Super Star Wars (SNES)

Dev: Sculptured  Software | Pub: JVC | November 1992 | 8 MEGS
Dev: Sculptured Software | Pub: JVC | November 1992 | 8 MEGS

I was never the biggest Star Wars kid growing up. Hell, even today I’m not the most ardent fan. I’ve grown to appreciate the franchise over the years, namely after purchasing the original trilogy VHS set off eBay in the late ’90s. I had a childhood friend who was OBSESSED with Star Wars. My brother and I used to sleep over at his place all the time in the early ’90s, and one of my fondest memories is watching him play through Super Star Wars. That stunning intro with that iconic score blasting through in stereo sound is entrenched in my soul. I can’t tell you the number of nights I spent watching this opening intro in sheer awe and never growing tired of it. My friend let me play the game here and there but I never got past the second or third level. I recently sat down to finally play this game seriously. Not only did it scratch a childhood itch, it took me right back to my friend’s living room circa late 1992. All those lazy Saturday nights spent watching him save the universe, at last it was my turn. My turn to be the Jedi master. Or try to be, anyway. But I digress. Let us take a galactic stroll down memory lane.

40 YEARS… GOD DAMN, MAN

One of the most iconic shots in cinematic history
One of the most iconic shots in cinematic history

Today marks the 40th anniversary of Star Wars: A New Hope. 40 gawd damn years. Who knew what an impact Star Wars would have when it was released back on May 25, 1977? What can I say about this film that hasn’t already been said a million times before? It just hits all the right notes. It had the classic underdog protagonist, Luke Skywalker (what a name). An absolutely iconic villain (Darth Vader), a charming rebel (Han Solo), a gorgeous female lead (Princess Leia) and several different themes running throughout. It was lightning in a bottle.

Thanks for the memories. R.I.P. Carrie Fisher
Thanks for the memories. R.I.P. Carrie Fisher

IN A GALAXY FAR, FAR AWAY…

SSWSSW1

 

 

 

 

 

Sculptured Software, the developer, got no love in the intro.

SSWTitleSSW2b

 

 

 

 

 

Presentation was on point. But the best is yet to come…

SSW3SSW3b

 

 

 

 

 

INSTANT GALACTIC GOOSEBUMPS.

SSW4SSW4b

 

 

 

 

 

Wouldn’t be Star Wars without the classic text crawl.

SSW5SSW5b

 

 

 

 

 

Intros became more popular and common place during the 16-bit era. Sure, they were extremely simple in many cases but that’s also why I like them so much. There’s a charm to their simplicity. Super Star Wars easily has one of the more memorable intros on the SNES, thanks in large part to its epic music.

SSW6SSW6b

 

 

 

 

 

Nostalgic feels! Talk about bringing back memories! The Sea Dune is one of the most memorable first levels in SNES history.

SSW7SSW7b

 

 

 

 

 

Starting out with a standard blaster, Luke can upgrade his firepower several times over. Beware of the sand worms.

SSW8SSW8b

 

 

 

 

 

Showing off his new flame gun, Luke’s in for a giant surprise as the terrible, hideous Sarlacc Pit Monster nearly swallows him whole for lunch!

SSW9SSW9b

 

 

 

 

 

Sarlacc Pit Monster is such an unforgettable first boss. Probably the very first thing that comes to mind when I think of Super Star Wars. It perfectly sets the stage (no pun intended).

SSW10SSW10b

 

 

 

 

 

Cutscenes occasionally appear after clearing a stage, moving the plot forward.

SSW11SSW11b

 

 

 

 

 

Admittedly this hasn’t aged terribly well, but back in late 1992 it was quite the sight.

SSW12SSW12b

 

 

 

 

 

Destroy all 12 Jawas to free R2-D2. Then head for the Sandcrawler.

SSW13SSW13b

 

 

 

 

 

Outside the Sandcrawler, Luke must penetrate the defenses and power his way in. Tell me that second shot doesn’t scream Metal Slug

SSW14SSW14b

 

 

 

 

 

Jumping on ledges of varying sizes is the meat of this level. Some of the jumps can be a little tricky as some ledges are a bit small and the control isn’t as tight as say a Super Mario World. Eliminate those annoying Jawas before they can attack you right off a ledge. Pretty soon you’ll upgrade to the Seeker gun.

SSW15SSW15b

 

 

 

 

 

LIGHT SABER?! Relax, that will come later. That light saber icon increases your health bar a bit but oddly only for that level. Each level it resets back to the norm. This stage ends by simply dropping into a hatch. No boss fight. Boo.

SSW16SSW16b

 

 

 

 

 

Inside the Sandcrawler we go. Run to avoid becoming a human s’more.

SSW17SSW17b

 

 

 

 

 

SSW17cSSW17d

 

 

 

 

 

Skywalker looks over his shoulder only to spot a Jawa coming his way with ill intentions. Instead of turning around and shooting the Jawa, Luke fires straight ahead at the wall in front of him. The Rapid Ion shot bounces off walls and can take enemies out in unconventional ways. Sick.

SSW18SSW18b

 

 

 

 

 

There’s no switching of guns, though. Once you upgrade your shot, that’s the only gun you have. Dying sadly drops you back to the very first gun, rather than a step down (how unforgiving). The Plasma shot is the most potent.

SSW19SSW19b

 

 

 

 

 

SSW19cSSW19d

 

 

 

 

 

Sliding through tight spots never felt so good.

SSW20SSW20b

 

 

 

 

 

Massive mechanical monstrosities and strange creatures await.

SSW21SSW21b

 

 

 

 

 

Shades of Contra III: The Alien Wars eh? Speaking of shades, is it just me or does the Hydra boss from Shinobi III remind anyone else a bit of Lava Beast Jawenko?

Hyrda from Shinobi III
Hydra from Shinobi III

[More like Kraid from Super Metroid I say... -Ed.]
[More like Kraid from Super Metroid I say… -Ed.]
SSW22SSW22b

 

 

 

 

 

Defeat Jawenko and rescue R2-D2.

SSW23SSW23b

 

 

 

 

 

Another cutscene ensues [Boy, nothing gets by you -Ed.]

SSW24SSW24b

 

 

 

 

 

Attention to detail 101! Love the way Luke struggles to free himself from that sticky goo. More Jawas to kill. Watch out for those crumbling ledges.

SSW25SSW25b

 

 

 

 

 

Sandwiched between a sand worm and a Tusken Raider. Gee, where’s Beetlejuice when ya need him?

SSW26SSW26b

 

 

 

 

 

Tricky bit, this is. It’s a long way down…

SSW27SSW27b

 

 

 

 

 

“GODDAMNIT, LUKE!”

SSW28SSW28b

 

 

 

 

 

SSW28cSSW28d

 

 

 

 

 

SSW28eSSW28f

 

 

 

 

 

Gifted with the light saber, shit just got real.

SSW29SSW29b

 

 

 

 

 

Everyone at some point has imagined what it would be like to wield a light saber. Super Star Wars lets you experience it about halfway through. Better late than never! Besides, by the time it’s available, it really feels special.

SSW30SSW30b

 

 

 

 

 

SSW30cSSW30d

 

 

 

 

 

Banthas die in this dramatic, explosive fashion. Quirky.

SSW31SSW31b

 

 

 

 

 

Wonder where all those little womp rats come from? Say hello to the mother.

SSW32SSW32b

 

 

 

 

 

Another vehicle section breaks up the action. Make your way to Mos Eisley. This is where you encounter your first Storm Trooper. Almost brings a tear to my eye. Arguably the most iconic cannon fodder in history. Foot Soldiers and Putties have nothing on these guys!

SSW33SSW33b

 

 

 

 

 

There’s something really satisfying about slicing a Storm Trooper with your light saber. Especially when you’re jumping. I love how those blocks split up when damaged. Mos Eisley is home to some deadly plant life. Avoid stepping in them.

SSW34SSW34b

 

 

 

 

 

Chewbacca joins the fray! Let’s give the big wookie a shot…

SSW35SSW35b

 

 

 

 

 

Chewie’s turn to shine. It’s an old fashioned barroom brawl at the Cantina! Creepy images and enemies abound. I remember being a little spooked whenever my childhood friend made it this far and I sat in the back looking on…

SSW36SSW36b

 

 

 

 

 

Kalhar is a hulking mess. Watch out for its long neck and limbs.

SSW37SSW37b

 

 

 

 

 

Everyone’s favorite rebel, Han Solo, crashes the party!

SSW38SSW38b

 

 

 

 

 

Escaping from the Cantina, there’s a bounty on your head so you better hightail it fast. But being Han Solo, you know no such thing…

SSW39SSW39b

 

 

 

 

 

Differences between the three playable characters? Chewie is the strongest (his default health bar is the longest). Han Solo has a longer rolling slide than Luke Skywalker. But only Luke can wield the light saber. It’s a small price to pay however to be the coolest rebel this side of the galaxy on your SNES.

SSW40SSW40b

 

 

 

 

 

Maybe a little TOO cool, though. That’s the last time they get me…

SSW41SSW41b

 

 

 

 

 

Massive mechanical monstrosities abound.

SSW42SSW42b

 

 

 

 

 

SSW42cSSW42d

 

 

 

 

 

Consider yourself an excellent gamer if you make it this far without cheating.

SSW43SSW43b

 

 

 

 

 

Those giant tie fighters fly by and clip our hero. There are quite a few moments in this game where damage is pretty much unavoidable. A little annoying but thankfully there are plenty of heart refills. Ah, nothing warms my heart more than seeing a couple dumb Storm Troopers rushing into the scene.

SSW44SSW44b

 

 

 

 

 

Nothing beats blasting them to oblivion… except seeing them fall through those pits on their own volition!

SSW45SSW45b

 

 

 

 

 

Death Star Hangar Bay is a simple but fun little stage. An Imperial Defense Droid greets you at the end. It’s reminiscent of the ED-209 from RoboCop fame.

SSW46SSW46b

 

 

 

 

 

Switch off to the light saber to make this even more challenging!

SSW47SSW47b

 

 

 

 

 

Damnit, Luke! Yeah, I’m talking to you! Way to cut it close…

SSW48SSW48b

 

 

 

 

 

Spider robots can be a pain. Damn, the Storm Troopers are tall in this game.

SSW49SSW49b

 

 

 

 

 

Detention Guard Boss is no match for a true Jedi. Congratulations on rescuing Princess Leia, but the battle is far from over.

SSW50SSW50b

 

 

 

 

 

Blasting Storm Troopers left and right makes me happy.

SSW51SSW51b

 

 

 

 

 

Deactivate the Tractor Beam. Shades of Elevator Action a bit…

SSW52SSW52b

 

 

 

 

 

Switch over to the light saber and take it out like a real G!

SSW53SSW53b

 

 

 

 

 

Darth Vader’s token cameo. Maybe he’ll appear more in the sequel…

SSW54SSW54b

 

 

 

 

 

Death Star — you’re going down!

SSW56SSW56b

 

 

 

 

 

Gratuitous Mode-7? Check.

SSW57SSW57b

 

 

 

 

 

Before you can tackle the Death Star head on, you must first obliterate 20 tie fighters and 20 towers.

SSW58SSW58b

 

 

 

 

 

November 1992. This looked absolutely stunning back then. Some images are just burned into your core. Watching my childhood friend play this over and over is something I still vividly recall… even nearly 25 years later.

SSW59SSW59b

 

 

 

 

 

Super Star Wars was the first SNES game to combine side-scrolling action with first and third person sequences. Props for the innovation!

SSW60SSW60b

 

 

 

 

 

Foreshadowing at its finest…

Of course, the Empire did strike back
And boy, did they ever strike back

Sculptured Software followed up Super Star Wars with Super Empire Strikes Back (October 1993) and Super Return of the Jedi (October 1994). If I’m not mistaken, Star Wars holds the distinct honor of being the only film trilogy to make it onto the same console in three separate games. Indiana Jones’ Greatest Adventures doesn’t count since the three Indy films are jammed into one game. As of this writing I have yet to thoroughly play through Super Empire Strikes Back or Super Return of the Jedi. It’s said that they’re even better than Super Star Wars, thanks to more refined gameplay, more playable characters and a much welcomed password feature.

FAITHFUL TO THE FILM

SSWIconicSSWIconic1

 

 

 

 

 

Presentation of Super Star Wars, from the opening text crawl to something as little as the very font itself, is extremely faithful to the film that was released 40 years ago today. Sure, a few of the enemies and bosses were added in but thank goodness — it sure would get boring battling just Jawas, Tusken Raiders and Storm Troopers. Some minor plot points were also tweaked, but it’s forgivable. Overall, Super Star Wars nicely captures the spirit and essence of the 1977 film.

USE THE FORCE (OF CHEATING)

Mercy, sweet mercy...
Mercy, sweet mercy…

Super Star Wars has a reputation of being one of the toughest SNES games ever crafted. Enemies come at you with relentless hunger. Many attacks are seemingly unavoidable. There are around 15 levels and no save or password feature. The game does become easier when you power up your gun to the max, but as soon as you die you’re back to using the initial gun. Power-ups are somewhat rare so you’re kind of screwed if you die. You’re almost better off starting back from the beginning. To top it all off, the jumping feels a bit rigid. It’s not impossible to beat, but I definitely recommend playing this on Easy. Thankfully, Sculptured Software was so kind as to provide several cheats. Among these include a debug menu, invincibility, a level skip and even a cheat that allows you to begin the game with Luke’s light saber.

  • Debug Menu: Press A, A, A, A, X, B, B, B, B, Y, X, X, X, X, A, Y, Y, Y, Y, B at the title screen. During game, press L+R on controller 2.
  • Stage Skip: Press A, A, A, A, X, B, B, B, B, Y, X, X, X, X, A, Y, Y, Y, Y, B at the title screen. During game, press START on controller 2.
  • Light Saber: At the title screen, press Y, Y, X, X, A, B, X, and A.

Even the cheats were hard!

WHAT THE CRITICS SAID

So hot it's on fire...
So hot that it’s on fire…

The critics loved Super Star Wars. EGM gave it ratings of 9, 9, 9 and 9. Super Play scored it 89%. It was a smash hit success when it came out in November 1992. Many considered it as the first truly playable Star Wars game that held true to the vision of the iconic film. From the theme being perfectly replicated to flying the X-Wing in the trench, Super Star Wars knocked it out of the park. Producer and lead designer of Super Star Wars, Kalani Streicher, had some interesting comments to share. In an interview conducted with Retro Gamer Magazine, Kalani had these following remarks: “From the beginning I wanted to retell the story of the movies in an interactive fashion. I also knew, being a huge Star Wars geek myself, that I wanted to bring in elements that never were explained or expanded upon in the movies, especially areas or characters that were mentioned briefly in the films, such as fighting the Star Wars chess monster as a boss in the Cantina.”

Kalani expanded on the universe
Kalani expanded on the Star Wars universe
You fight Kalhar in the Cantina
From a hologram chess piece…

Regarding the trilogy’s infamous difficulty, Kalani had this to say.These were difficult games. We were aiming at the hardcore. Everybody was a hardcore player back then! I definitely could not deliver such difficult games today. In hindsight, I would reduce the enemy damage by 10-20 percent, make the player character able to absorb more damage, add more power-ups and improve level design.”

Star_Wars_Logo

But overall, Kalani admits there isn’t much else he would change. “I’m very happy with how all three games in the SNES trilogy turned out. We did an incredible job getting this trilogy out back-to-back-to-back each Christmas. There are a couple of elements I wish we could have incorporated if we had more time, such as all the levels, characters and bosses we had to cut from the game — with each game we built more levels than we actually shipped. I’d also make the games a bit easier to play. I’m very fond of the Super Star Wars trilogy and very pleased with its popularity. They were my very first games and we had such fun designing and developing them.”

Needless to say, long live Star Wars (it won't ever die)
Needless to say, long live Star Wars (it won’t ever die)

CLOSING THOUGHTS

Classic. Timeless. Happy 40th!
Classic. Timeless. Quintessential. Happy 40th!

It’s hard to believe today marks 40 years since the first Star Wars film marched its way into theatres. May 25, 1977. Who would have ever thunk that it would go on to become the biggest grossing film franchise of all time? Many films come and go. Only a select special few manage to leave an indelible mark. Even fewer go on to become a mainstay in the very fabric of pop culture. Super Star Wars is a fine space action platforming blaster. It’s not without some flaws, but all in all it captures the spirit of the film and was a small landmark achievement back in the early ’90s. As difficult as the game may be, it’s still a blast traversing the landscapes of Tatooine both by foot and vehicle. I love all the little details like the way Luke Skywalker breaks the fourth wall to stare back at you. Or how the pieces of a shattered machine warhead can nick you for damage. Or how the blocks section off into tiny pieces when shot at. It’s a fully breathing universe that feels a bit lived in. It’s convincing and really puts you in the shoes of Luke, Han Solo or even Chewbacca. Well, if he had shoes. Look, you get the point. It’s not perfect but if you’re a fan of the franchise then you can’t help but appreciate the effort and authenticity.

I feel the glow, not the force
I feel the glow, not the force

Super Star Wars was the first SNES game to incorporate side-scrolling action with first and third person shooting sequences. It was tough as nails but thankfully playing on easy makes it somewhat manageable. If you’re really struggling though, you can enable a secret debug menu to make life a bit easier. The visuals were very good for its time, despite some drab looking deserts scattered throughout. The music was amazing. This is one of those games you want to crank the volume up for. Each track fits its stage perfectly, ranging from sweeping and epic (Land of the Banthas) to jazzy and toe tapping (Cantina). Of course, I would be remiss if I didn’t mention the near perfect rendition of the legendary Star Wars theme. The iconic John Williams score was masterfully handled by one, Paul Webb of Sculptured Software. The sound is also on point, from the guns to the enemy cries to the WHOOSH of the light saber. Explosions are glorious. It’s all part of an engrossing game that sucks you into its digital world and makes you forget for a second that you’re playing a video game. You really do feel like you’re smack dab in the middle of the Star Wars universe. Speaking of which, it’s a good game on its own but when you factor in it’s FREAKING STAR WARS, it’s something quite special.

One of the better games of '92
Just as memorable 25 years on

All of this of course would be for naught if the gameplay didn’t hold up its end of the bargain. Thankfully, while it may not cross over into the upper echelon of SNES action games, Super Star Wars delivers for the most part. On the downside, jumping can be a bit stiff. There is a fair bit of slowdown that occasionally plagues the action. And the boss battles don’t require much strategy. It’s just a case of firing away at them mindlessly for the most part. The game is generous with its heart refills but the constant barrage of oncoming enemy waves can quickly overwhelm to the point of undue frustration. It’s still very playable and enjoyable, particularly on the easy setting, but these factors prevent the game from receiving an even higher score. There are minor differences between Luke, Han and Chewie but there could have been a bit more differentiation. The good far outweighs the negatives, though. Old school hardcore gamers will welcome the challenge but less ardent players may find this game overly irritating. For what it is, especially for its time, Super Star Wars is easily one of the more memorable SNES games ever created. Not necessarily one of the best, although it is very good, but definitely one that sticks in your mind long after the dust settles.

