweet

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:

Connect the greens there
The green guys wipe out...
The green guys wipe out…
.... And the whites follow suit
… And the whites follow suit

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…

Green connects horizontally...
Green connects horizontally…
Oh yeah!
Oh yeah!

Not only do the greens connect horizontally but diagonally as well for a sweet 6 piece combo. It drops the stack of 3 reds…

Look at all the reds...
Look at all the reds…

Let’s see — I see red horizontal, vertical AND diagonal connections!

8 piece knockout
8 piece knockout

Major poppage happens. The white pieces fall…

YOU DA (BOMBER)MAN
YOU DA (BOMBER)MAN

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?

Good stuff
Good stuff

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).

Drop the green on green...
Drop the green on green…
... they fade, dropping the blue piece...
… it drops the blue piece…
... which diagonally connects...
… which diagonally connects…
... dropping a stack with a green...
… dropping a stack with a green…
... to complete the 3-hit chain
… to complete the 3-hit chain

Of course, when you chain together combos you can cause much grief to your rival opponent(s).

super-bomberman-panic-bomber-w-j_00017

In the 1 player mode after beating your opponents you get a password.

super-bomberman-panic-bomber-w-j_00030

Speaking of the passwords, there are some cheat codes to alter the visuals.

SD Bombermen (4622)
SD Bombermen (4622)
Balloons (5656)
Balloons (5656)

Why? Why not. Little touches like these are always welcomed in my book.

CLOSING THOUGHTS

Boom goes the dynamite
Boom goes the dynamite

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!

Super Genjin 2 (SFC)

"It-sa me, Bonk!" Er, wait a second...
“It-sa me, Bonk!” Er, wait a second…

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.

Bonk's Adventure (1989)
Bonk’s Adventure (1989)
Bonk's Revenge (1991)
Bonk’s Revenge (1991)

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.

Super Bonk (1994)
Super Bonk (1994)

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.

It opens with a wild goose chase
It opens with a wild goose chase
But then -- TANK BONK?!
But then — TANK BONK?!

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!

super-genjin-2-j-teng1-00_gaijin_00006

There is an in-game map, but unlike Super Mario World, you can’t backtrack.

Great balls of fire
Great balls of fire
Head bangin' Bonk
Head bangin’ Bonk

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.

Power ups change the game
Power ups change the game

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.

Nothing like a little swim
Nothing like a little swim
English translation *wink*
English translation *wink*
The graphics catches the eye
The graphics catches the eye

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.

CANNONBALL!
CANNONBALL!

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.]

Checkpoint city
Checkpoint city
No great falls will hurt Bonk
No great falls will hurt Bonk

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.

Look for the darkened rooms
Look for the darkened rooms
Never know what's inside...
Never know what’s inside…
That's it? I was expecting more
That’s it? I was expecting more
Damn my big mouth
Damn my big mouth
Close!
Close!
Don't let it cut too many pieces
Don’t let it cut too many pieces
Fun first boss fight
Fun first boss fight
One down, four to go
One down, four to go
From bright to more somber
From bright to more somber
You should see a dentist, bro
You should see a dentist, bro
Uh, what?!
Uh, what?!
Enemies get tougher later on
Later enemies get a lot tougher
Love the bird in the background
Love the bird in the background
Slide to reach lower areas
Slide to reach lower areas
Insert caveman fire joke here
Insert caveman fire joke here
Lizard Bonk because why not?
Lizard Bonk because why not?

CLOSING THOUGHTS

Wait, why are we on SNES?
Much improved over Super Bonk

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.

This game has BIG HEART!
This game has BIG HEART!

Super Puyo Puyo Tsuu Remix (SFC)

The best Puyo Puyo game on the SNES
The best Puyo Puyo game on the SNES

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.

PuyoRemix5

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 (!)

PuyoRemix2

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.

PuyoRemix3

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!

PuyoRemix4

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.

PuyoRemix

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

PuyoRemix1

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.

Power Soukoban (SFC)

PARTY LIKE IT'S 1999!
PARTY LIKE IT’S 1999!

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.

An update on a classic formula
An update on a classic formula

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!

souko

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-esque feel and atmosphere. Very slightly, BUT it’s certainly there, as anyone who has played it would surely attest to…

Power shots pushes rocks, too
Power shots pushes rocks, too
There's a light RPG element to it
There’s a light RPG element to it

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).

Such a rag-tag cast if I ever saw one
Such an odd cast if I ever saw one

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…

BOOYAH
BOOYAH

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.

psouko2

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.

Pits open = bad
Pits open = bad
Closing pits = good
Closing pits = good

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:

psouko4

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.

psouko5

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.

More multi-tier madness
More multi-tier madness
Power Shot breaks dirt clumps
Power shot breaks dirt clumps
Love the occult-ish statues
Love the occult-ish statues
Minotauros from Golden Axe II?
Minotauros from Golden Axe II?
A classic beat 'em up
A classic beat ‘em up

psoukofire

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

psoukomap

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

psouko3

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!