Graphics: 8.5
Sound: 10
Gameplay: 8.5
Longevity: 7

Overall: 8.5

Double Silver Award
Double Silver Award
*breathes* I'll see you next time
*breathes* I’ll see you next time

Alien³ (SNES)

Pub: LJN | Dev: Probe | May 1993 | 8 MEGS
Pub: LJN | Dev: Probe | May 1993 | 8 MEGS

Movie game adaptations back in the ’90s were hit or miss. Often times seemingly more miss than hit, especially when you saw the infamous dreaded letters of LJN on the box cover. Alien³ has a mixed reputation when it comes to the film. So you factor all these things — somewhat shoddy film with a very shoddy firm such as LJN — and it’s easy to see why some folks had their doubts about how this game adaptation would turn out. Thankfully, Probe handled developing the game and Probe strayed away a little from the film’s stifling creative choices. This included strapping Sigourney Weaver with enough arsenal to start a small war and oh boy, were there aliens galore! Compare this to the film which had only one alien and zero guns. A most fine creative choice by Probe. The box wasn’t lying when it said 3 times the suspense, 3 times the danger, 3 times the terror…

AN ICONIC FRANCHISE

Not one to play "Telephone" with
Not one to play “Telephone” with

The first Alien film, released nearly 38 years ago on May 25, 1979, was a smash success. It was a tense sci-fi thriller starring Sigourney Weaver as the iconic Ripley character. And of course, one badass alien that scared audiences the world over. The sequel, Aliens, hit theatres on July 14, 1986. It scored rave reviews but the franchise would go on to remain dormant for six years. That’s when Alien³ marched into theatres on May 22, 1992. Today actually marks the 25th anniversary of Alien³. It received mixed reviews and is considered by many as the black sheep of the franchise. However, there’s a decent smattering of Alien³ backers who will claim otherwise. It’s one of those “controversial” sequels in a franchise that warrants another viewing if you haven’t sat down to watch it in over 15 years or so. A year later Alien³ was released on the Super Nintendo. Let’s take a closer look…

At the very least the game captures the gritty grimy feel
The game certainly captures the film’s gritty, grimy feel

NO ONE CAN HEAR YA SCREAM IN SPACE

Alien3-1Alien3-1b

 

 

 

 

 

Alien3-1cAlien3-1d

 

 

 

 

 

Nothing like that classic slow Alien fade in effect.

Alien3-2Alien3-2b

 

 

 

 

 

Alien3-2cAlien3-2d

 

 

 

 

 

Shiver. That damn facehugger dropping always gets me.

Alien3-3Alien3-3b

 

 

 

 

 

Lieutenant Ellen Ripley, one of the most iconic characters in sci-fi cinematic history, is the sole surviving member. She may wish otherwise…

Alien3-4Alien3-4b

 

 

 

 

 

Alien³ is not your typical side-scrolling platformer, which tends to be the fate of most movie licensed games. It plays more like an interconnected adventure, which is a nice change of pace from your typical hop ‘n bop affair. Throughout each level you’ll find computer terminals. Select a mission, discover your objective(s) and view blueprints. There’s some slight strategy at play here, such as being able to select the missions in an economical fashion where you travel the least amount of distance from mission to mission. Obviously the less ground you cover the greater your chances of survival.

Alien3-6Alien3-6b

 

 

 

 

 

Missions don’t vary too much, which can lead to a spell of repetition now and again. One type of mission is locating and rescuing all the trapped prisoners. Right away you notice the game has this gritty, grimy feel to it. It’s faithful to the movie in that regard, perfectly capturing the bleakness and futility of the maximum security prison. It stands out in a crowd of bright, cartoony looking SNES games for sure!

Alien3-5Alien3-5b

 

 

 

 

 

Ripley’s energy bar is only shown after she incurs damage. I rather liked this as it’s not eating up your HUD space. Although your health bar will occasionally flash once your health drops to 25% or below. It adds to the tension of the game and is a bit reminiscent of Metroid, but less annoying. The smaller aliens inflict little damage but the bigger ones pack a nasty punch.

Alien3-7Alien3-7b

 

 

 

 

 

Speaking of the bigger aliens, I love the way they explode. You can really feel the impact. The screen also seems to shake ever so slightly, just to further play up the gravity of the situation.

Alien3-8Alien3-8b

 

 

 

 

 

Climbing ladders and crawling through the claustrophobic air ducts are two things you can expect to do a lot of. Watch out — those air ducts can quickly fill up with deadly facehuggers and other buggers…

Alien3-9Alien3-9b

 

 

 

 

 

Another mission type is repairing broken electrical boxes.

Alien3-10Alien3-10b

 

 

 

 

 

Creepy shadowy figures watch you from the safety of the sidelines. Use the flamethrower on the eggs when they open up. And beware of falling facehuggers!

Alien3-11Alien3-11b

 

 

 

 

 

Always the little details in a video game that makes me go, “Nice.” Look no further than spotting an item, collecting it and watching it split into several different pieces as it goes into your inventory. I also like the ability to shoot up and kill aliens that may be scurrying high above.

Alien3-12Alien3-12b

 

 

 

 

 

Nothing like taking a flamethrower to those nasty eggs. Also equally satisfying is rescuing all the hostages held captive within the prison.

Alien3-13Alien3-13b

 

 

 

 

 

Ripley’s hand-over-hand technique is brilliantly animated. Finding that tricky final hostage is quite a fist pump worthy moment.

Alien3-14Alien3-14b

 

 

 

 

 

Alien3-14cAlien3-14d

 

 

 

 

 

Mission completed? Head back to any given terminal and select the next one. You can choose them in any order you wish, and a blueprint allows you to see exactly where you need to go. It can slow down the action of the game but I do like the touch of strategy that comes with the ability to view a map.

Alien3-15Alien3-15b

 

 

 

 

 

Multiple pipe fractures are compromising your safety, so find them all and seal them up. I like how you see the meter charging from 0 to 100%. Sometimes aliens will come scurrying at you so you must take them out first, and then resume reconstructing the pipes.

Alien3-16Alien3-16b

 

 

 

 

 

Medikits are scattered throughout the game and replenish 30% health. They’re a Godsend when you’re low on health. The game will remind you if your health dips below 25%. There’s nothing like healing up and not having to deal with the annoying low health warning.

Alien3-17Alien3-17b

 

 

 

 

 

Sometimes you need to hang around for a bit. Watch out for the alien’s acid spit!

Alien3-18Alien3-18b

 

 

 

 

 

Alien3-18cAlien3-18d

 

 

 

 

 

Roasting the bigger aliens and seeing them explode into tiny pieces is disturbingly satisfying…

Alien3-19Alien3-19b

 

 

 

 

 

Speaking of roasting, the flamethrower is by far my favorite weapon of the three. Just a shame then that it eats up ammo super fast.

Alien3-20Alien3-20b

 

 

 

 

 

Creepy! Alien corridors are exactly that.

Alien3-21Alien3-21b

 

 

 

 

 

Nothing beats an ammo room! You’ll need it too as ammo in this game can dry up fast with the insane amount of aliens that the game throws at you. Probe had mercy and even makes the ammo and various goodies reappear after each successfully cleared mission. Trust me, you will need to restock…

Alien3-22Alien3-22b

 

 

 

 

 

Alien³ can be a pretty tough game. Not impossible by any means, but hard enough to send you to the game over screen a few times. And what a game over screen it is, too…

Alien3-23Alien3-23b

 

 

 

 

 

Scrambled? Sunny side up? Over easy? None of those. I simply prefer my eggs to be alien-free, please. Thank you.

Alien3-24Alien3-24b

 

 

 

 

 

Another type of mission sees you picking up a device in one area only to place it in a control unit in a different area. This back and forth gives it a slight Metroid feel as opposed to an all-out hardcore action affair. And for the most part, this works well.

Alien3-25Alien3-25b

 

 

 

 

 

Sealing certain doors is another type of mission. Notice in the first shot there you are sealing off the door that leads to the ammo supply room. This is where strategy comes into play. I recommend saving this particular mission for last since you will probably need to restock on ammo. Killing all eggs is another mission variant. Watch out for them bloody facehuggers leaping out at you!

Alien3-26Alien3-26b

 

 

 

 

 

Facehuggers should naturally make your skin crawl. They definitely do that in this game. Falling from the ceiling and scurrying about… it really adds to the horror vibe of the game.

Alien3-27Alien3-27b

 

 

 

 

 

Quick, better fix those fuse boxes! But don’t forge ahead if a nasty bugger is quickly heading your way. Pause and dispatch of the threat. You’ll have to start over from scratch charging the bar but thankfully they charge pretty fast.

Alien3-28Alien3-28b

 

 

 

 

 

Grenade launcher will light up your TV screen. Potent sucker!

Alien3-29Alien3-30

 

 

 

 

 

Hidden goodies are usually lurking about if you explore enough. Once you clear all missions you receive a (funky) password and a time stamp of your adventure. I love games that provide the time it takes to complete a level or mission.

Alien3-31Alien3-31b

 

 

 

 

 

Things get progressively more difficult as you proceed. For example, multiple eggs and xenomorphs call the various hallways home. You’ll be amazed at how fast the ammo flies… and watch out for the changing colors of the aliens. They do grow stronger, like the blue ones…

Alien3-32Alien3-32b

 

 

 

 

 

Missions galore, as usual. I like the little titles they each get too, rather than a generic “Mission #1,” “Mission #2″ and so forth. Take advantage of the blueprint by examining it carefully before accepting and carrying out a mission.

Alien3-33Alien3-33b

 

 

 

 

 

Ooooh, ahhh. A nice change of pace from the more depressing looking visuals of certain other locales.

Alien3-34Alien3-34b

 

 

 

 

 

Reminder: DON’T F*CK WITH RIPLEY.

3 TIMES THE GUNS

Alien3-BrillAlien3-Brill1

 

 

 

 

 

Sometimes an action shooting game doesn’t need a whole lot of guns. Alien³ only has three, but they work extremely well and each has its pros and cons. Take the pulse rifle, for instance. It can kill aliens from a low angle but it’ll miss aliens crawling up top. That’s when you bust out the flamethrower instead. However, the flamethrower eats up a ton of ammo fast. The third gun, a grenade launcher, does massive damage but is used more sparingly. Three guns may not seem like a lot but in this case it actually works so well that you don’t find yourself wishing there were more weapons. All three guns are also instantly accessible from the very start. Deciding when to use which, or sometimes even not using any of them at all (if you can safely evade the alien hordes that is), is all part of the ever shifting strategy as the game unfolds. There’s a brilliant simplicity to it all.

Alien3-FlameAlien3-Flame1

 

 

 

 

 

Roasting aliens never gets old. The flamethrower goes through three upgrades. Red-green-blue. Red is the weakest. Green is medium and blue is extremely potent. You’ll find the different colors accordingly as the game progresses. Of course, the aliens themselves grow stronger too…

DARKNESS FALLS

Alien3-DiffAlien3-Diff1

 

 

 

 

 

Interestingly enough, the beta version is a lot lighter by contrast. The finished product however is much darker. I’m glad Probe went the darker route because it creates a creepy and foreboding atmosphere that is perfect to play on a stormy night with all the lights turned off.

JUMP TO MY LOU-TENANT RIPLEY

Alien3-JumpAlien3-Jump1

 

 

 

 

 

Unfortunately, Alien³ isn’t without its share of flaws. While Ripley can jump a great distance, the jumping can feel a bit floaty. In particular, jumping straight up is awkward. It causes Ripley to leap straight up and then float forward a bit. Don’t ever jump straight up if you can help it. And then there are some instances where you need to make a bit of a “blind jump” and it’s tough to land on a platform. This can lead to unnecessary damage and some frustrating moments.

WHAT’S THE SECRET WORD?

Passwords are simple and easy
Passwords are simple and easy

There are a total of six levels, each containing six to eight missions per level. Due to the nature of these various missions, each level can last you a decent 45 minutes or so. As such, thank goodness for the password feature. The passwords have these odd words, as opposed to random strung together letters and numbers. For example, one password is MOTORWAY and another is CABINETS. Um, OK? It kind of adds to the weird charm of the whole game though, for sure.

“GAME OVER, MAN!”

Ah, R.I.P. Bill Paxton
Ah, rest in peace, Bill Paxton

In the 1986 film, Aliens, Bill Paxton had a classic line that simply stated, “GAME OVER, MAN!” Alien³ gives you a Bill Paxton voice over of that same line. Brilliant. It just fits like a glove. Even though they’re different films, it was still nice to see, er, hear.

S³GA G³N³SIS

Which is better: SNES or Genesis Alien³?
Which is better: SNES or Genesis Alien³?

Alien³ is a vastly different game on the Genesis than the SNES. Which one is better? There seems to be an equal amount of fans in each camp. If you’re seeking a more action-oriented rendition then you’d do well to play the Genesis version. But if you’re looking for more of a Metroid style action adventure then check out the SNES version.

The Genesis version came out in 1992
The Genesis version came out in 1992

WHAT THE CRITICS SAID

Alien³ made Nintendo Power's Top 100 at #100
Alien³ made Nintendo Power’s Top 100 at #100

While the film Alien³ flopped with the critics, the Super Nintendo version of Alien³ was by and large considered a success. Often hailed as one of the better movie to video game adaptations of the ’90s, Alien³ was praised for its dark atmosphere, challenging gameplay and an intensely moody soundtrack. The visuals were also heralded as being top of the line in its day. EGM gave this game ratings of 8, 8, 8 and 8. GameFan scored it 95, 90, 89 and 87%. Super Play rated it 84%. It was a hit among critics and players alike. Nintendo Power in their 100th issue ranked their top 100 games. Alien³ cracked the list at exactly #100.

CLOSING THOUGHTS

BURN BABY BURN
BURN BABY BURN

Don’t let that LJN logo on the box fool ya. Probe took their time developing this game and it shows. While the movie itself wasn’t great, anytime the video game is better than the movie that’s a win in my book. The graphics are amazing. They almost seem to have, at times, this photo realistic style to them. The music fits the game’s dark creepy corridors to a tee. It’s moody, intense and helps to craft one hell of a nightmarish atmosphere. There’s a sense of dread and bleakness that seeps throughout Alien³. It’s bloody brilliant.

The action never stops...
The action rarely stops

Aliens come scurrying after you at almost all times. There’s hardly a moment to breathe as just when you think you’ve exterminated the last batch, here comes another wave. However, it’s not to the point where you feel suffocated so much that the game becomes overly difficult and thus no fun. It manages to keep you on your toes at all times yet skillful navigation and strategic conservation of ammo keeps you on the winning side. I love the alien variety, too. Although there may not seem to be that many, the different attacking styles and whatnot keep the game fresh as you adjust combat strategies on the fly. Facehuggers, chestbursters and then three kinds of alien warriors: small, medium and DAMN. The first time you see the big one is one of those moments you never forget. It’s an all out barrage of alien warfare the likes of which is sure to satisfy any action aficionado.

Sweet mother of God...
Sweet mother of God…

Alien³ has its share of flaws, though. The jumping can feel a bit wonky in spots. Ripley also has this annoying control scheme where you press down and she’ll kneel. You have to tap down and shoot. Hold down too long however and you’ll aim down instead of shooting while crouching. I lost way too much health to this than I care to recall. It’s not something you can’t overcome without a little practice but she’s definitely not as easy to control as, say, Mario. It’s not a deal breaker by any means but it’s little things like this that prevent me from giving this game an even higher score. Having said all that, this game is packed with action, intensity, violence and an underrated soundtrack. Killing aliens never felt so good before. You can really feel the “weight” behind the guns and the sound effects are top-notch, right down to the aliens’ screeches and death cries. Alien³ is easily one of the better movie video game adaptations not only on the SNES but of the entire 16-bit era.

Graphics: 8
Sound: 9
Gameplay: 8
Longevity: 6

AwardsOverall: 8.0
Silver Award

 

Sweet dreams my dear...
Sweet dreams my dear…
Catch Alien: Covenant out in theatres as of this writing!
Catch Alien: Covenant in theatres as of this writing!

Knights of the Round (SNES)

Pub & Dev: Capcom | April 1994 | 12 MEGS
Pub & Dev: Capcom | April 1994 | 12 MEGS

This past Friday (May 12, 2017), King Arthur: Legend of the Sword limped its way into theatres to mixed (but mostly poor) reviews. It grossed under 15 million in its opening weekend. Mind you, it was produced on a budget of 175 million, not counting advertising. It is a box office bomb in the ultimate sense. Damn, as if everybody didn’t see that coming. King Arthur has definitely seen better days, and I’d be damned if Knights of the Round doesn’t qualify as such. A conversion of the Capcom arcade beat ‘em up, it arrived pretty late into the SNES’ lifespan (November 1991 to April 1994) but hey, better late than never. As far as beat ‘em ups on the Super Nintendo go, this is easily one of the better ones.

A GOLDEN TIME

Timing is everything...
Timing is everything…

In January 2006 I was struck hard by an overwhelming desire to revisit my childhood in the form of one, the Super Nintendo. There were so many great games from my youth I wanted to play again and even more that I always wanted to play back in the ’90s but never did. Early 2006 was a special time. Most SNES games sold for a measly $5. There was a paucity of nostalgic collectors back then; the market had yet to explode. It was a classic case of right place, right time. I acquired most of my SNES games on the internet, but I also bought more than my fair share in real life. And there’s something special about that. It’s kind of like playing a video game with your buddies in the same room rather than online play. There’s a purity to the real life exchange that simply can’t be beat. I’ve had some great deals and met some interesting cats in those early days of 2006. One of my favorite memories was the day I ran into an old college acquaintance while out hunting.

March 25, 2006. 12:27 PM. Two months into my SNES resurrection, I left my house that Saturday afternoon full of hope and optimism. Burnt out on Saturn gaming, it was during a long University winter break that the urge to play my childhood favorites, and discover the gems that I missed back in the day, hit me like a ton of bricks. But I digress. Back to March 25. The night before I made my local rounds on Craigslist and found an ad of some guy liquidating all his old 16-bit games. I emailed him and he promptly replied, asking me to come visit his store (a good 45 minute drive both ways) on Saturday to browse his selection. He promised to give me a good deal.

And so the next morning I was off on yet another trek. I fondly recall those early hunting days. There was sort of a magic to it all… like the possibility that anything could happen and any game on my want list was laying out in the open. Having a want list of literally hundreds meant a good chance I was always going to find something. It was a peaceful spring Saturday morning. Listening to my blaring music, windows rolled down, driving all over town to reclaim bits and pieces of my childhood… there was something very ‘romantic’ about those early days.

Upon my arrival I met Aaron, the guy whom I had been in contact with. He looked oddly familiar… I couldn’t escape the feeling that I’d seen this fool somewhere before. As I browsed his SNES offerings it suddenly hit me. I had a college class with him back in the spring of 2002! In fact, we were groupmates for the final! How’s that for a weird little story? It had to be destiny.

He was looking at me sort of funny too. It had been four years since we seen each other. As we looked at each other my memory started flowing back to me. For our Final we had to share with the class something we were passionate about (it was a rec class). I talked about my love for playing basketball. At that time my love with the game was at its peak (thanks largely to Coach Butler and 9/11). Meanwhile, Aaron shared with the class his passion for video games, which included Nintendo, Sega and even the Atari Jaguar.

As I stood there recalling to myself exactly who this guy was, as if on cue, he came over to break my train of introspective thought.

“Finding everything good?”

I answered his question with a question of my own. “Hey man, didn’t we take a rec class together in college like four years back?”

“Man, I knew you looked familiar! … Steve, right? Yeah I totally remember that class… easiest A+ of my life! How the hell ya been?”

We chewed the fat for a while. So random and crazy! Turns out Aaron’s dream has always been to own his very own game store. And at just 22 years young, he was the manager of this little gaming store. I was happy for him. We were never best buddies in college but we were cool, and just seeing him randomly on this day and finding out that he achieved his dream at just 22 years old, that was sweet. It’s always nice to run into an old face and find them doing well in the game of life.

Found my shining knight...
Found my shining knight…

I eventually brought these four games to the counter. I was so excited to dig up Knights of the Round; it was my first time in two months spotting a copy in the wild. Such good childhood memories spent playing it and Super Baseball 2020 (which I also bought). Never got to play the SNES port of Power Instinct but I always wanted to. Aaron gave me a good deal. Knights of the Round was price at $8 but he sold it for $6. Power Instinct was $8 but he took $4. Super Baseball 2020 went for just a measly $1 (!) and Super Soccer Champ ran $2. What a wild trip, all courtesy of my checking Craigslist the night before. Little did I know I would run into an old face from my early college days, see that he was doing well and that life had been good to him, and get a nice little deal in the process. Driving home that Saturday afternoon, I rolled down the windows and blasted the music. There was such a feeling of excitement in the air. It was a fascinating time where I was getting ready to wrap up college and look to the future yet at the same time I was also looking to the past. I looked at the four games sitting on my passenger seat, smiling as old fond memories of playing them began surfacing. It was the perfect drive home. Those early hunting days… man, I’ll never forget those exuberant days. The feeling of excitement in the air… reclaiming my childhood… running into old faces… crossing want after want off the list. Good times indeed.

THE STORY GOES…

Legend says that whoever extracts Excalibur...
Legend says that whoever extracts Excalibur…
... would rule the land!
… would rule the land!
"Arthur, only the Legendary Grail can save the world!"
“Arthur, only the Legendary Grail can save the world”
"You three must find and use it to unify all of Britain"
“You three must find and use it to unify all of Britain”
"Now go forth, ye Knights of the Round!"
“Now go forth, ye Knights of the Round!”

KotRShot7

Note: original review written May 2014
Note: original review written May 2014
Blocking enemy attacks is crucial to your success
Blocking enemy attacks is crucial to your success

KNIGHT CLUB

A strong all-around fighter and a true jack-of-all trades
A strong all-around fighter and a jack-of-all trades
King Arthur was quite the swinger in his day...
King Arthur was quite the swinger in his day…
Makes up for his lack of power with blazing speed
Makes up for his lack of power with blazing speed
No one strikes faster
No one strikes faster
A lumbering brute blessed with the strength of 10 men
A lumbering brute blessed with the power of 10 men
He's the classic slow but strong fighter
He’s the classic slow but strong fighter

KINDERGARTEN KNIGHTS

Before...
Before…
... after
… after

They say everything you ever needed to learn, you learned in Kindergarten. If true then these knights pass with flying colors. One of the unique things about Knights of the Round is the ability to split up treasure into multiples. That way, when playing with a buddy, both players can reap the benefits. Nice!

I can't eat all this...
I can’t eat all this…
Meal prep, check!
Meal prep, check!

And not only can you split up the treasure but the food as well. I can’t think of another beat ‘em up that does this off the top of my head. It makes Knights of the Round unique as it really highlights the true co-op nature of this game.

ALL MINE, BWAHAHAHAHA...
ALL MINE, BWAHAHAHAHA…

WELCOME TO THE NEXT LEVEL

Not many beat 'em ups can claim this
Not many beat ‘em ups can claim this

Another cool feature is the leveling up system. Your character will level up after reaching a set amount of points. This results in increased strength and tiny cosmetic changes. It adds a slight RPG flavor. It also serves as a way to refuel your health bar even mid-way through a stage, which can turn the tide in your favor. My brother Kevin and I raved about this scoring system back in ’94 and I still appreciate it to this day. There’s nothing better than having a sliver of health only to level up. In the process your character receives a new piece of armor and your health bar resets to 100%. It’s these little moments that make this game such a joy to play. Love these gimmicks!

Lots of different ways to earn points
Lots of different ways to earn points
Leveling up when you're near death is the best
Leveling up when you’re near death never gets old

WHEN IN DARKEST KNIGHT

Oh yeah!
Oh yeah!

Perhaps the best item of all, this allows you to automatically level up whether you’re one point away or 30,000. Hopefully you’ll run across it soon after leveling up on your own, since that really maximizes the odds of winning.

Arguably the second best item in the game
Arguably the second best item in the game

Along the way you’ll find some key items, such as this red orb. This will destroy all enemies on screen. On the downside, this does eliminate the chance of scoring more points. It’s a small sacrifice…

KNIGHT-MARE

Wouldn't be right without some horses
Wouldn’t be King Arthur without some horses

This was so cool but sadly it’s a one time deal. The mare puts you in prime position to smash and bash their skulls in. Playing with a friend? You and your buddy will have to decide who gets to ride the beast. Yeah, my brother and I used to always to discuss this, ahem, “peacefully.” And by that I mean if I didn’t let him mount the mare he would smack me upside my head with a pillow. Nothing like brotherly love, is there? No worries bro, I’ll get you back with my best man speech (edit: I sure did…)

"I like long walks, riding horses and slaying..."
“I like long walks and horses”

OK, so you can ride a horse *twice* in the game, but only one time outside of the Braford boss fight. It’s still a shame to have it happen only two times in the entire game. Since you can’t pick up weapons, grab enemies, throw them or steal their weapons, things can get a bit repetitive. The horses manage to break up the action nicely, and thus it’s a shame they only crop up twice.

THE JOURNEY BEGINS

Look for the goodies hidden in various barrels
Look for the goodies hidden inside various barrels
PROTIP: AVOID BEING SANDWICHED
PROTIP: AVOID BEING SANDWICHED
It's a good thing then that Percival loves crashing parties
Good thing then that Percival loves crashing parties
Minus clapping and balancing the pike on his nose
Minus clapping and balancing the pike on his nose
I could never max out the leveling up, though...
I could never max out the leveling up, though…
Capcom was the master of the small details
Capcom was the master of the small details
Mask Men are quite agile and rather annoying
Mask Men are quite agile and rather annoying
Get it before they turn you into a royal sandwich!
Get it before they turn you into a royal sandwich!
Hit detection here in particular was a bit off
Hit detection here in particular was a bit off
Wolfgang Krauser would surely be proud
Wolfgang Krauser would surely be proud
Nothing like stealing another man's ride
Nothing like stealing another man’s ride

[HAR HAR -Ed.]
[HAR HAR -Ed.]
KotRShot38

[Wow... that explains a lot. Now it makes sense -Ed.]
[Wow… that explains a lot. Now it makes sense… -Ed.]
I love the Andore-type enemies. LOVE 'EM!
I love Andore-type enemies. LOVE ‘EM!
I'm warning ya -- LAST CHANCE!
I’m warning ya — LAST CHANCE!
They never learn...
They never learn…
The tiger lands on the soldier's sword. OUCH
The tiger lands on the soldier’s sword. OUCH
Arlon the Silver King is the first tough boss you face
Arlon the Silver King is the first tough boss you face
We're not even halfway through the game yet
We’re not even halfway through the game yet
Hand that flag over, OR ELSE
Hand that flag over, OR ELSE
Good. I was hoping for the hard way!
Good. I was hoping for the hard way!
But thank God we didn't
But thank God we didn’t
Taking out some of your comrades in the process
Taking out some of your comrades in the process
You shouldn't have done that...
You shouldn’t have done that…
Which one, hmmm...
Which one, hmmm…

You could say it's "falcon" awesome [No -Ed.]
You could say it’s “falcon” awesome [No -Ed.]
Don't falcon touch my treasure! [No -Ed.]
Don’t falcon touch my treasure! [No -Ed.]

MC Hammer would be proud
MC Hammer would be proud
The sunset paints a gorgeous backdrop
The sunset paints a gorgeous backdrop
Now that's poetic
Now that’s poetic
"Damn sure could use a cup of joe right about now"
“Damn sure could use a cup of joe right about now”
Fat Men: "Head straight and turn left at the escalator"
Fat Men: “Head straight and turn left at the escalator”
Obligatory one hit fodder leaping from each side bit
The stakes are a little higher here, though…
It's the Lovecraftian Samurai from 47 Ronin
It’s like the Lovecraftian Samurai from 47 Ronin
Knights and samurais? Yes, please
Knights and samurais? Yes, please
Whoa, after a certain level Percival shaves his head!
Whoa — after a certain level Percival goes bald!
PROTIP: BLOCK EARLY AND BLOCK OFTEN
PROTIP: BLOCK EARLY AND BLOCK OFTEN
Lightning reveals a pair of dragon statues. Nice
Lightning reveals a pair of dragon statues. Nice
Boo for palette swaps. Who are you, Arlon's brother?
Palette swaps suck. Who are you, Arlon’s brother?
Garibaldi is by far the toughest boss in the game
Garibaldi is by far the toughest boss in the game
Indeed it is. Nothing beats a close call...
Indeed it is. Nothing beats a close call…
ALL HAIL KING ARTHUR... ER... PERCIVAL!
ALL HAIL KING ARTHUR… ER… PERCIVAL!

MEET THE MEDIEVAL GEAR GANG

Soldiers have the smallest energy bar I've ever seen
Soldiers have the smallest energy bar ever seen
No good medieval game is without some sorcery
No good medieval game is without some sorcery
Compensating for something hmm?
Compensating for something, hmm?
Sounds like a Broadway musical in another universe
Sounds like a Broadway musical in the making…
Every beat 'em up has to feature some fat guys, eh?
Every beat ‘em up must feature some fat guys, eh?
Let's throw in a samurai a brilliant Capcom intern said
You can never go wrong with samurais
Best chocolate ever [THAT'S GHIRARDELLI YA FOOL -Ed.]
Best chocolate ever [IT’S GHIRARDELLI YA FOOL -Ed.]

WHAT THE CRITICS SAID

Capcom and SNES go together like PB&J
Capcom and the SNES go together like PB & J

Knights of the Round had a pretty respectable reputation for the most part. EGM gave it scores of 9, 8, 7, 7 and 7. GameFan never reviewed it but spoke favorably of it in its preview. Super Play Magazine, who were notoriously hard graders, particularly of beat ‘em ups, rated it a paltry 51%. They didn’t like the genre a whole lot, so I pretty much disagree with the majority of their beat ‘em up scores. They were excessively hard on these games and found many to be too derivative. Fans of beat ‘em ups may view otherwise, yours truly included. Super Play aside, this is regarded as a solid conversion of the 1991 arcade brawler. This medieval mash ‘em up is yet another solid Capcom SNES effort.

Three player mode was axed,but it's still fun with two
3-player mode was axed, but it’s still fun with two

The arcade featured a 3-player mode that didn’t make the SNES cut. No surprise there, as there is no 3-player simultaneous beat ‘em up on the SNES. It’s a damn shame, but something you accepted as a kid back in the ’90s. Some sound effects are missing as well, such as the stomping of Hammer Balbars. But all in all, Capcom captured the spirit of the arcade well and it’s a blast with two gladiators at the helm. Knights of the Round is the closest thing to Golden Axe on the SNES! Capcom delivers yet again, to no one’s surprise.

I love Super Play but they were tough on beat 'em ups
Super Play often graded beat ‘em ups very tough
EGM, as they did more often than not, nailed it
EGM, as they did more often than not, nailed it

CLOSING THOUGHTS

"I tell ya, the fish was THIS big!"
“I swear, the fish was THIS big I tell ya!”

Knights of the Round is a solid beat ‘em up and one that SNES fans of two player games should have in their collection. It covers a lot of familiar ground that gives it an instant comfortability. This includes having three varying characters to select from, special desperation moves and a typical hierarchy of enemies including several nasty bosses. In addition, it also has some clever tricks up its sleeve that helps differentiate it from the crowd. Being able to split up the food and money is a neat gimmick — I’ve never seen that before in a beat ‘em up. Also, being able to block and gain a split second of invulnerability adds to the strategy of the game, elevating it from the rest of the pack. Last but not least, the ability to level up is brilliant and makes racking up points all the more crucial.

Good times with a friend in tow
Good times with a friend in tow

But of course, the game isn’t without some flaws. The graphics and music are both good, but the sound is a bit muted and doesn’t have the kind of convincing slicing and slashing one would expect coming from Capcom. There’s also a tiny bit of slowdown (though mainly when battling Iron Golem) to work through. And because the Arthurian bunch come armed with their weapons, there are none to pick up along the way. Picking up various weapons along the way is one of the genre’s classic simple joys — being able to pick up a Louisville slugger or a lead pipe is typically all part of the fun. Another staple of the genre missing from this game is the ability to grab, pound and throw. Therefore, Knights of the Round is more like a slash ‘em up. It offers less choices than your average beat ‘em up since there are no weapons to pick up and no way to throw your enemies. This can lead to the game growing a bit dull from time to time, but overall, it’s still a blast playing with a friend. Despite its imperfections, Knights of the Round is a solid beat ‘em up that features some unique ideas and deserves a spot in any Super Nintendo library.

Graphics: 7.5
Sound: 7
Gameplay: 7.5
Longevity: 6.5

AwardOverall: 7.5
Bronze Award

 

... THIS IS FULMINATED MERCURY!
… THIS IS FULMINATED MERCURY!
Sorry Arthur. Heisenberg is the king of meth-eval times
Sorry, Arthur. All hail the king of “meth-eval” times…
"I AM THE ONE WHO BLOCKS!"
“I AM THE ONE WHO BLOCKS!”
Coming soon... ish... maybe
Coming soon… ish… maybe

Super Adventure Island II (SNES)

Pub: Hudson | Dev: Make | October 1995 | 16 MEGS
Pub: Hudson | Dev: Make | October 1994 | 16 MEGS

Last month marked the 25th anniversary of Super Adventure Island (released April 1992). It was the most simplistic platformer on the market at the time. For some it was a little too bare bones, but there’s a charm to its simplicity. It was far from being a gem however, as Master Higgins was a little stiff in his movement. In late 1994, Hudson released Super Adventure Island II. I remember seeing the ad in EGM and thinking it looked super cool. It was clearly a platformer but they seem to have added various adventure components to it, making it almost look like an action RPG. Surprisingly, the game came and went with little fanfare. I always wanted to play it, but never did. That was until last month in honor of the 25th anniversary of Super Adventure Island. It was time to finally right a wrong. Better late than never! While Super Adventure Island II may fall a little shy of true “classic” status, it’s a very strong entry into the SNES library, and comes highly recommended.

THE STORY GOES…

SAI-2SAI-2-

 

 

 

 

 

SAI-2-1SAI-2-1b

 

 

 

 

 

Lovers torn apart by a vicious storm. Poor Tina has lost her memory.

SAI-2-2SAI-2-2b

 

 

 

 

 

SAI-2-3SAI-2-3b

 

 

 

 

 

Master Higgins also lost his memory. Tina stumbles upon a castle where the king falls in love with her. But before he can marry her, a winged fiend captures the lass. Higgins spots this heinous act from far away. Not sure of who she really was, he knew he simply couldn’t stand idly by. Higgins might have lost his memory but he sure didn’t lose his sense of bravery and justice.

Everything a sequel should be
Sequels should be better. This is

SAI-2-5SAI-2-5b

 

 

 

 

 

SAI-2-6SAI-2-6b

 

 

 

 

 

Super Adventure Island II is very much a side-scrolling platformer, but there are a few NPCs that you’ll talk with from time to time. This, along with a few other aspects, really help to give it the slightest hint of light action RPG flavor.

SAI-2-7SAI-2-7b

 

 

 

 

 

There’s even a world map where random encounters occur on occasion. Thankfully, these raft battles are extremely brief and quick. It’s cool the first few times you see them, but pretty soon you’ll breeze through them mindlessly. Still, it was a pretty neat touch that definitely set it apart from other SNES platformers.

SAI-2-8SAI-2-8b

 

 

 

 

 

Speaking of RPG undertones, there’s even a life recovering gimmick and best of all, a save anywhere option. Unfortunately, regardless of where you save your game when you boot it up it always starts you in front of the king’s castle. A little bit annoying but not the end of the world by any means.

SAI-2-9SAI-2-9b

 

 

 

 

 

Following the king’s advice, you head southwest to Poka-Poka Island. Battle man eating plants and an enemy that looks an awful lot like Tails. Right away you’re thrown into a fun platforming world that hits all the right notes thus far.

SAI-2-10SAI-2-10b

 

 

 

 

 

Simply calling it a platformer would be selling it a bit short, however. You soon realize this plays like Super Metroid Ultra Lite. There are certain inaccessible sections of each world that only become accessible after you’ve picked up a certain item or hit the appropriate switch. Sometimes it’s within the same world. Other times it’s in a different one. Thus, you’ll be doing a bit of backtracking. This is one of those games where having a notepad handy nearby would be prudent.

SAI-2-11SAI-2-11b

 

 

 

 

 

Plaques are scattered throughout which contain vital information. Switches activate or deactivate designated blocks. As you can see from the first shot here, you cannot jump on those blocks until they’ve been activated. By the way, is it just me or does the sound effect of Higgins climbing a rope sound an awful lot like Donald Duck? It never fails to trip me out…

SAI-2-12SAI-2-12b

 

 

 

 

 

Perfect example of the powers of the (Nintendo) Switch.

SAI-2-13SAI-2-13b

 

 

 

 

 

Treasure chests abound! Seeing one always provides for a nice jolt of joy. They contain valuable items such as armor, life bottles and swords to name but a few. Yes, I said SWORDS. It all adds to the light RPG undertones of this game.

SAI-2-14SAI-2-14b

 

 

 

 

 

Before you couldn’t break through with just your fist. But now armed with the Silver Sword, you can. The rock shatters, sending forth a huge wave of water. Now the rest of the level opens up…

SAI-2-15SAI-2-15b

 

 

 

 

 

Damnit, more teasing blocks. That one has the moon symbol, which is in an entirely different realm. Mark that one in your notes. Later on, you come across a unique set of blocks with arrows pointing down. You won’t be able to access that treasure chest until you learn a certain skill that’s introduced later in the quest. Yup, you’ll definitely want to keep a journal nearby…

SAI-2-16SAI-2-16b

 

 

 

 

 

Because there’s a fair bit of backtracking to be done, the developers were kind enough to strategically place “teleporters” within each world. You might think that’s an example of one right there but that marker actually opens up a brand new area of this world after you acquire a certain item late in the game. Each world has its own marker waiting to be unlocked toward the end of the game. Meanwhile, some rocks are immune to your Silver Sword and can only be shoved after learning the proper technique.

SAI-2-17SAI-2-17b

 

 

 

 

 

Nothing feels better than unlocking a previously inaccessible portion of any given level and claiming the latest prize. Life bottles are essential to increase the number of hits you can sustain. Speaking of life, slain enemies may drop small or large health refills. Seeing a large one in particular when you’re on the brink of death never fails to satisfy. Enemies do respawn so one can even farm if they so choose…

SAI-2-18SAI-2-18b

 

 

 

 

 

There are even side weapons available. The dagger offers sweet long distance pain, but its strength is a fair bit weaker than the mighty sword. It’s a nice trade-off, and I love that there’s no ammo count found anywhere in this game.

SAI-2-19SAI-2-19b

 

 

 

 

 

Intimidating boss doors are so underrated. Super Adventure Island II delivers it in spades! It just builds up the suspense of what’s to come. The very first boss is a mutant tree which can only be harmed when attacked in the face. All other areas, such as the arms, prove to be ineffective.

SAI-2-20SAI-2-20b

 

 

 

 

 

Apples are tossed at you in a variety of ways, and it even spits out these nasty little tree babies. It’s a fun little first boss fight — I only wish there was a boss energy bar of some sort.

SAI-2-21SAI-2-21b

 

 

 

 

 

Defeating each boss leads to the acquisition of a new stone. The first being the Light Stone. These Stones unlock new worlds on the world map.

SAI-2-22SAI-2-22b

 

 

 

 

 

Princess Tina has a brief message for our hero following each boss conquest. Higgins’ response can be a little jarring since it’s in the same color and there’s nothing to indicate (other than reading it and using common logic) who is speaking. It’s a small gripe but one worth mentioning anyway.

SAI-2-23SAI-2-23b

 

 

 

 

 

SAI-2-23cSAI-2-23d

 

 

 

 

 

Where to head next is usually pretty obvious, but if you ever get stuck head back to the castle. The king will offer you free tips as to your next destination. Place the Light Stone on the pedestal to break open the next section of the game. Rinse and repeat. This formula can get a bit tedious from time to time, but the game is so short and relatively well paced that the repetition is kept to a bare minimum. Besides, with the save feature handy, simply quit when you feel you’ve reached diminishing returns, and restart your adventure when you feel refreshed and re-energized.