January '93 vs. January '99
January ’93 vs. January ’99

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 (SFC)

Totally odd cover, totally Japanese!
Totally odd cover, totally Japanese!

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…

Wow, OK...
Wow, OK…
Yeah, NoA would never approve
Yeah, NoA would never approve
"How you doin'"
“How you doin'”
This fugly old car pulls up
This fugly old car pulls up

[Looks like a day in your life -Ed.]
[Looks like a day in your life -Ed.]
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.

I wonder who she'll pick...
I wonder who she’ll pick…
Oh snap
Oh snap

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…

You win some, you lose most
You win some, you lose most
"SON OF A MUTHA #^#^%!"
“SON OF A MUTHA #*@$%!”
"I need to bloody level up!"
“I need to bloody level up!”

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!

[Absolutely friggin' nutthin -Bob]
[Absolutely friggin’ nuthin -Bob]
GameBoy players might be familiar with Boxxle, which came out back in 1989.

Classic single screen stuff
Classic single screen stuff
Weird concept, but fun!
Weird concept, but lots of fun!

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

souko

Ah, the classic simple first stage to acclimate players to the world of Soukoban.

souko1

Get each box in that position there, where the guy is in front of. Surely you can take it from here.

STAGE TWO

Can you suss out the hot spot here?
Can you find the hot spot here?
Spoiler alert
Spoiler alert

STAGE THREE

New gimmick in town!
New gimmick in town!

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

souko4

STAGE FIVE

souko5

STAGE SIX

souko6

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

souko47

STAGE 147

souko47-2

STAGE 188

Sheesh!
Sheesh!

STAGE 234

souko34

STAGE 277

Whaaaat....
Whaaaat…

See! They quickly become absolute conundrums in no time flat.

In fact, rumor has it that launch day buyers TO THIS DAY are still stuck on level 289!!

[Oh? Source? -Ed.]

Er, moving on…

Two player mode city
Two player mode city

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

Addicting and satisfying
Addicting and satisfying

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?

 

The Firemen (SFC)

Beautiful cover. Love it
Pub & Dev: Human | 9.9.94

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.

FireMenSP

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.

FireMenSP3

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 DieHard-esque...
How Die Hard-esque…

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.

"SAVE ME!"
“SAVE ME!”

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).

FMWitt

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)

Crawl to avoid high flames
Crawl to avoid high flames

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!

DUCK!
DUCK!

FMWitt2

Bombs away
Bombs away

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

Your partner helps out a bit
Your partner helps out a bit
Simple, good stuff
Simple, good stuff
Boss numero uno
Boss numero uno
Watch out when it spazzes
Watch out when it spazzes

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

Too bad it's not 2 players!
Too bad it’s not 2 players!
Exploding glass adds a nice touch
Breakable glass adds a nice touch
Beware of exploding containers
Beware of exploding containers
Great Ball of Fire...
Great Ball of Fire…

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

fm10

Things start to get trickier as stage 3 introduces back drafts, new enemies and collapsing floors.

Boss #3
Boss #3
Try not to let it surround you
Try not to let it surround you
Try not to let it...
Try not to let it…
Try not -- ah crap
Trap you… ah crap

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 class to level completion times to total play time to % 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.

FireMenSP2

Other than those flaws, The Firmen does things more right than wrong.

WHAT THE CRITICS SAID

FMWitt3

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%.

FireMenSP4

CLOSING THOUGHTS

This game is on fire. Sorry
Solid but not spectacular

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).

Rock on, Danny and Pete
Rock on, Danny and Pete

Ganbare Daiku no Gensan (SFC)

It's HAMMERIN' HARRY on the SNES!
It’s HAMMERIN’ HARRY on the SNES!

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…

ganbaredaikunogensan0023

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.

It unfolds in a storybook manner
It unfolds in a storybook manner

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.

ganbaredaikunogensan0000

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.

ganbaredaikunogensan0002

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.

ganbaredaikunogensan0007

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*

ganbaredaikunogensan0004

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.

ganbaredaikunogensan0008

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.

ganbaredaikunogensan0010

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.

Dr. Wily?!
Dr. Wily?!

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.

Is that you, Bonk?!
Is that you, Bonk?!
Someone cut the cheese...
Someone cut the cheese…
Only in Japan, eh?
Only in Japan, eh?
It's clobberin' time!
It’s clobberin’ time!
Night time settings rule
Night time settings rule
Harry gets some serious air
Harry gets some serious air
Things get hairy for Harry
Things get hairy for Harry
He's gonna die soon anyway
He’s gonna die soon anyway
Screw y'all. DEUCES!
Screw y’all. DEUCES!

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

ganbaredaikunogensan0014

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.