SAI-2-24SAI-2-24b

 

 

 

 

 

Apparently, Master Higgins is the real He-Man. These challenges lead to a boss fight. Win a special item if you’re victorious; you should be as these battles are very easy.

SAI-2-25SAI-2-25b

 

 

 

 

 

Locate the hermits scattered throughout and learn various special techniques. The first one allows Higgins to move large rocks. Of course, the hermit will only teach you the tricks of the trade for a fine little fee. Bastard.

SAI-2-26SAI-2-26b

 

 

 

 

 

Employ the Ice Bell to open up the section of the next world. You can tell by the quirky text that this game doesn’t take itself seriously all that much.

SAI-2-27SAI-2-27b

 

 

 

 

 

Shoving skill comes in mighty handy. This frozen island is known as Hiya-Hiya. It’s my favorite world — it’s incredibly atmospheric and features the game’s best visuals. Ah, more blocking. As I said before, get ready to take notes and backtrack.

SAI-2-28SAI-2-28b

 

 

 

 

 

SAI-2-28cSAI-2-28d

 

 

 

 

 

Platformers can sometimes suffer from pixel perfect jumps that are overly difficult to make. Thankfully, Super Adventure Island II is rather generous in that regard. There are a few jumps that don’t initially appear to be enough, but that chubby little lad always manages to get his toes just on the edge. Here you upgrade to the Fire Sword, ideal for the frozen world of Hiya-Hiya.

SAI-2-29SAI-2-29b

 

 

 

 

 

Swords get progressively stronger and some serve special purposes. It’s nothing advanced or mind-blowing, but it works. Frozen columns can only be shattered by the Fire Sword. Sweet.

SAI-2-30SAI-2-30b

 

 

 

 

 

Watch out for falling icicles, abominable snowmen, bloodthirsty bats and more. See that entrance there? Unfortunately they don’t lead to brand new playing areas of significance. Instead, they lead to single screen rooms. A longer more branching experience would have taken SAI II to the next level.

SAI-2-31SAI-2-31b

 

 

 

 

 

Blockage. Bloody blockage. What’s this?! Ah bloody hell. Trick pit!

SAI-2-32SAI-2-32b

 

 

 

 

 

Special technique to be learned later. Keep that notebook handy nearby. I love the blocks of ice which you can shatter.

SAI-2-33SAI-2-33b

 

 

 

 

 

Armor in an Adventure Island game?! Adds to the light RPG undertones and it gives Master Higgins a nice new visual flare. You need to find the Star Switch to free that block of ice there. Looking good, Higgins!

SAI-2-34SAI-2-34b

 

 

 

 

 

SAI-2-34cSAI-2-34d

 

 

 

 

 

Falling down another pit but be sure to veer to the right. After pressing the Star Switch you’ll be able to pick up the Fire Shield in this little alcove here. I know it doesn’t make a bit of difference but I can’t help but switch from the Fire Sword to the Dagger to take out the ice turtle. Why? Why not? ;)

SAI-2-35SAI-2-35b

 

 

 

 

 

Pushing the block over produces a major hole in the ground which allows you to reach the guardian of this world.

SAI-2-36SAI-2-36b

 

 

 

 

 

Great sprite work on this massive mastodon. Nail it between the eyes and watch out for its swaying trunk.

SAI-2-37SAI-2-37b

 

 

 

 

 

Another nice little exchange with Tina. Wish they indicated who’s speaking for the sake of convenience but it’s nothing you can’t discern. Just highlights that perhaps this game was rushed a bit.

SAI-2-38SAI-2-38b

 

 

 

 

 

Speaking of special, once you locate the Magic Wand you’ll be able to use the various magic tricks that Higgins employ. From this point on you’ll be able to collect magic bottles. Each bottle added automatically opens up the next spell. These range from health refills to offensive strikes. They’re simple and you won’t need to use them too often, but it’s a nice touch regardless. The spell to fly back to the beginning of a world is particularly helpful, thanks to all the backtracking.

SAI-2-39SAI-2-39b

 

 

 

 

 

Stuck? Go see the king for a good tip. Sun Ring it is, then.

SAI-2-40SAI-2-40b

 

 

 

 

 

Welcome to Boa-Boa Island. Unfortunately, especially compared to the beautiful previous world, Boa-Boa leaves a little something to be desired in the graphical department. As I said earlier, at times you can’t shake the feeling that this game was rushed a bit.

SAI-2-41SAI-2-41b

 

 

 

 

 

Godzooky lives! Ah, look at all that soft ground there. If I only had a shovel…

I’ll leave you to explore and discover the rest of this game. Let’s switch gears and take a closer look at some of the aspects that make this game stand out from the me-too crowd of platformers that call the SNES home.

ISLAND HOPPING

SAI-2-42SAI-2-42b

 

 

 

 

 

Thankfully, backtracking is made a little easier due to the worlds having special gateways to another world. This allows you to go back without rowing your raft across the entire damn ocean on the world map. It’s not always perfect, but it’s better than nothing. Personally, I wish they just had a spell that lets you pick which island you wanna visit.

SAI-2-43SAI-2-43b

 

 

 

 

 

Speaking of backtracking, there are portions of each level that you won’t be able to immediately access until you learn a certain skill down the road. Here you see two different types of blocks. It definitely extends the length of the game, which is already short to begin with. But I always like a game that allows me to take some notes and revisit at a later date. Really makes it feel like an adventure.

SAI-2-50SAI-2-50b

 

 

 

 

 

Blocks either have to be activated or deactivated in order to achieve said goal. Sometimes you’ll need to turn blocks ON in order to stand on them. Other times the blocks are blocking your path to a treasure chest, in which cases they must be turned OFF. It can get a little confusing if you don’t keep brief notes throughout your journey.

NOT JUST A PLATFORMER

SAI-2-44SAI-2-44b

 

 

 

 

 

SAI-2-44cSAI-2-44d

 

 

 

 

 

Super Adventure Island II definitely has light RPG undertones. Look no further than being able to sleep at an inn to recover your HP, as well as a bit of quirky dialogue. Not to mention different NPCs to interact with that will light the path of your journey should you get stuck on what to do next. It’s super simplistic in the most basic form, but it does help to separate this game from the typical platformer.

SAI-2-45SAI-2-45b

 

 

 

 

 

Thanks for the tips, sir! It’s the least you could do for being a homewrecker! The world map and possible random encounters also add to the RPG-ish atmosphere.

SAI-2-46SAI-2-46b

 

 

 

 

 

Explore the world map — you never know what items you may find or who you might run into…

SAI-2-51SAI-2-51b

 

 

 

 

 

Health and magic refills are sometimes given when enemies perish. Since enemies respawn, you can actually “farm” by going back and forth until you’ve reached your desired status. It takes me back to my Metroid and Mega Man days.

SAI-2-48SAI-2-48b

 

 

 

 

 

Acquiring the shovel later on in the game allows you to backtrack and dig up those soft areas of each world to gain access to previously inaccessible areas. These often lead to life bottles, magic bottles and various other assorted goodies. There is a con to this, however, which I will highlight in a little bit…

SAI-2-49SAI-2-49b

 

 

 

 

 

SAI-2-49cSAI-2-49d

 

 

 

 

 

Platformers that include magic as a secondary means of offense (or defense) always score highly in my book. It just always adds this extra layer to a game, even when the magic system is super elementary as this one is. You learn new spells automatically as you collect bottles. The recovery spell refills half a heart, which can be crucial in moments such as these. The ultimate spell fully recovers your health, and you’ll likely need it for the final boss battle.

SAI-2-52SAI-2-52b

 

 

 

 

 

Curly’s Casino appears later in the game and allows you to either gamble away to your heart’s content or to cash in your coins. Yes, another feature that makes Super Adventure Island II a little bit different from your typical SNES platformer is that on occasion slain enemies will drop a coin which you can collect for a value of five. There are a total of five items you can purchase from the shop: an extra half life bottle, Higgins’ classic weapon the boomerang, the Light Shield, Light Armor or the almighty Light Sword (which commands a whopping 49,950 coins). The Light Sword is the BFG of the game and makes rather short work of the final boss. I would save my coins for that bad boy.

SAI-2-52cSAI-2-52d

 

 

 

 

 

Boomerang sure brings back that classic Adventure Island feel. However, it costs nearly 15,000 coins and truthfully, it’s hard enough to amass the 50K that the Light Sword requires. I recommend therefore skipping the Boomerang, although it’s a fun badass weapon for sure!

SAI-2-53SAI-2-53b

 

 

 

 

 

Gambler, are ya? Then check out Flash ‘N Cash or Money Maker. Always a sweet feeling betting 99 coins on the white and landing on it for the maximum coin benefit of 1980. KA-CHING!

SAI-2-54SAI-2-54b

 

 

 

 

 

SAI-2-54cSAI-2-54d

 

 

 

 

 

However, if you really want to make money fast and most easily, select the third mini-game, Run For Doe. Four random contestants with betting odds are given. The lowest one usually wins, although sometimes the second or third lowest may eek out a win. The highest rarely wins out. It gets tricky though when the two lowest are tied or really close as seen above (7.2 and 7.6). Sometimes the second lowest wins out. But this is the fastest method to earn coins. I had to win like 30,000 coins from this to get enough at the end of the game to afford the Light Sword…

SHOVEL KNIGHT-MARE

SAI-2-47SAI-2-47b

 

 

 

 

 

SAI-2-47cSAI-2-47d

 

 

 

 

 

Unfortunately, there are a few annoying aspects to this game. Not annoying enough to derail it, but annoying enough to keep it from being an upper echelon game. It’s always the small things that add up, after all. First, the shovel. In theory it’s such a great idea. Switch to the shovel and dig up new areas of a level. Love it. However, you automatically take off your armor, shield and sword when you use the shovel. Not a big deal, right? Until you consider you have to access the menu, go down to shovel and click on it. Then when you want to switch back to your latest sword, you must click on menu and go back to your desired sword. Thankfully, selecting the sword automatically selects the latest shield and armor as well. Still, it all feels a bit cumbersome and puts a dent in the action. A simple usage of the R shoulder button to automatically switch through weapons would have made this a much more seamless experience.

SAI-2-55SAI-2-55b

 

 

 

 

 

Super Adventure Island II starts off looking pretty good. Then things looks very good in the second world. But get to the third world and you start to go eh? It begins to feel like the developers were crunched for time. The Indiana Jones bit is pretty cool but marred by the atrocious pink bare background. What the hell? It just kind of takes you out of what should have been a landmark moment in the game.

SAI-2-55cSAI-2-55d

 

 

 

 

 

Tension and drama somewhat killed by the sore thumb background.

SAI-2-56SAI-2-56b

 

 

 

 

 

Seriously? OK I know this is a very minor thing but still disappointing nevertheless. The game therefore is a bit uneven graphically. Looks great in some places, looks OK in others and in some, like here, look completely unfinished.

SAI-2-57SAI-2-57b

 

 

 

 

 

Gamera nod, nice. Ugly ass background, not so nice.

SAI-2-58SAI-2-58b

 

 

 

 

 

Princess Tina talking, or Higgins? Not made instantly clear. You have to read a bit to find out, which isn’t a huge deal but again, highlights a few of the game’s shortcomings. It doesn’t come off as highly polished. It’s still a good game but misses that great mark by missing those little details that add up.

WHAT THE CRITICS SAID

Had to dig to find info...
Had to dig to find info…

Sadly, and bizarrely, Super Adventure Island II was never reviewed by either EGM or GameFan. Even crazier, neither publication even PREVIEWED it. Considering it came out in October of 1994 during the height of the Super Nintendo’s lifespan and coverage of said system, this shocked me as a kid to no ends. Particularly a game of this status. It was a sequel to a fairly popular franchise. All I ever remember seeing was the ad in the pages of EGM and being intrigued as hell by its unique looking mix of platforming and RPG tropes. It was weird to see such a “high profile” sequel get the shaft as this one did. Thus, Super Adventure Island II has never been too popular, and is kind of in that “hidden gem” category.

Left out in the freezing cold...
Left out in the freezing cold…

CLOSING THOUGHTS

Two is better than one...
Two is better than one…

Super Adventure Island II is a fun game that is largely a platformer but with some light RPG undertones. It’s unique enough to separate itself from the typical SNES platformer pack. I like the backtracking gameplay, being able to slowly but surely reveal new playing sections of the world. It’s not a long game at all and can easily be beaten in a single weekend. Looking at maybe 6-8 hours here? It’s just long enough to sink your teeth into but not overly long to the point of exhaustion or wearing out its welcome. I like the save feature and the overall feel of the game. Higgins controls well this time around, unlike his first SNES outing. Jumps are handled generously and the challenge hits a near perfect balance. It’s rarely ever too hard, and it’s never overwhelmingly easy. Rather, it nearly hits that “just right” barometer where you’ll be challenged enough but not to the point of wanting to chuck the controller. Is it better than the first Super Adventure Island? You betcha.

Ah, such vintage SNES visuals
Ah, such vintage SNES visuals

Sure it’s got its fair share of shortcomings. These were highlighted earlier but to briefly reiterate, switching through weapons via the R shoulder button would have so much more convenient. Certain parts of the later levels appear to be a little unfinished or rushed. But the positives far outweigh the few negatives that this game has. The music is pretty good and catchy in certain parts but not as good as it was in Super Adventure Island (Yuzo Koshiro a big reason why). The gameplay is what shines brightest. I like the interconnected worlds and how they all sort of fuse together. It very much feels like a kids’ version of Super Metroid or even a Demon’s Crest, both games which I love and consider top of the line as far as SNES action adventure games are concerned. The difficulty of this game is just right. Perhaps teetering a little on the easy side of things but it hits that sweet spot for the most part. And although a short game, it’s definitely much longer than your stereotypical 16-bit platformer that takes anywhere from 45 minutes to two hours to beat. It’s got some meat to its bones but isn’t so long that it’s a one and done for me. I’m sad I waited this long to finally play it, but I’ll definitely be back one day to play through it all over again.

j
I’ve got my eye on you, sir

After playing through this game, I’m even more befuddled as to why EGM and GameFan never gave this the time of day. Not only is it a sequel to a pretty popular early generation SNES game but it’s also probably one of the better action games to come out for the system that year! Ah, some things simply remain a mystery. What I do know is this: Super Adventure Island II is good old fashioned platforming fun, with some cool boss battles and lovely RPG undertones. Master Higgins definitely goes out in style, swords a’swinging!

Graphics: 7.5
Sound: 7.5
Gameplay: 8
Longevity: 6.5

AwardsOverall: 8.0
Silver Award

 

Lost, pal? This ain't Joe & Mac!
Lost, pal? This ain’t Joe & Mac!

Super Adventure Island (SNES)

Pub: Hudson | Dev: | April 1992 | 8 MEGS
Pub: Hudson | Dev: Produce | April 1992 | 8 MEGS

This month marks the 25th anniversary of two amazing Super Nintendo games (in North America). Contra III: The Alien Wars and The Legend of Zelda: A Link to the Past. Both are phenomenal games and undoubtedly two of the greatest titles from not just the 16-bit generation but quite frankly, of all time. This month also sees the 25th anniversary of a less celebrated game. As you might have already guessed, it’s Super Adventure Island. Let’s take a closer look at how Master Higgins fared in his very first SNES outing.

BOX HAUNTINGS

Still to this day I'll never forget this box art...
Still to this day I’ll never forget this box art…

There are certain video game boxes from my youth that have left a permanent mark seared into my memory bank. Hudson’s Adventure Island for the 8-bit NES is one such example. Released in September of 1988, Master Higgins entered the consciousness (and homes) of many youthful lads. Higgins was no Mario, but I always liked the chubby little bastard. Then again, I always had a thing for the underdog. And in a world of 8-bit digitized mascots, Master Higgins was locked firmly in that role.

adislandadisland1

 

 

 

 

 

Simple as can be, but that was part of the charm back then, no?

This box -- the stuff legends are made of...
This box — the stuff legends are made of…

But perhaps no NES box art haunted me more in my youth than that of Adventure Island II. Released in February of 1991, any little boy that saw that box immediately wanted to play it. It perfectly conveys a sense of daring adventure coupled with glorious dinosaur action. I remember thinking there was even a crossover of sorts — with Rocksteady from Ninja Turtles fame as that beast hiding in the bush there! Ah, the innocence of youth and a pre-internet age.

adis2adis2a

 

 

 

 

 

Features the ability to ride various new friends. Fun little game.

BUT WAIT — THERE’S MORE

This was oddly released AFTER Super Adventure Island
This was oddly released AFTER Super Adventure Island

The series jammed on with Adventure Island III coming out September of 1992, a full five months after the 16-bit SNES rendition. Master Higgins enjoyed a decent following so Hudson kept cranking them out.

adis3badis3

 

 

 

 

 

adis3aadis3c

 

 

 

 

 

Master Higgins rides again…

The Japanese only sequel
The Japanese only sequel

Strangely enough, a Japan only sequel was released for the Famicom in June of 1994. Adventure Island IV came out only four months prior to Super Adventure Island II for the SNES. That’s pretty crazy when you think about it. It was a good year for Master Higgins, apparently.

adis4adis4b

 

 

 

 

 

Adventure Island IV took on a more adventure platformer style.

Of course, many gamers know the origins of Master Higgins. That whole Wonder Boy backstory. But let’s dive into our featured game, Super Adventure Island!

THE STORY GOES…

SAI1SAI1b

 

 

 

 

 

SAI1cSAI1d

 

 

 

 

 

SAI1eSAI1f

 

 

 

 

 

Master Higgins is chilling with his girl on a beautiful starry night, just minding his own business (and trying to get the business), when out of nowhere comes the dastardly Dark Cloak. Tina was planning to get stoned on this night, but she didn’t mean it THIS way! The Evil One chortles at your misfortune, ruining a perfectly good night. Whistling for your ever trusty feathered friend, you take off for bloody vengeance. It’s not original by any means, but I kind of enjoy these overly simplistic storylines back in the 8 and 16-bit days.

Happy 25th anniversary!
Happy 25th anniversary!

SAI2SAI2b

 

 

 

 

 

SAI2cSAI2d

 

 

 

 

 

Never trust a bird for transportation. Nice blatant usage of Mode 7, though.

1-1

SAI3SAI3b

 

 

 

 

 

Chubby Higgins looked great in 16-bit. The yellow bar indicates the time remaining in the level, not Higgins’ health. This is a one hit and you’re dead sort of game. Collecting fruit adds to the timer. In classic Adventure Island form, the skateboard returns.

1-2

SAI4SAI4b

 

 

 

 

 

Collect the boomerang multiple times and you can throw more than one. Collect them several times and you upgrade to a projectile shot. Now you’re playing with super power. Sorry.

SAI4cSAI4d

 

 

 

 

 

Annoying mechanic I detest: being forced to switch to whatever weapon you touch. Sometimes they’re placed in ill-advised places when you don’t want them but it’s impossible to avoid. Not even Higgins’ new super jump (hold down + jump) can save the day in some cases. So boo on that. But yay for the exit, which looks a lot like a cool little yo-yo, or a shrunken down Captain America shield!

1-3

SAI5SAI5b

 

 

 

 

 

Beware of rolling boulders and sizzling lava pits.

BOSS NUMBER ONE

SAI6SAI6b

 

 

 

 

 

Super jump over the flames. Purple projectiles make short work of it.

2-1

SAI7SAI7b

 

 

 

 

 

Before there was a Tony Hawk, there was a Master mutha effin’ Higgins.

SAI7cSAI7d

 

 

 

 

 

Tropical beach setting suits this game to a tee. But, what in the world is that green mutant beach bum thing there? It’s kind of a weird game…

2-2

SAI8SAI8b

 

 

 

 

 

Pastel freaks rejoice!

SAI9SAI9b

 

 

 

 

 

SAI9cSAI9d

 

 

 

 

 

Remember to say hi to Jonah for me…

2-3

SAI10SAI10b

 

 

 

 

 

Inside the belly of a whale — now that’s what I call an adventure.

SAI10cSAI10d

 

 

 

 

 

Nothing like seeing that glorious exit, even if the levels aren’t long.

BOSS NUMBER TWO

SAI11SAI11b

 

 

 

 

 

SAI11cSAI11d

 

 

 

 

 

Parodius flashbacks… hmmm…

3-1

SAI12SAI12b

 

 

 

 

 

Platforming rule #52: There must be a tree level of some sort. I love the little ledge there. It’s the “small” details… [You’re not the LEAST BIT funny -Ed.]

SAI13SAI13b

 

 

 

 

 

Sometimes there’s hidden fruit lying around. Fire away at random to discover them. The timer can be a bitch in certain stages. Finding these “forbidden fruit” can make all the difference.

3-2

SAI14SAI14b

 

 

 

 

 

Things start to get a tad “spooky” here.

3-3

SAI15SAI15b

 

 

 

 

 

Always kind of fun to play a game and see the exact level the box art cover was based upon.

BOSS NUMBER THREE

SAI16SAI16b

 

 

 

 

 

SAI16cSAI16d

 

 

 

 

 

SAI16eSAI16f

 

 

 

 

 

Super Adventure Island follows most of the platforming tropes but then it pulls this intriguing little number out of its hat. A very unique and challenging boss fight. Reminds me a bit of Godzooky…

4-1

SAI17SAI17b

 

 

 

 

 

Y’know… if either you or your bird friend were smart, you’d fly directly to the last level. Just saying. The boomerang projectiles are the best since they curve back to you, taking out enemies from behind even!

4-2

SAI18SAI18b

 

 

 

 

 

Similar to the tree level seen earlier, this one is a vertically scrolling stage. I can appreciate the variety they attempted.

SAI19SAI19b

 

 

 

 

 

SAI19cSAI19d

 

 

 

 

 

Speaking of variety, here’s another blatant spot of Mode 7 for ya.

4-3

SAI20SAI20b

 

 

 

 

 

Another swimming level, and a beaut she is, too. Love the colors of this game.

BOSS NUMBER FOUR

SAI21SAI21b

 

 

 

 

 

SAI21cSAI21d

 

 

 

 

 

SAI21eSAI21f

 

 

 

 

 

Bonehead here looks like a complete badass but is quite easy if you crack the code (and skull). Any boss that wields a light saber gets bonus points in my book. Send his Jedi wannabe ass to the grave!

5-1

SAI22SAI22b

 

 

 

 

 

Donkey Kong Country has one of the best winter looking stages in all of SNES history. I dare say Super Adventure Island has a fairly underrated looking winter stage in its own right. Probably underrated because the game is so damn tough and few ever make it this far…

SAI23SAI23b

 

 

 

 

 

Always been a sucker for a good looking winter stage. Oh and skis? Who needs bloody skis?! Certainly not Master Higgins.

SAI24SAI24b

 

 

 

 

 

Mister beach bum again? Tsk tsk. At least give him a jacket. Well, on the bright side, I really like how this game often previews the next stage at the end of a level. It’s a small touch but it goes a long way. At least as far as presentation is concerned.

5-2

SAI25SAI25b

 

 

 

 

 

Mickey’s magical castle this ain’t. Tread softly and watch out for spikes.

SAI26SAI26b

 

 

 

 

 

Disappointing to see more older enemies randomly. The enemy roster is a bit lacking. Almost like they were rushing Super Adventure Island to market. Speaking of market, grab those pineapples and if you squint you’ll see the sweet exit calling your name.

5-3

SAI27SAI27b

 

 

 

 

 

Lumiere — is that your cousin?! Touch the green star for a bonus bit.

SAI28SAI28b

 

 

 

 

 

SAI28cSAI28d

 

 

 

 

 

Master Higgins sure knows how to make a dramatic exit.

SAI29SAI29b

 

 

 

 

 

Oooohhh. Ahhhhhh.

BOSS NUMBER FIVE

SAI30SAI30b

 

 

 

 

 

Welcome to Dark Cloak’s first form. Nice Badtz Maru impression there.

SAI31SAI31b

 

 

 

 

 

Feeling a little stiff there, are we?

SAI31cSAI31d

 

 

 

 

 

Master Higgins gets the last laugh.

SAI32SAI32b

 

 

 

 

 

SAI32cSAI32d

 

 

 

 

 

SAI32eSAI32f

 

 

 

 

 

Someone could use more fiber in their diet…

SAI33SAI33b

 

 

 

 

 

SAI33cSAI33d

 

 

 

 

 

Scratch that. Someone could use a diet, period.

SAI34SAI34b

 

 

 

 

 

Platforming Rule #57: Final boss must have a “true” form. You can’t actually harm Dark Cloak with your weapons. Avoid becoming a pancake and have him loosen up the bricks…

SAI35SAI35b

 

 

 

 

 

SAI35cSAI35d

 

 

 

 

 

Higgins isn’t the fleetest of foot so this can be quite challenging. But if you manage to set things up just right, it’s very satisfying to see the end result.

SAI36SAI36b

 

 

 

 

 

“Discount Ganon” is about to feel the heat…

SAI37SAI37b

 

 

 

 

 

SAI37cSAI37d

 

 

 

 

 

SAI37eSAI37f

 

 

 

 

 

“Discount Mario” celebrates a hard fought victory. Huh, I’m in the mood for some bacon all of a sudden.

SAI38SAI38b

 

 

 

 

 

Nothing like a crap ending to reward your efforts in such a difficult game. Nice transition, though. But yeah, can you say tank job?

WHAT THE CRITICS SAID

SAISPReview

EGM gave Super Adventure Island ratings of 7, 8, 9 and 9. Super Play gave it a 75% score. It seems to have a fairly favorable reputation as a simple, basic platformer. This was further aided by its early release.

CLOSING THOUGHTS

A sign of the times this was
A sign of the times this was

Super Adventure Island relies on its basic simplicity and charm. It very much has a “back to the basics” feel to it. Gone are the various creatures Master Higgins can ride from 1991’s Adventure Island II. Instead it’s just you, your jumping skills and a pair of weapons that can be upgraded. Oh, and the skateboard makes a token cameo here and there. There is some variety thrown in, including a mine cart riding section, swimming levels and vertically scrolling stages. The one hit deaths can get a bit aggravating, but it’s not impossible to beat with a little dedication.

That's gonna leave a mark
That’s gonna leave a mark

Graphically, the game is loaded with bright, colorful visuals. Each level has a different look and feel to them thanks to the rich colors. The music was composed by Yuzo Koshiro and to no one’s surprise is very good. The control is where the game falters a bit. Master Higgins is a bit stiff. Sure he’s a chubby lad but so was Mario and Mario moved just fine. There is a sort of stilted feel to Super Adventure Island. You get used to it after a while but at the same time the game is made more difficult by Higgins’ limited movement.

Oh poor Tina
Oh poor Tina

All in all, Super Adventure Island is very much a sign of the times. It’s been 25 years now since it came out, and this is how gaming kind of was back then before things got overly complex. There’s a charm to the game, despite how flawed it may be. It’s kind of a guilty pleasure, in fact. And a quirky little relic from the days of old. The sequel, Super Adventure Island II, is leagues better. But for those looking for an old school, straight forward, super simplistic platformer, you could do far worse than Super Adventure Island.

Graphics: 8
Sound: 8
Gameplay: 6
Longevity: 5

Overall: 6.0

Happy 25 years, Higgins
Happy 25 years, Higgins

Hook (SNES)

Pub: Sony | Dev: Ukiyotei | October 1992 | 8 MEGS
Pub: Sony | Dev: Ukiyotei | October 1992 | 8 MEGS

Hook tells the story of Peter Banning, a 40 year old man who works hard to provide for his wife and two little children, Jack and Maggie. Peter is very much grown up and has lost sight of his imagination. In the magical realm of Neverland, Peter Banning is better known as Peter Pan. This video game adaptation is a side-scrolling platformer with pretty visuals and a soaring soundtrack. It does move a bit slowly at times, but there’s an overall whimsical magic to it all. Let’s revisit Neverland shall we?

THE STORY GOES…

Hook-Story

HookStory2

HookStory3

HookStory4

HookNight

HookNight2

HookNight3

HookStory5

HookStory6

HookStory7

HookStory8

And the adventure begins -- NEVERLAND HERE WE COME!
And the adventure begins. NEVERLAND HERE WE COME!

HookTitle2

Sky Blazer fans will likely appreciate this effort
Sky Blazer fans will likely appreciate this effort

LEVEL ONE

HookLostBoys

Almost looks a bit like a Capcom game, doesn't it?
Almost looks a bit like a Capcom game, doesn’t it?

When I got back into the Super Nintendo in early 2006, I’d heard quite a few positive things about Hook being a solid underrated little title. I passed over it in rental stores back in the day because Hook the film never grabbed my fancy. However, seeing as how a large reason why I got back into the SNES was due to my overwhelming desire to play platformers, Hook looked very appealing all of a sudden. Upon firing the game up and seeing this first level here any worries that this was just another “bad licensed video game” went straight out the window.

Oh my dear Lost Boys, you did this to yourselves...
Oh my dear Lost Boys, you did this to yourselves…

The colors were so vibrant and lush. The sound and music came straight from the movie. It looked and sounded like a Capcom SNES game, and more times than not, that’s a good thing. Pan moves around a little slowly, however, which is my biggest gripe with the game. But far from a deal breaker. The game instantly clicked for me as I maneuvered Peter Pan around the first stage.

No Lost Boys were harmed or injured in the making
No Lost Boys were harmed or injured in the making

Don’t worry, you don’t actually hurt the Lost Boys. It’s just a friendly game of tag… with your dagger. But see how they freeze in place? No harm done… really. Shout out to Thud Butt! My man!

Think happy thoughts, think happy thoughts...
Think happy thoughts, think happy thoughts…

Just like the movie, Pan can fly but he needs to find Tink first. Watch your flight meter. The flight system is handled much smoother here than what we saw in Ukiyotei’s SNES follow-up, Sky Blazer.

Hook5

Rufio, the stand-in leader of the Lost Boys, is your first boss encounter. He doesn’t believe you are the actual Pan, so show him who’s really the boss around here!

HookLostBoys2

HookLostBoys3

LEVEL TWO

Hook6

Cherries fill your health bar by one. Apples fully restore your health.

Hook7

Here monkey monkey...
Here monkey monkey…

Smee, a fitting name for a weird little critter, guards the end of this forest. All the boss fights in Hook are quite easy. Nevertheless they’re still fun.

LEVEL THREE

Hook9

It’s hard to articulate but there’s something about the look of this stage that simply does it for me. It just fits in with the whimsical nature of Hook — there’s a child-like charm to it all.

Sometimes you just can't beat simplicity
The charm comes in how basic Hook is

There’s a simplicity to the game in which I greatly admire. I guess, like Pan himself, we’re all grown ups (and some of us are in some way) searching for remnants of our childhood in the midst of a cruel world. A spark or ember of when life was simple and carefree.

Hook11

If you’ve read my work for some time now then you know I’m a huge fan of the little details. I love the look of the trees in this level — they add a nice touch to this stage.

Hook12

Certainly is. Although Pan moves a bit slow, you’ll soon get used to it. It’s really not that bad after a while. Plus he can run and fly to collect bonuses like this with the greatest of ease. Overall, the control is pretty good.

LEVEL FOUR

Hook13

Ah, our old friend Tink appears right at the beginning. That must mean we’re in for some flying lessons…

Hook14

Is it just me or do those tigers remind anyone else of the tigers from Mega Man 5? Alas, I digress. Your flight meter drains rather quickly so make haste! If you don’t waste time you should be able to make it to the next “Tink refill station” just in the nick of time. These spots are perfectly placed to avert frustration and promote a sense of satisfaction.

They'll try pushing you into the bombs!
They’ll try pushing you into the bombs!

Hook16

I like how this stage really focuses on Peter’s flight ability. Even the boss fight requires flight precision! It’s levels like this that help to keep the game varied and interesting.

LEVEL FIVE

Hook17

Although level five has no boss, it’s super fun to navigate and has a decisively adventurous atmosphere. It’s a great stage to play through in the middle of the night in particular…

But don't jump too high either!
But don’t jump too high either!

Remember how in Sky Blazer you slip through the foliage of trees and bushes? It’s easy to spot the similarities between that game and Hook.

Your head is smaller than its mouth -- yikes!
Your head is smaller than its mouth — yikes!
Too close! Thank God for all those DDPYOGA sessions
Thank God for all those DDP YOGA sessions
Thankfully swimming is a cinch
Thankfully swimming is a cinch

Hook22

Another cool moment There’s just something special and precious about these old 16-bit games that resonate deeply with me. Hook is as fun to play as it is to look at!

LEVEL SIX

Hook has a lovely presentation to it, no?
Hook has a lovely presentation to it, no?

We’ve seen forests, oceans and caves. So of course, what’s left but the standard ice level! And it’s quite a good one.

They can only be killed from behind
They can only be killed from behind
Oops
Oops

Easiest boss fight ever. You don’t even have to move an inch after positioning yourself correctly. A little disappointing but I always say it’s better for a game to be too easy than too hard, if forced to pick between the two.

LEVEL SEVEN

Ye standard auto scrolling level
It’s the token auto scrolling level

Hook27

This is the strongest attack in the game, but sadly it’s scarcely available. You also lose its power on first hit. Oh well, the game’s easy enough as it is.

LEVEL EIGHT

Best level in the game!
Best level in the game!

Try hitting that ball of flame and see what happens…

Whoa!
Whoa!

Hit the ball and you snuff out the lights. But don’t hit the ball and it’ll chase you. Quite the dilemma. The trick is to balance the two, naturally. This leads for a very cool on and off effect that carries throughout this level.

Thankfully the light goes out only for a little bit
Thankfully the light goes out only for a little bit
Pan's lack of foot speed adds to the drama
Pan’s lack of foot speed adds to the drama
Better think happy thoughts fast!
Better think happy thoughts fast!
Not making any top 10 lists, but it's pretty solid
Not making any top 10 lists, but it’s pretty solid
Endearingly reminiscent of Castlevania this part is
Endearingly reminiscent of Castlevania this part is
I love bad puns... [Well I'm not HOOKED -Ed.]
I love bad puns… [Well I’m not HOOKED -Ed.]
A never ending chase this level is
A never ending chase this level is
Such a lovely level, this
Such a lovely level, this
Finally, a somewhat challenging boss
Finally, a somewhat challenging boss

LEVEL NINE

No, Hook doesn't actually have transparencies...
No, Hook doesn’t actually have transparencies…
They just don't know when to quit
They just don’t know when to quit
An apple a day keeps the bad guys away
An apple a day keeps the bad guys away
Make haste or become waste
Make haste or become waste
Try to find all the extra leaves for extra health
Try to find all the extra leaves for extra health
Easily the toughest level of the game
Easily the toughest level of the game

Level nine is definitely a dog fight, especially compared to the other levels. After level nine it’s on to the final level and the showdown with Captain Hook. Can you save Jack and Maggie?

THANK YOU FOR BEING SO TRANSPARENT

Ukiyotei sure was ahead of their time...
Ukiyotei sure was ahead of their time…

As you saw with a screenshot from level nine, don’t be fooled thinking that Hook features fancy transparencies. It’s just a graphical glitch that only appears in the rom. Thankfully this visual hiccup doesn’t appear with the actual cartridge game.

WHAT THE CRITICS SAID

"Please let them think happy thoughts only..."
“Please let them think happy thoughts only…”

When I got back into the SNES on January 17, 2006, my goal was to buy all the games I ever loved as well as the ones I missed out on. I remember browsing various retro gaming forums reading up on different opinions in my early days. Hook always received rather favorable praise. The ad back in the day stated “The Critics Are HOOKED!” It went on to quote, “One of the hottest action games I have ever played. The music is absolutely beautiful and the graphics are top-notch” (Super NES Buyer’s Guide), “Hook is intelligently made from start to finish. Its execution is excellent” (Game Players, Nintendo Guide) and “Hook’s multi-layered, smoothly scrolling visuals inspire comparisons to Super NES legends such as ActRaiser and Super Castlevania IV. The music is so good, you’ll want to crack open the cart and see if there’s a Compact Disc inside! Five star gameplay. Hook succeeds in every way.” (GamePro). EGM gave it scores of 8, 9 and 9. Super Play rated it 72%.

CLOSING THOUGHTS

Sorry, Wolfe. Pan proves you CAN go home again
Sorry, Wolfe. Pan proves you CAN go home again

Hook is a simple fun little game. It weighs heavily on the easy scale. The ten levels are short, and some don’t even feature bosses. Most of the bosses are a cake walk. Yet I can’t help but like this game. I’m not a fan of the movie but there’s something basic and charming about this game. It takes me back to the good old days when action games were magical and whimsical. Sure you got your clichés, but really, what would a game of this type be without them? Hook is a pleasure to play through thanks to some rather atmospheric stages, vibrant visuals and a banging soundtrack straight out of the movie. It also features one of the coolest intros in SNES history, instantly transporting you to a land of magic and wonder.

Never lose your own sense of self and wonder
Never lose your own sense of self and wonder

Don’t get me wrong, I’m not saying Hook is one of the best games you might have never played. I wish Pan moves a smidgen (or two) faster. I wish it was a bit more challenging. And similar to Sky Blazer, when the levels start to reel you in, before you know it it’s over with. It would have been nicer to see meatier levels. The gameplay is not shabby, just good enough in most places to be satisfying overall, but not quite good enough to take it a notch above the norm. Therefore, Hook falls short of being a very good game. Still, I don’t hesitate to recommend Hook to all SNES gamers. Too lightweight to be considered for heavyweight contention, Hook nevertheless put a smile or two on my face. Like Peter Banning himself, most of us are now grown-ups. Yet deep down, there is still a little child inside each one of us. This video game does a good job representing that. Playing Hook reminds me of a simpler time where junk emails don’t exist but pixie dust and flying sure do! Better than the movie, and better than most movie to game adaptations, Hook deserves a spot in any Super Nintendo collection.

Graphics: 8.5
Sound: 9
Gameplay: 7.5
Longevity: 6

AwardOverall: 7.5
Bronze Award

 

HookCT3

HookCT4

I don’t know who this might be for but I feel compelled to share this. Could be YOU… if you’ve had a ‘ship pass in the night’ recently, my heart goes out to you. Myself, been there too many times to count. May I suggest some further reading/viewing? This might bless you: Jesse’s Girl. Take care, and always, chin up!

Mighty Morphin Power Rangers: The Fighting Edition (SNES)

Pub: Bandai | Dev: Natsume | September 1995 | 12 MEGS
Pub: Bandai | Dev: Natsume | September 1995 | 12 MEGS

I’ve definitely been on a Power Rangers kick as of late. The 2017 movie that came out three weeks ago was surprisingly better than I thought it would be. The last two games I reviewed were Mighty Morphin Power Rangers and Mighty Morphin Power Rangers: The Movie. Both games have their fair share of imperfections. But you know what they say about the third time… and I’m happy to say Natsume finally knocked it out of the park. This time they completely skipped the Power Rangers and instead focused on the Zords. Power Rangers meets Street Fighter? Sign me up! Unfortunately, this game received extremely limited exposure back in 1995. I barely remember it myself, and even to this day I feel it largely flies under the radar. Uninspiring title aside, Mighty Morphin Power Rangers: The Fighting Edition delivers one mighty punch.

FUN BUT FLAWED…

MMPRCT

MMPRTMCT

 

 

 

 

 

THIRD TIME IS A CHARM!

MMPRTFEMMPRTFE1

 

 

 

 

 

Classic logo, lightning strikes and that Power Rangers theme. Never gets old.

MMPRTFE2MMPRTFE2b

 

 

 

 

 

MMPRTFE3MMPRTFE3b

 

 

 

 

 

Choose from the Thunder Megazord or Mega Tigerzord in the Story Mode. I like the authentic Japanese feel and style of this game. They didn’t Americanize it like they sort of did with Mighty Morphin Power Rangers: The Movie.

MMPRTFE4MMPRTFE4b

 

 

 

 

 

Terrific art style! Really gives it an anime-esque feel :)

MMPRTFE5MMPRTFE5b

 

 

 

 

 

Where’s my OG Megazord?! Oh well, I guess you can’t have it all…

MMPRTFE6

Thunder Megazord is a good choice for beginning players. He plays a lot like the prototypical Ryu “clone.” This updated model appeared in Season Two and replaced the original Megazord. It’s more powerful but I’ll always prefer the first one.

MMPRTFE7MMPRTFE7b

 

 

 

 

 

Bottom bar goes back and forth. Perform a special move when your power bar is full and your character will perform a powered up version of said special move.

MMPRTFE8MMPRTFE8b

 

 

 

 

 

Thunder Saber Combo can connect for multiple hits.

MMPRTFE9MMPRTFE9b

 

 

 

 

 

Depending on whether you press Y or X, the Thunder Megazord will perform either a Rising Uppercut or an Uppercut Barrage. I love it when fighting games give you two variations of a special move depending on the button you press. That always scores extra points in my book!

MMPRTFE10MMPRTFE10b

 

 

 

 

 

MMPRTFE10cMMPRTFE10d

 

 

 

 

 

MMPRTFE10eMMPRTFE10f

 

 

 

 

 

Unleash the Thunder Crush when your power bar is flashing. Every character, sans Ivan Ooze, has a super special move. Use the double Hadoken motion to pull off these screen filling jaw dropping killer moves. Well, at least they were mighty impressive back in 1995. Hell, they still are to me!

MMPRTFE11a

Mega Tigerzord appeared in Season Two after Tommy received his White Tigerzord. As a fighter I find him to be a weaker choice than Thunder Megazord. His moves aren’t nearly as fun or effective.

MMPRTFE11MMPRTFE11b

 

 

 

 

 

Knock the competition out with his Wind-Up Punch. In the mood for something a little more flashy? Try his White Tiger Thunder Bolt.

MMPRTFE12MMPRTFE12b

 

 

 

 

 

MMPRTFE12cMMPRTFE12d

 

 

 

 

 

Phoenix Strike in all its glory — just like from the TV show. Nice.

MMPRTFE13

Ninja Megazord appeared in Season Three. As its name suggests, it’s the most nimble and athletic of all the Megazords.

MMPRTFE14MMPRTFE14b

 

 

 

 

 

Slash ‘em up!

MMPRTFE15MMPRTFE15b

 

 

 

 

 

Opponent feeling a little froggy? Employ the Spinning Rise! Try dropping a Fire Bomb while they’re laying on the ground.

MMPRTFE16MMPRTFE16b

 

 

 

 

 

Blanka would be proud.

MMPRTFE17MMPRTFE17b

 

 

 

 

 

MMPRTFE17cMMPRTFE17d

 

 

 

 

 

Leave it to a Ninja Megazord to have a ninja clone super special, eh?

MMPRTFE18

Shogun Megazord also made its debut in Season Three. It’s the biggest Megazord in the game. This is because it combines five Zords who are already massive Shogun warriors to begin with. Therefore, you get this towering behemoth! He is extremely slow, but very powerful. He also cannot be thrown. It’ll take a skilled player to use him effectively.

MMPRTFE19MMPRTFE19b

 

 

 

 

 

Sword Cyclone can rail off multiple hits. His Fire Wave covers damn near the entire screen, making it difficult to jump over.

MMPRTFE20MMPRTFE20b

 

 

 

 

 

Check out his powered up version of the Fire Wave. Nasty! Best of all, it’s directly inspired from the TV show itself.

MMPRTFE21MMPRTFE21b

 

 

 

 

 

Massively engulfing fiery column of death. How fitting.

MMPRTFE22

Silver Horns was a one time villain that appeared in Season Two. But this marks his second Super Nintendo outing. He was also a boss in Mighty Morphin Power Rangers: The Movie (the video game of the movie, not the actual movie). He’s an impressive sprite — nearly as tall as Shogun Megazord itself!

MMPRTFE23MMPRTFE23b

 

 

 

 

 

Watch out for his snapping Ground Pincers.

MMPRTFE24MMPRTFE24b

 

 

 

 

 

Pincers can also get you on the ground or in the air.

MMPRTFE25MMPRTFE25b

 

 

 

 

 

Horny’s Lightning Strike comes straight from the TV show.

MMPRTFE26MMPRTFE26b

 

 

 

 

 

MMPRTFE26cMMPRTFE26d

 

 

 

 

 

MMPRTFE26eMMPRTFE26f

 

 

 

 

 

Defeating any one of Lord Zedd’s cronies leads to this beautiful cut scene, just as seen in Season Two.

MMPRTFE27

Lipsyncher is an agile sucker. She can also double jump. And she has by far the best looking stage in the game. For a one time villain who appeared as a throwaway enemy in Season Two, that’s not shabby at all.

MMPRTFE28MMPRTFE28b

 

 

 

 

 

Fighting games that give you two variants of the same move depending on which button you press will always earn extra points with me. Here you can send the musical notes straight out or up in the air to discourage would-be jumpers. Nice.

MMPRTFE29MMPRTFE29b

 

 

 

 

 

Insert token quick athletic “chick kick.” Fighting game rule #52.

MMPRTFE30MMPRTFE30b

 

 

 

 

 

Envelop your foe in a giant Energy Sphere before giving them the butt tackle of the century.

MMPRTFE31

Ah, Goldar. One of my favorite classic henchmen from childhood lore. As a kid he initially scared the crap out of me with his gravelly voice and nightmarish look. It wasn’t long though before I realized his overall incompetence, which shifted him from being scary to endearing. However, for all his bumbling ways, there is something very unsettling about him at his core. He may be incompetent but you would piss your pants if you ever met him in a dark alley. I despise the Goldar design from the 2017 film. They stripped him of all his personality and iconic look. But this game got it so freaking right. We’ll always have the memories! *shakes fist*

MMPRTFE32MMPRTFE32b

 

 

 

 

 

Goldar shoots piercing laser beams from his eyes, even in mid-air.

MMPRTFE33MMPRTFE33b

 

 

 

 

 

Flutter around for a bit if you wish. You can launch some surprisingly quick striking attacks from this position. Goldar has the best looking Dragon Punch in this game by a country mile. Try the powered up version…

MMPRTFE34MMPRTFE34b

 

 

 

 

 

Macho Man Randy Savage would be proud. Throw in the sword for a little extra slice[I C WAT U DID DERE -Ed.]

MMPRTFE35MMPRTFE35b

 

 

 

 

 

Maybe it’s just me but I love these simple screen-filling blasts, even if they might be a little generic.

MMPRTFE36

Lord Zedd… what can I say? He ranks right up there with the likes of Shredder and Skeletor as absolute iconic childhood villains. He had kind of a Freddy Krueger vibe to him, and due to parent complaints they actually had to tone him way down. He appeared in the summer of 1994, early on in Season Two, and took over for Rita Repulsa as lead dog.

MMPRTFE37MMPRTFE37b

 

 

 

 

 

MMPRTFE37cMMPRTFE37d

 

 

 

 

 

Reminiscent of M. Bison from Street Fighter Alpha lore. His fireball looks very similar and he can even teleport like Bison. This is completely cruel.

MMPRTFE38MMPRTFE38b

 

 

 

 

 

MMPRTFE38cMMPRTFE38d

 

 

 

 

 

LORD ZEDD WAS NEVER THIS COMPETENT IN THE TV SHOW!

MMPRTFE39MMPRTFE39b

 

 

 

 

 

Watch out for his Magnetic Hand which, as you probably surmised, will reel you in. His Lightning Bolts can strike near or far. His powered up version actually moves a bit forward and can strike for multiple hits.

MMPRTFE40MMPRTFE40b

 

 

 

 

 

Fingertip Spears — it’s right out of a nightmare! Lord Zedd throws up a big fat middle finger to generic giant energy blasts with this creepy little number. It looks like a mutated brain and octopus. Ugh!

MMPRTFE41

You thought it was over? HA! Ivan Ooze shows up, obliterates what’s left of Lord Zedd’s carcass and challenges you to the ultimate duel. He is God tier. But thankfully, the computer doesn’t know how to use him very well. Natsume had some mercy on our poor souls…

MMPRTFE41bMMPRTFE41c

 

 

 

 

 

Mister Ooze can make himself invulnerable for a little bit. His energy columns are done with a SINGLE press of a button. Unfair and brutal!

MMPRTFE42MMPRTFE42b

 

 

 

 

 

Throw in an Energy Wheel and Homing Fireballs for good measure.

MMPRTFEEndMMPRTFEEnd1

 

 

 

 

 

Endings? No such thing here. You just get that screenshot for your efforts. A code is given at the end if you beat the Hard mode though, which allows you to play as Ivan Ooze in the 2 player mode.

ODDS AND ENDS

I personally prefer FACE OFF
I personally prefer FACE OFF

The options screen displays a curious option. FACE DISPLAY. What the heck, I first thought to myself. I love the little face displays in my fighting games! So why in the hell would they give me an option to turn that sucker off, eh?

MMPRTFEFace2MMPRTFEFace2b

 

 

 

 

 

Ahhhh. Say no more, fam. I got you. Those are the biggest face displays I’ve ever seen in a fighting game! Sure, it looks cool and all, but I don’t like how they obscure the bottom part of the screen. Plus, with face display on you lose out on the cool combo meter. It’s always fun to see “15 HITS” pop up on your TV.

MMPRTFEBigMMPRTFEBig1

 

 

 

 

 

Impressive to see such massive sprites moving around with no slowdown whatsoever! Some SNES fighting games feature sprites that are on, shall we say, the small side of things. You won’t find that here, appropriately so!

MMPRTFEComMMPRTFECom1

 

 

 

 

 

MMPRTFECom2MMPRTFECom3

 

 

 

 

 

Being that the sprites are so large, one might fear a lack of a proper combo system. Natsume erases those fears with a surprisingly combo friendly fighter (well, for the most part, largely depending on who you pick). For such giant warriors you might assume the worst but there are a lot of attacks that can easily be linked.

MMPRTFEDownMMPRTFEDown1

 

 

 

 

 

Fighting games from that era often didn’t allow you to strike opponents while they’re on the ground. You actually can in this game. In fact, it’s encouraged — each fighter has a specific ground strike.

MMPRTFERegMMPRTFEReg1

 

 

 

 

 

Similar to many other fighting games from the mid ’90s, Mighty Morphin Power Rangers: The Fighting Edition employs four buttons. However, this is where the similarities end. Y is weak attack and X strong attack. These are non-weapon based strikes, usually in the form of punches. B is weak weapon and A strong weapon attack. Damage is incurred when blocking weapon strikes, but not regular strikes. This was different and pretty cool — it emphasizes that the big weapons are strong enough to cause some damage even if you’re blocking. It makes perfect sense and highlights the power of these massive behemoths!

MMPRTFEThrowMMPRTFEThrow1

 

 

 

 

 

Throws are always a point of discussion for fighting games. Back in the old days you usually had no counter for a throw. If your rival gets close enough, they can throw you. But here, when both players go for the throw, you’ll both enter a grapple to decide the winner. It’s a nice touch.

MMPRTFEPUMMPRTFEPU1

 

 

 

 

 

Power bars became popular in the genre around 1995, but this game uses an interesting modification. Instead of powering up your bar each time you attack as in most other fighting games, the power bar here constantly fills itself and empties. If you were to throw, say, Thunder Megazord’s fireball when the bar is near full, his single fireball turns into three. And if you time it precisely when the power bar is full? You produce an even bigger more damaging version! Therefore you have special moves and then you have max versions of each special move. The effects vary and it’s fun to tinker with this system. Timing is critical!

MMPRTFEPU3MMPRTFEPU3b

 

 

 

 

 

Here’s his Thunder Saber Combo on max. Doesn’t look different at first…

MMPRTFEPU3c

Until you see the added third strike tacked on! Be sure to experiment as the max versions are obviously more powerful and effective. This completely changes the strategy and the player who uses their power bar most effectively often wins.

MMPRTFEPU2MMPRTFEPU2b

 

 

 

 

 

Better than maxed special moves? Super specials! Your power bar begins at blue. If you do a special move when the bar is full, blue morphs into pink. Do another special move at max capacity and pink turns into green. Repeat. Then green turns into a thunder bar. This is where you’re at optimum power. During this time all special moves performed are automatically their powered up versions. However, the thunder bar lasts for only 8-10 seconds so make sure to pull off your super special in time. I recommend using 2-3 special moves first for optimal damage. Then use your super special. You can see why this modification of the power bar makes this game completely crazy. You could conceivably activate your super special 10 seconds into a match. There are obviously pros and cons to this, but it really makes this game feel different from most other fighting games.

MMPRTFENullMMPRTFENull1

 

 

 

 

 

Nothing like giant robots duking it out in an all-out blast fest!

MMPRTFEGOMMPRTFEGO1

 

 

 

 

 

Simple yet kind of neat. Lord Zedd is such a badass in this game :)

shin-kidou-senki-gundam-w-endless-duel-j-b1c_00109shin-kidou-senki-gundam-w-endless-duel-j-b1c_00118

 

 

 

 

 

Getting a vague sense of deja vu? Natsume used a similar engine to create Gundam Wing: Endless Duel about half a year later in March 1996.

WHAT THE CRITICS SAID

Zordon, no one's here...
Zordon, no one’s here…

Sadly, Mighty Morphin Power Rangers: The Fighting Edition got pretty much zero fanfare in the pages of EGM and GameFan. Oddly, neither publication ever reviewed the game. Hell, they didn’t even preview it! For the quality of the game and the popularity of the show and genre (even though Power Rangers were waning by September of 1995), this really surprised me. Probably one of the big reasons why this game quickly faded into obscurity back in the day. For all the things Natsume got right, however, the game isn’t without its flaws. For starters, see that Zordon stage above? Better get used to it — the four Megazords all share that same stage. That just reeks of laziness. Even worse, although I appreciate the Zordon cameo, that stage is plain dull. They could at least have made it look a little more interesting.

Where's the first Megazord?
Where’s the first Megazord?

My biggest gripe with the game though is its paltry selection of eight fighters (OK, nine technically if you count Ivan Ooze with the cheat code). Hell, Super Street Fighter II and World Heroes 2 had 16 fighters each, and both those games came out a year prior. At the very least, just give me the original Megazord and the Dragonzord. I don’t need Rita (although she would have been nice). But the Dragonzord was my absolute favorite and it’s a shame it never once appeared in three Power Rangers SNES games. That’s a travesty if I ever saw one. Had they included those two and a few other memorable bad guys, this game would rank much higher in my book. Kind of a missed opportunity.

Where art thou? Oh well...
Where art thou? Oh well…

CLOSING THOUGHTS

MMPRTFECT

It’s a shame Mighty Morphin Power Rangers: The Fighting Edition was given the shaft back when it first came out. Only in the years to come following its original release did word of mouth pick up and people recognized it as a legitimately good fighting game. Natsume could easily have phoned it in. Instead, they crafted a beautiful game with a rocking soundtrack and some remarkably refined gameplay. Their previous two SNES Power Rangers games left something to be desired but you know what they say — third time’s the charm. With its gorgeous visuals, thumping tracks and plenty of spectacular special moves that impress even to this day, The Fighting Edition is arguably the second best Super Nintendo “home grown” fighter, trailing only in my opinion Teenage Mutant Ninja Turtles: Tournament Fighters.

MMPRTFEFlash

Sure it could have used a bigger fighting roster, and I didn’t like that four fighters shared the same background, but this game is not only surprisingly competent — it’s a blast. I love being able to play as some of my favorite Megazords and villains from the Power Rangers franchise. The screen often shakes with explosions followed by a dazzling array of yellows, oranges and reds as giant swords clang and massive columns of energy beams come raining down from the sky. The action suits the monster mayhem well, never failing to bring out the 10 year old Power Rangers loving kid in me. If you enjoy fighting games and you call yourself a Super Nintendo fan, you’d do well to check it out.

Graphics: 9
Sound: 8.5
Gameplay: 8
Longevity: 7.5

AwardsOverall: 8.0
Silver Award

 

MMPRTFERealMMPRTFEReal1

 

 

 

 

 

Bonus points for a lot of the special moves being inspired from the actual TV show itself. This one being my favorite of the lot :)

Now THAT’S sick.

Recently featured on UpUpDownDown!
Recently featured on UpUpDownDown!
Shout out to Austin Creed AKA Xavier Woods! My man!
Shout out to Austin Creed AKA Xavier Woods. My man!

Amazing combo video, music choice aside.

Mighty Morphin Power Rangers: The Movie (SNES)

Pub: Bandai | Dev: Natsume | June 1995 | 16 MEGS
Pub: Bandai | Dev: Natsume | June 1995 | 16 MEGS

Sometimes a TV show comes along that is so popular that it launches a movie adaptation. Transformers. Teenage Mutant Ninja Turtles. And now, Mighty Morphin Power Rangers. But I’m not talking about the 2017 version. I’m talking about the old school 1995 one. Released on June 30, 1995, Mighty Morphin Power Rangers: The Movie came out right toward the tail end of my Power Rangers fandom. I didn’t catch it at the time because I had pretty much lost interest in them by that time. If only it came out a year earlier! I just graduated 6th grade and the magic of the Power Rangers was all but gone for me at that time. The movie’s release also coincided with the Super Nintendo game of the same name, also released in June of ’95. The first Mighty Morphin Power Rangers game was solid albeit repetitive and flawed (single plane beat ‘em up and 1 player only, not counting the code for a token 1 on 1 option). So this “sequel” added an extra plane and a legit 2 player option. So obviously it’s the better game, right? Not so fast…

MMPRTMMMPRTM1

 

 

 

 

 

Hearing that classic Power Rangers theme will never get old. Unfortunately, it’s missing the lyrics here that the first game had. OK, not a big deal but right off the bat that’s a bit of a downgrade.

MMPR2MMPRTM2

 

 

 

 

 

There’s one extra playable character in The Movie, but right away you can see there’s been a drop in graphical quality, not to mention aesthetics. The first game has this nice simple look to it. The second one, not so much.

MMPRCT2MMPRTM3

 

 

 

 

 

Both games start out with a city type level. Other than the 2 player option for the second game though, the first game has it beat in almost every other category.

MMPRTM4MMPRTM4b

 

 

 

 

 

Single plane beat ‘em ups rarely realize their full potential, as I feel beat ‘em ups should allow free roaming space. The Movie adopted Fatal Fury‘s two plane system. Jump in and out of the background and foreground as you see fit. This added some extra depth to the game but I wish they simply made it a free roaming type of a beat ‘em up. On a side note, it’s oddly satisfying to clear the trees there. Similarly, failing to clear the trees elicits an opposite reaction: d’oh!

MMPRTM5MMPRTM5b

 

 

 

 

 

Some Putties are about that thug life. Others are about that hug life.

MMPRTM6MMPRTM6b

 

 

 

 

 

MMPRTM6cMMPRTM6d

 

 

 

 

 

MMPRTM6eMMPRTM6f

 

 

 

 

 

Exclamation points warn you of impending danger. These parts are kind of fun and highlight the added diversity that a two plane system brings. Still not the biggest fan of it but I can appreciate moments like this.

MMPRTM7MMPRTM7b

 

 

 

 

 

Every slain enemy drops a thunderbolt. Collect enough bolts to fill up your power meter. Once you do, IT’S MORPHING TIME!

MMPRTM8MMPRTM8b

 

 

 

 

 

Maybe it’s just me but I feel like the art style changed from the streets to this grocery store section. This looks much more like it! Love the little detail of the hapless citizens running for dear life.

MMPRTM9MMPRTM9b

 

 

 

 

 

Perhaps I spoke too soon, though. I miss the bombs from the first game.

MMPR44MMPR44b

 

 

 

 

 

They’re so much better! Again, not a deal breaker, but another knock.

MMPRTM10MMPRTM10b

 

 

 

 

 

Relax pal, there are plenty of red shirts on the rack there. You don’t have to fight me for the last one or anything! Also, a PSA to not be a hero but to switch planes instead. You’ll be glad that you did!

MMPRTM11MMPRTM11b

 

 

 

 

 

Things get rather heated and quick!

MMPRTM12MMPRTM12b

 

 

 

 

 

Mirror Maniac channels his inner Ryu. Channel your Haohmaru!

MMPRTM13MMPRTM13b

 

 

 

 

 

Watch out for his twin magic trick. Aim for the one with the bright center. 7 years bad luck? I’ll take my chances…

MMPRTM14MMPRTM14b

 

 

 

 

 

Stage 2 opens with you riding atop a speedboat. You soon crash into a rock which sends you onto an air force carrier base. Parachuting Putties occasionally drop from the sky. Navy planes zooming by causes them to sway away. Nice.

MMPRTM15MMPRTM15b

 

 

 

 

 

Kimberly actually bitch slaps the competition. Watch out for those crawling Putties. They’re a bit unsettling in the way that they drag their bodies like rotting zombies.

MMPRTM16MMPRTM16b

 

 

 

 

 

“IT’S MORPHING TIME!”

MMPRTM17MMPRTM17b

 

 

 

 

 

Inside the base now, we’re greeted by grenade launching Putties.

MMPRTM18MMPRTM18b

 

 

 

 

 

Clever usage of the two plane system. [You can still jump up on a single plane system -Ed.]. Shush, you.

MMPRTM19MMPRTM19b

 

 

 

 

 

Rumor has it this is how Sonic Team was inspired to create Burning Rangers. Or not.

MMPRTM20MMPRTM20b

 

 

 

 

 

Never bring a gun to a bow and arrow fight.

MMPRTM21MMPRTM21b

 

 

 

 

 

Carrot Top, I mean, Cannon Top, is a fun little boss fight. Long range attacks work fine, if you have them. Otherwise, you can either ride the platform or grab the crane up top to get your licks in. Beware of the spikes below.

MMPRTM22MMPRTM22b

 

 

 

 

 

MMPRTM22cMMPRTM22d

 

 

 

 

 

Bombs work well, too.

MMPRTM23MMPRTM23b

 

 

 

 

 

Grab and kick is my personal favorite method, but you got to watch out for that deadly cannon blaster.

MMPRTM24MMPRTM24b

 

 

 

 

 

WHAT IN THE WORLD ARE YOU DOING THERE, BILLY? You know what, nevermind. I don’t even want to know. Skelerena, the boss of this snowy stage, greets you early on for a preview.

MMPRTM25MMPRTM25b

 

 

 

 

 

Great. Of all the Rangers I had to pick the least athletic one.

MMPRTM26MMPRTM26b

 

 

 

 

 

Exclamation marks warn you of big jumps to come. Oof!

MMPRTM27MMPRTM27b

 

 

 

 

 

Yeah, good call to switch to the jock. Sorry Billy, Jason Rocky’s got this.

MMPRTM28MMPRTM28b

 

 

 

 

 

Another good clever usage of the two plane system. Still wish it were “free roaming” though.

MMPRTM29MMPRTM29b

 

 

 

 

 

Hazards are strewn about to keep you honest.

MMPRTM30MMPRTM30b

 

 

 

 

 

MMPRTM30cMMPRTM30d

 

 

 

 

 

MMPRTM30eMMPRTM30f

 

 

 

 

 

Rocky’s so smooth. That Putty went out in glory.

MMPRTM31MMPRTM31b

 

 

 

 

 

Jump over single rocks but multiple rocks require plane switching.

MMPRTM32MMPRTM32b

 

 

 

 

 

Crap… it’s almost boss time and I haven’t collected enough power yet to morph. Thankfully, the game kept this consideration in mind…

MMPRTM33MMPRTM33b

 

 

 

 

 

Should you fail to activate your Ranger mode, the game is kind enough to force you into it at the beginning of a boss fight. I like this detail as you should not be able to beat a monster in teenager mode.

WHAT THE CRITICS SAID

Oops, a bit of a misstep
Oops, a bit of a misstep

EGM gave Mighty Morphin Power Rangers: The Movie scores of 7.5, 5.5, 5 and 5. Many people seem to prefer the first game over this one, myself included. Being released somewhat late in the Super Nintendo’s lifespan (June 1995), it didn’t create the hype or stir that the first game did, if nothing else based on timing and mega popularity. Power Rangers were very much in back in 1994. They were still popular in mid 1995 but the shine was quickly waning. Not unlike the SNES itself.

Like the film itself, it's just OK
Like the film itself, it’s just OK

CLOSING THOUGHTS

Looks like Black Friday to me
Looks like Black Friday to me

Mighty Morphin Power Rangers: The Movie is something of a guilty pleasure for me. It’s not a bad game but I wouldn’t call it a good one, either. It’s somewhere in the middle. The two plane system is cleverly implemented although most of the time I feel it’s a tease and wish they had gone with a free roaming system instead, similar to Final Fight. The 2 player co-op mode is a nice addition but honestly I would rather play the first game. In that one you got to actually pummel the Putties for a bit. Here, it’s one punch and they burst into thin air. You never feel like you’re actually beating them up, if that makes any sense. There’s no chance to land in multiple blows or to polish off a combo with a good old fashioned throw. This took away from the game for me personally.

Long Live The Green Ranger!
Long Live The Green Ranger!

Even though it came out a year later, the first game looks, sounds and plays better. My biggest disappointment with this game was the complete lack of Zords. Sure the first game has three token Megazord boss fights that felt tacked on more than anything else, but at least it gave you a little taste. Let’s face it, Power Rangers just isn’t the same without their giant dino Zords. This game completely misses that mark. Thankfully though, it still plays decently and it’s harder than the first game (whose difficulty was a complete joke). I think Power Rangers fans will find some enjoyment here. Hey, maybe Natsume will get it right on the third try. They say third time’s the charm…

Graphics: 6
Sound: 7.5
Gameplay: 6
Longevity: 5.5

Overall: 6.0

Spoiler: They got it right 3rd try
Third time is a charm indeed…

Mighty Morphin Power Rangers: The Fighting Edition review can be seen here.

“You ooze, you lose.” Nuff said!

Mighty Morphin Power Rangers (SNES)

Pub: Bandai | Dev: Natsume | September 1994 | 16 MEGS
Pub: Bandai | Dev: Natsume | September 1994 | 16 MEGS

If you were a kid back in 1993, chances are you grew up on the Mighty Morphin Power Rangers. It was a huge hit and left an indelible mark on many of us who were born in the early-mid ’80s. Take a group of Saved By The Bell-esque teenagers, cheesy Godzilla rubber monster goodness, larger than life superhero teamwork antics (not unlike Teenage Mutant Ninja Turtles) and you get a smash success. As was the norm back in the early-mid ’90s, this meant the inevitable Super Nintendo licensed game. But first, let’s start at the very beginning.

“GO GO POWER RANGERS!”

This was such a big part of many childhoods
This was such a big part of many childhoods

Was the show cheesy? Of course. Was it corny? You betcha. But it was all part of the charm. I was 10 when the Power Rangers burst on the scene in 1993. It was the perfect age I felt. I always say 10 is sort of that magical marker in one’s life. It’s that age where some days you feel like you’re 5 and on certain other days you feel like you’re 15. You’re old enough to get certain things, but still young enough to buy in and be in complete awe of something such as Power Rangers. Today, April 8, marks the birthday of my childhood best friend, Nelson. How appropriate, because Nelson and I loved the Power Rangers to death. Our daily after school routine consisted of sprinting from our 5th grade classroom, Room 21, back to my house as fast as possible in time to catch the opening intro. Oh, and what a glorious intro it was. DAT MUSIC!

SO.MUCH.NOSTALGIA!

Speaking of Amy Jo Johnson, let’s face it. She was a big reason why so many 10 year old boys loved the show. Along with Kelly Kapowski from Saved By The Bell, the Pink Ranger was one of our earliest crushes. Those two and Winnie Cooper from The Wonder Years.

OH YEAH
OH YEAH

Eye candy aside, the show had its fair share of exciting action and drama. For me the peak of the Power Rangers was that whole Green Ranger saga. Who could ever forget it…

Everyone loves the mysterious rebel
Everyone loves the mysterious rebel

But alas, it wasn’t meant to be. Tommy, the new kid in town who quickly became a fan favorite with his athletic ability and badass Dinozord, was sapped of his powers. But wait, there was a new ranger in town… the White Ranger!

But oh, who could this be?
But oh, who could this be?

The big reveal was set to happen the following week. All week long at school we were talking about it. My friends and I started a betting pool. WHO WAS THE WHITE RANGER? This is where I have to give props to EGM. Thanks to EGM, I won the pool and scored a few bucks ;)

Good times
Hustlin’ with EGM!

In 1994 my brother was subscribed to EGM. Subscribers got the magazine earlier than newsstands. Issue 64 came before the White Ranger reveal. I was excited to read it as I loved EGM back in the mid ’90s, but I had no idea I was about to come across a gigantic spoiler…

Whoa! NICE
Whoa! NICE

But then I flipped the card…

HOLY -- !
HOLY — !

I never felt so conflicted in my life before. Granted, a big part of me figured it was Tommy, but no one at school had Tommy pegged! There were votes for Bulk and Skull, even Alpha but surprisingly none of them could fathom that it would be Tommy again. I was upset I was “spoiled” but I was ecstatic about having a guaranteed win. Finally, the moment came. The grand reveal…

KA-CHING!
KA-CHING!

I’ll never forget Josh, the ringleader of our little pool, questioning me that day like the FBI. “No way you could call that on your own! You cheated somehow, right? Like you saw it somewhere?” I guess he wasn’t an EGM subscriber! My brother and I still laugh about this memory every once in a while. Who knew EGM would make me about $7!

I still prefer Green over White. All day
I still prefer Green over White. All day

Obviously, it wasn’t the most honorable moment of my life but hey, I was 10! We all did stuff back then, you know?

THANK YOU for the memories ;)
THANK YOU for the memories ;)

NEARLY 25 YEARS LATER

They don't compare to the originals, but they're solid
They don’t compare to the originals, but they’re solid

It’s bittersweet to see the nostalgic entities of my childhood being revitalized over the past several years. Sweet because it always brings out the inner kid in me. Bitter because it reminds me my childhood is now over 20 years ago and that I’m getting f*cking old! This ’90s revival seems to be a trend in recent years — nostalgia sells. A lot of the 10 year old kids 20 years ago are now 30 somethings with disposable incomes. Goosebumps and Fuller House come to mind. Two weeks ago, Saban’s Power Rangers made its theatrical debut and became the latest ’90s franchise to be relaunched. I caught it on opening night and enjoyed it. It’s not going to win any awards or anything, but it’s a solid origin story with typical Power Rangers cheese. However, I’m not a fan of the Megazord design, the suits, the Putties or Goldar having zero personality. Dat Amy Jo Johnson and Jason David Frank cameo tho! Not to mention, my entire theatre exploded when the classic GO GO POWER RANGERS theme came on. For a second there, we suddenly morphed back into innocent, wide-eyed 10 year old kids. Good times.

IT’S MORPHIN TIME!

Awesome intro! The theme is faithfully ported over and got you pumped!

MMPR1MMPR1b

 

 

 

 

 

Underrated intro — I always thought this was a really cool opening. Love the flaming city in the background,  the crimson red and the towering sight of Rita Repulsa. It made Angel Grove feel like any normal town or suburb anywhere in the USA. Hell, it could have been your town! That second shot is so simple yet so effective. One of the better SNES images that rarely gets its props.

MMPR2MMPR2b

 

 

 

 

 

Select from any one of the five Power Rangers. Each stage begins with you in their original teenager form. But halfway through, you morph into the Power Ranger form. Unfortunately, they more or less control all the same. I’ve always liked the corresponding light that transports each Ranger to the stage. It’s the small details!

MMPR3MMPR3b

 

 

 

 

 

Naturally, stage one takes place in the city. Is there a more classic stage one stereotype? But hey, I’m a sucker for a good city stage. Putty Patroller deception FTW.

MMPR4MMPR4b

 

 

 

 

 

About halfway through, there’s a boss preview and a morphing sequence.

MMPR5MMPR5b

 

 

 

 

 

Unfortunately, one thing you’ll notice right away however is that this is a single plane beat ‘em up. Kind of a bummer as I think the game would have been more enjoyable in a free roaming aspect with no plane restrictions.

MMPR6MMPR6b

 

 

 

 

 

Nothing like picking up a bench and tossing it at a Putty.

MMPR7MMPR7b

 

 

 

 

 

Remember the classic SNES era explosions? Power Rangers does.

MMPR8MMPR8b

 

 

 

 

 

Explosions in SNES games always looked like this, didn’t it?

MMPR9MMPR9b

 

 

 

 

 

Reminiscent of Double Dragon. That makes me one happy camper.

MMPR10MMPR10b

 

 

 

 

 

Bonehead is your first boss. All of the bosses are based upon the TV show. And all of them, like the game itself, are easy to beat.

MMPR11MMPR11b

 

 

 

 

 

Rattle his bones until only his head remains!

MMPR12MMPR12b

 

 

 

 

 

Unleash your bomb. Each Ranger’s bomb features their respective dinosaur. I love how it switches from showing a special attack and your signature dino. Good stuff!

MMPR13MMPR13b

 

 

 

 

 

Although the five Rangers play similarly, it’s still nice being able to select whoever you want before each stage. I always dug the rainbow effect of your chosen Ranger as they enter each new level.

MMPR14MMPR14b

 

 

 

 

 

Trini (played by Thuy Trang) is as graceful as they come. Speaking of whom, it’s sad that Thuy died in a car accident on September 3, 2001. Her funeral was held a week later and was attended by her Power Ranger cohorts. This was a day right before 9/11.

MMPR15MMPR15b

 

 

 

 

 

Transitions like such are handled smoothly. Pass through a wooded area to a warehouse factory of sorts. Trini flies through the air with the best of them.

MMPR16MMPR16b

 

 

 

 

 

Rita’s Putty Patrollers are no match for Trini’s athletic prowess.

MMPR17MMPR17b

 

 

 

 

 

Saber-toothed tiger was my favorite other than Jason’s T-Rex.

MMPR18MMPR18b

 

 

 

 

 

Rather bulky for a petite Asian girl, eh? Shame Natsume didn’t adjust the size of the Rangers. A hint of laziness on their part that isn’t a deal breaker by any means, but highlights the short cuts the firm took when developing this game.

MMPR19MMPR19b

 

 

 

 

 

Cookie points though for hazards that can take out either party!

MMPR20MMPR20b

 

 

 

 

 

Health refills are scattered throughout. Credit to Natsume for a slight twist here. To pick up a refill one had to press a button — this eliminates accidentally walking over it when you didn’t mean to. I’ve always appreciated when games from that era did that.

MMPR21MMPR21b

 

 

 

 

 

Bounce off walls with the greatest of ease. I wish Samus from Super Metroid did her wall jump as smoothly!

MMPR22MMPR22b

 

 

 

 

 

Gnarly Gnome and all his evil ways!

MMPR23MMPR23b

 

 

 

 

 

Seeing all the old faces from the TV show is good for a nostalgic jolt.

MMPR24MMPR24b

 

 

 

 

 

Walter Jones, who played the original Black Ranger, is done totally wrong here. His sprite resembles a primate more than it does a human. Weird!

MMPR25MMPR25b

 

 

 

 

 

There’s something about a classic flashing GO sign that keeps the old school gamer in me all giddy. Man, his sprite looks terrible…

MMPR26MMPR26b

 

 

 

 

 

Sewer stage? No, not stereotypical at all. But hey, at least it’s fun.

MMPR27MMPR27b

 

 

 

 

 

Mastodon > Lion Dinozord. Always and forever OG.

MMPR28MMPR28b

 

 

 

 

 

Nothing like smashing Putties with Zack’s power axe.

MMPR29MMPR29b

 

 

 

 

 

MMPR30MMPR30b

 

 

 

 

 

These sections are an absolute blast :)

MMPR31MMPR31b

 

 

 

 

 

Here, Putty Putty…

MMPR32MMPR32b

 

 

 

 

 

MMPR33MMPR33b

 

 

 

 

 

Underwater bits in video games are hit or miss. But this is a refreshing breath of air (pardon the pun). The water rises and dips. At times you can only swim but other times you can stand up and kick some Putty ass. Pretty cool.

MMPR34MMPR34b

 

 

 

 

 

Avoid his deadly eye beams and hack away.

MMPR35MMPR35b

 

 

 

 

 

Similar to Bones, Eye Guy battles to the very bitter end.

MMPR36MMPR36b

 

 

 

 

 

Interestingly enough, in the 2017 film the Black Ranger is played by an Asian and an African American played the Blue Ranger.

MMPR37MMPR37b

 

 

 

 

 

Every boy’s childhood crush!

MMPR38MMPR38b

 

 

 

 

 

Chandeliers fall and do not discriminate, taking out anyone caught in their way.

MMPR39MMPR39b

 

 

 

 

 

Kimberly has got legs for days…

MMPR40MMPR40b

 

 

 

 

 

Similar to Trini, Natsume didn’t account for the smaller build. D’oh.

MMPR41MMPR41b

 

 

 

 

 

Leaping over bullets like it’s a walk in the park and firing arrows at Putties like fish in a bucket — the Pink Ranger does it all.

MMPR42MMPR42b

 

 

 

 

 

Kimberly has the best range of all the Rangers. Love that second shot!

MMPR43MMPR43b

 

 

 

 

 

Similar to Gnarly Gnome, Genie fades in and out to keep you honest. He’s got the most attacks of all the bosses. It’s neat too that you can actually knock down his daggers with a well-timed strike. Big fan of that feature!

MMPR44MMPR44b

 

 

 

 

 

Enough fooling around. Time to put that genie back in the bottle!

MMPR45MMPR45b

 

 

 

 

 

Donatello was the brains of the Ninja Turtles, and Billy plays that role for the Power Rangers.

MMPR46MMPR46b

 

 

 

 

 

Turkey leg! What is this, Disneyland?! Hundred hand slap! What is this, Street Fighter II?!

MMPR47MMPR47b

 

 

 

 

 

Yeah, it’s safe to say Billy was never that jacked…

MMPR48MMPR48b

 

 

 

 

 

Nonetheless, he kicks Putty butt with the best of them.

MMPR49MMPR49b

 

 

 

 

 

Watch out for this giant laser beam. I love how it can take out the opposition as well!

MMPR50MMPR50b

 

 

 

 

 

There’s something ultra satisfying about an air throw.

MMPR51MMPR51b

 

 

 

 

 

Nobody ever said the Putty Patrollers were the brightest bulb in the tool shed.

MMPR52MMPR52b

 

 

 

 

 

They’re damn near suicidal!

MMPR53MMPR53b

 

 

 

 

 

Never learn, do ya?

MMPR54MMPR54b

 

 

 

 

 

Classic SNES era explosion. It never gets old.

MMPR55MMPR55b

 

 

 

 

 

What’s up with all the teleporting bosses? Dark Warrior is the hardest.

MMPR56MMPR56b

 

 

 

 

 

Billy’s Power Lance works effectively against Dark Warrior but call upon the powers of the Triceratops when the going gets tough.

MMPR57MMPR57b

 

 

 

 

 

MMPR58MMPR58b

 

 

 

 

 

MMPR59MMPR59b

 

 

 

 

 

Voltron, er, Megazord may have been all the rage back in 1993, but I always preferred Jason’s T-Rex. I remember it had a few solo battles in the TV series and those always had me on the edge of my seat. It was big enough to battle on its own but often lacked the oomph to finish off the bad guys for good. I would have liked to seen it being featured more in the original series. But maybe that’s just me.

MMPR60MMPR60b

 

 

 

 

 

Megazord in all his clunky glory!

MMPR61MMPR61b

 

 

 

 

 

Stage 6 puts you in the role of Megazord as you battle Mutitus. It’s a perfect choice because he looks absolutely badass towering over the factory!

MMPR62MMPR62b

 

 

 

 

 

Admittedly these giant battles are on the clunky side, but at the same time that added a bit of realism to things? Giant robots surely don’t move with the same grace as super powered humans. It doesn’t control bad or anything, but there’s a noticeable dip in the quality from Power Ranger to Megazord. The battles are still fun in their own unique ways.

MMPR63MMPR63b

 

 

 

 

 

Exactly like how you remember it being in the TV series, a flash of lightning appears right before you jam your Power Sword through the gut of your rival!

MMPR64MMPR64b

 

 

 

 

 

Cyclopsis is the final battle. There is a definite Mobile Suit Gundam Wing influence here!

MMPR65MMPR65b

 

 

 

 

 

Rushing in for the kill, you soon realize Cyclopsis finds his second wind.

MMPR66MMPR66b

 

 

 

 

 

MMPR67MMPR67b

 

 

 

 

 

TAKE THAT, BITCH! Cue Power Rangers theme song. End scene.

MMPR68MMPR68b

 

 

 

 

 

Rangers ride off into the sunset, literally.

MMPR69MMPR69b

 

 

 

 

 

Angel Grove’s Juice Bar, just like in the TV series, is the place to be. It even features a cameo from beloved Bulk and Skull. Unfortunately, there is no Zordon, Alpha 5 or Tommy sighting anywhere in the game. Man, I still can’t get over Zack’s sprite. That’s so wrong…

MMPR70MMPR70b

 

 

 

 

 

Hmmmm, come to think of it, we never did kill Rita…

PSST, WHAT’S THE PASSWORD?

MMPR71MMPR71b

 

 

 

 

 

There’s a four code password given at the end of each stage. I always appreciate a simple password system, but this game is so easy and short that the passwords are a bit comical. That’s how short and easy the game is. DAT RAINBOW EFFECT THO!

MMPR72MMPR72b

 

 

 

 

 

Seriously, I love a clean easy password system. No “S or 5?” BS here. By the way, at the end of the game three passwords are given. These allow a 2-player mode where Player 2 controls either Mutitus or Cyclopsis (Form 1 and Form 2). Eh. It’s not really worth playing but again, always better to have more options than not. I would much rather prefer this game to eliminate the single plane restriction and add a proper 2-player mode.

WHAT THE CRITICS SAID

Nothing shattering, really...
Nothing shattering, really…

EGM gave Mighty Morphin Power Rangers ratings of 7, 7, 6 and 6. There was a follow-up of sorts to this game called Mighty Morphin Power Rangers: The Movie. Most seem to prefer this first game, as do I. Despite the “sequel” having a 2-player option, it’s missing the charm of this simplistic single plane beat ‘em up.

CLOSING THOUGHTS

Fun game with some memorable visuals!
Fun game with some memorable visuals!

Mighty Morphin Power Rangers isn’t going to blow anyone away, but I remember thinking it was a pretty good little licensed game back in 1994. I still feel that way about it to this day. It sports some spiffy looking graphics that is pleasant to the eye. Although little details like all five Rangers having the same muscular build obviously detract a little from the overall package. The music is very good, especially when the Power Rangers theme comes on. The gameplay is simple as can be. It’s a single plane beat ‘em up so it’s very simplistic, but they threw in some fun little varied moments to keep things somewhat fresh. These include swimming sections, wall jumping and even having to contend with a gigantic laser beam that will ruthlessly slice anything caught in its vicious path. It does get a bit repetitive but that’s the nature of these type of games. It’s a shame the Rangers don’t play more differently. But I still like the ability to select any of them on any stage. It kind of reminds me of X-Men: Mutant Apocalypse in some ways.

OH NO! MY CAR!
OH NO! MY CAR!

Most Power Rangers fans are pretty pleased with how this game turned out. It’s faithful to the TV show and plays relatively well. It’s just a little too short and too much on the easy side of things. Still, there’s a simplistic charm about this game that somehow makes me revisit it once every couple years. It’s completely mindless and sometimes can get a bit repetitive, but I always enjoy popping it in for a few moments. It’s just a reminder of a simpler time when video games weren’t overly complex and the Power Rangers ruled the world. It’s by no means a masterpiece, but you’ll definitely appreciate it if you were ever a fan of the TV show.

Graphics: 7.5
Sound: 8.5
Gameplay: 7
Longevity: 6

Overall: 7.0

Thanks for the memories. R.I.P. Trini (Thuy Trang)
Thanks for all the memories! R.I.P. Trini (Thuy Trang)

Wolfenstein 3D (SNES)

Pub: Imagineer | Dev: Id Software | March 1994 | 8 MEGS
Pub: Imagineer | Dev: id Software | March 1994 | 8 MEGS

Ahh, Wolfenstein 3D. When this came out in early ’94, I was just beginning my torrid obsession with first person shooters. Something about the genre really appealed to me. Something about being a one man strike force mowing down gun-toting soldiers and mutants one after another. It’s a raw, visceral kind of experience no other genre offers! It provides the kind of thrill you won’t find in any other genre. Growing up in the early-mid ’90s meant living through the 2D fighting game golden age, the 16-bit wars and the Doom era. What a great time it was to be a kid in those days. While Doom gets most of the accolades and glory, there might not have been a Doom without a Wolfenstein 3D.

TRAILBLAZER

We knew we were embarking on a whole new journey
We knew we were embarking on a whole new journey

The first time I experienced Wolfenstein 3D was at my friend’s house. As he booted it up he flapped his gums excitedly about this killer new game that was supposedly unlike any other video game he had ever played. I thought he was just blowing smoke up my you know what, but I quickly became a believer of the hype the second I saw Wolfenstein 3D in action.

There was no other game like it in 1992

The blood, the carnage, the sheer mayhem — it was unlike anything I had ever seen before. It felt like we were playing something taboo… something we weren’t supposed to be playing. It was one of those awesome gaming experiences that stay with you for the long haul, not unlike the first time you saw the likes of Doom, Resident Evil or Super Mario 64. Even nearly 25 years later, I remember it vividly. The adrenaline rush shooting through my nine year old body at the time was damn near palpable.

MARCH 1994

Ah, the memories
Ah, the memories

Back in the day my brother would always ship me on the weekends to go rent a Super Nintendo game of his choosing. (See Memories of Renting for more). Wolfenstein 3D was one of those games my brother directed me to rent. It’s funny — I ended up playing the game more than he did. I loved Doom at the time but I had yet to play Wolfenstein 3D thoroughly. I only briefly played it at my friend’s house in mid 1992, but mostly I remember watching him play it. So the SNES port was my first taste for all intents and purposes. And boy did I love it. I even made a mini strategy guide where I rated the enemies and guns. Unfortunately that guide is just another childhood thing lost to time…

LATE 1996

One night my dad took my brother and me to FUNCOLAND. It was there I saw Wolfenstein 3D for $30. It wasn’t cheap per se, especially for an older game, but seeing it suddenly brought back good memories of that weekend I spent with Wolfie back in March of 1994. The nostalgic feels were too strong and I caved. My brother wanted to get the latest NHL game. But being that Wolfenstein was cheaper, my dad went with my choice much to my brother’s chagrin.

"If it bleeds, we can kill it..."
“If it bleeds, we can kill it…”

I remember rushing home and beat the game for a second time that weekend. It was an absolute blast (no pun intended). I also enjoyed revisiting random levels and messing around with the God mode. I sure made the most of it.

MARCH 27, 2006

Got these on Saturday, April 1, 2006. Epic weekend!
Got this on Saturday, April 1, 2006. Epic weekend ;)

Two months into my SNES resurrection, I fondly remembered my old friend, Wolfie 3D, and all the good times I had with it back in the ’90s. Found a copy on eBay and sniped it with ONE second to go. My max was originally $2.22 but at the last second I decided to add a nickel, making my new max $2.27. Funny enough, I won the game for $2.25. That nickel made all the difference! It felt great to add this childhood favorite to my growing SNES collection. I remember it arriving bright and early on a Saturday morning of April 1, 2006, along with Lufia II and Mega Man 7. Back when these expensive games were going for cheap. Also, they arrived the day before WrestleMania 22. Wow, it’s almost been 11 years. Ah, good times. But it took me nearly a year later to finally replay Wolfie.

RETURN TO CASTLE WOLFENSTEIN

Wednesday, January 31, 2007. Looking through my collection for the next game to play and review, Wolfenstein 3D caught my eye. Has it held up? Or has time been unkind to it? Only one way to find out…

PS- I’m going to rate the enemies and guns here like I did so many years ago. The higher the rating, the tougher the enemy and the more useful the gun. Because why not? :)

THE WEAPONS

Rating: 50 / 100
Rating: 10 / 100

If this were a horror movie, the knife would rank much higher. But it’s not. And in the world of Wolfenstein 3D, the knife is basically suicide. Never bring a knife to a gun fight, right? This game proves that and then some. On a side note, you can’t switch to the knife in the SNES version unless you’re out of ammo. That always annoyed me. Sure the knife sucks, but it would have been fun to use with the God mode (rather than firing all my ammo first in order to use the knife).

Rating: 75 / 100
Rating: 65 / 100

The pistol is better than nothing but it doesn’t pack much of a punch. Still, it gives you a long range weapon and you at least have a fighting chance. However, the rate of fire is rather pitiful and you’ll want a much more powerful gun beyond the first couple levels. It should be noted that once you acquire a stronger weapon, the pistol cannot be switched to. Odd. It’s fun to put the God mode on and use this gun against the bosses.

Rating: 77 / 100
Rating: 70 / 100

This quirky little gun would seem like a sizable step up from the pistol but it isn’t. Sure, the rate of fire is much faster than the pistol, but oddly, at times it seems even weaker than even the pistol! Not sure what happened with the damage ratio here, but it sometimes takes three even four shots to kill a guard whereas I can kill said guard with two pistol shots. Nevertheless, I’ve always liked this gun and it’s a blast to use on the bosses with the God mode!

Rating: 90 / 100
Rating: 90 / 100

Now we’re talking! This is the weapon to use 90% of the time. Rapid fire chaos and it’s also fairly strong. Only time that the chain gun shouldn’t be used is perhaps during some of the later boss fights, where it’s just a bit outmatched. But yeah, there’s no better feeling than firing this gun at will, mowing down a room of 10 Nazi guards in no time flat.

Rating: 92 / 100
Rating: 92 / 100

The flame thrower sure lights up the screen! Burn your enemies to a crisp (although unfortunately you’ll just have to imagine the burning flesh). Fast rate of fire and quite potent indeed.

Rating: 95 / 100
Rating: 98 / 100

The BFG of the game, this is the only gun in the game that can kill multiple enemies in one shot. Its only downside is the lack of ammo available and the fact that it fires a very small shot, leaving little room for error. On the plus side, there’s zero splash damage. Meaning you can fire it two feet away from an enemy and not take any damage yourself.

THE BAD GUYS

Rating : 75 / 100
Rating : 70 / 100

A low tier enemy, the guard fires a pistol and doesn’t have the greatest mobility. They’re a notch above a sitting duck, really, and you should be forced to turn in your gamer badge if you let one of these bastards take you down. They’re most memorable for screaming “HALT!” or in this case “STOP!” Sheesh, come on, no means no. Who’s the bad guy here?

Rating: 80 / 100
Rating: 80 / 100

Elite guards are a step above the regular guards. These burly blue uniformed men are far more menacing and pack a more powerful wallop. Their machine gun will take off more damage than the guard’s lowly pistol. However, they’re pretty slow both in terms of moving around and firing their weapon. This allows you to usually land the first shot. Repeat a few more times and before you know it this bastard will bite the dust. They’re formidable in packs, though.

Rating: 82 / 100
Rating: 82 / 100

Although weaker than the elite guard and carries a weaker weapon, the officer is not to be taken lightly. They react the quickest of all the enemies, often ambushing you with shots from left field. They tend to stay silent too, and zig zag about the castle floors making it more difficult to pelt them. They’ll sap more health from you than you may think. Hence the slightly higher rating than the bigger elite guards.

Rating: 84 / 100
Rating: 84 / 100

Proud product of the mad Doctor Schabbs, mutants don’t make a sound until they shoot, greeting you with the crack of gunfire. The mad doc inserted a pistol into the center of their chest and topped them off with cleaver-tipped arms! They’re pretty agile suckers to boot. The toughest of the regular enemies you’ll face. I always liked them as they brought a hint of macabre and a light occult flavor to the game. Besides, it can get pretty boring killing just human guards and dogs (oops, rats in this version). The mutant brings much needed diversity!

Rating: 25 / 100
Rating: 1 / 100

The killer dogs have been changed into… mutant rats?! Yes, it’s true. It’s just another sign of Nintendo censorship before they changed their family friendly image in late 1994 starting with Mortal Kombat II. Dogs or giants rats, it’s all the same at its core, however. This enemy is a joke. In fact, in all my years playing Wolfenstein 3D I don’t think a rat has ever successfully been able to bite me. Nuff said.

THE MISSIONS AND BOSSES

Rating: 90 / 100
Rating: 87 / 100

Mission One: Dresden Strike
Location: Castle outside of Dresden
Objective: Terminate Hans Grösse

Hans is the first boss and a relative cake walk with the chain gun. Hell, even his level has no other enemies. The same can’t be said for the other bosses who send wave after wave of guards and mutants your way before the ultimate showdown. But being a first boss, I get that id Software wanted the spotlight solely on Hans. It’s certainly a memorable moment when the door opens and you see his huge ass sprite for the very first time. I mean, it’s nowhere near the Barons of Hell debut, but it’s pretty solid in its own right. Many first aid kits lie in an isolated room nearby just in case, but you won’t need them if you skillfully strafe about. Upon detection he yells “I’M COMIN’ TO GIT CHU!” It’s a nice touch that always came off a bit creepy to me. Makes it feel a bit like a B-movie horror film…

Rating: 91 / 100
Rating: 91 / 100

Mission Two: A Dark Secret
Location: Castle Erlangen
Objective: Terminate
Trans Grösse

As you would expect, Trans is a fair bit tougher than his brother, Hans. Not only that but he’s also flanked by eight of his most trusted lackeys. That extra firepower can prove fatal if you aren’t quick on your feet and precise with your trigger finger. From this point on the enemy count in addition to the boss only increases. After communication with Hans Grösse proved futile, the Nazi forces realized they have underestimated your abilities. Hopefully, you’ve found a stronger weapon than the chain gun by now. Trans is more durable than Hans AND he’s extra pissed that you’ve killed his brother.

Rating: 92 / 100
Rating: 92 / 100

Mission Three: Operation Eisenfaust
Location: Dr. Schabbs’ Research Laboratory
Objective: Terminate
Dr. Schabbs

The maniacal doctor has been working hard late into the night. Malpractice, foul intentions and diabolical schemes are all on the menu. Grafting a pistol on to the chest of the recently deceased, he’s found a way to bring slain guards back to life! Somewhere in the depths of his laboratory he lurks. He may look like a simpleton but don’t be fooled by his appearance. Throwing unknown harmful chemicals and rusty syringes at you, Doctor Schabbs is more than a handful. Creepy bastard.

Rating: 95 / 100
Rating: 95 / 100

Mission Four: Trail of the Madman
Location: Mountain Fortress
Objective: Terminate ÜBERMUTANT

Despite killing the mad doctor, his efforts live on. Here’s his prized creation… the ultra deadly ÜBERMUTANT! Hidden in the dank dungeons of the Mountain Fortress, he awaits your arrival with many of his mutant friends in tow. This sprite never fails to impress me. The huge chain gun embedded in the middle of his chest… his four freaky arms each wielding a butcher knife… this is Michael Myers on steroids…

Rating: 97 / 100
Rating: 97 / 100

Mission Five: Confrontation
Location: Castle Heidenheim
Objective: Terminate
Death Knight

If you thought the ÜBERMUTANT was incredibly tough, you haven’t seen squat yet! The Death Knight is by far the hardest boss in the entire game. Being accompanied by dozens of guards and mutants is a big reason why, but even on his own he’s a force of nature. His gas attack inflicts tons of damage and he’s as durable as they come. I once beat him with only 2% health remaining. Whew…

Rating: 90 / 100
Rating: 90 / 100

Mission Six: Staatmeister’s Last Stand
Location: Castle Wolfenstein
Objective: Terminate Staatmeister

The final line of defense, as it were. The Staatmeister first appears in this exosuit and is actually pretty easy. It’s a bit anti-climactic, especially following the hard fought battle with the Death Knight. The suit is more bark than bite. That’s not to say he’s a walk in the park, because he isn’t, but you would expect the final boss to be a little tougher than this.

Rating: 85 / 100

After destroying his exosuit, you square off with his more vulnerable second form. It’s more of a formality than anything else, as the battle is truthfully a bit pitiful. In this state the chain gun will serve you just fine. But getting to him will prove tricky as the final castle floor is littered with pesky guards, crack shot officers, nasty elite guards and vicious mutants all hell bent on your destruction.

THE MANY FACES OF B.J. BLAZKOWICZ

WolfensteinSNES23WolfensteinSNES23bWolfensteinSNES23c

 

 

 

 

 

I like the various reactions of B.J. Blazkowicz. When you grab a big gun he’ll signal his approval with a fat grin. When he’s low on health he will look the part. But best of all, he turns his head in the direction he was shot from, which can save you some extra damage points if you react quickly enough. Not just a cosmetic feature, this was pretty cool stuff. Doom Guy seems to get all the love but let’s not forget B.J. did it first.

THE GAME

The key to success...
The key to success…

Each stage contains two different types of locked doors with two corresponding keys to find. Some keys lie around in the open while others are guarded by a horde of bloodthirsty soldiers and mutants.

Remarkable likeness, eh?
Remarkable likeness, eh?

These guys give you a 1-UP.

Be on the lookout for secret entrances!
Be on the lookout for secret entrances!

There are many secret passageways hidden within the 30 levels of Wolfenstein 3D. Simply approach any section of a wall, painting or closed curtain and press the A button. A portion of the wall will slide back if a secret room is hidden behind the panel. These rooms may contain valuable items such as 1-UPs, ammo, guns, etc. One secret room will even warp you to a special bonus level!

Imagine a dozen of him...
Imagine a half dozen Hans…

See if you can locate the hidden warp to play the bonus level where MULTIPLE Hans Grösse bosses call home. It’s quite the barn burner! HINT: it’s hidden somewhere in level 25.

WolfensteinSNES9

The levels have been reduced in size as compared to the original computer game, but they’re still plenty big. I still occasionally find myself getting lost within the mazes and labyrinths despite the reduced size.

What SNES Doom lacked!
What SNES Doom lacked!

After each level a password is given. This is how all passwords should be. Succinct, clear and only takes five seconds to input. None of that “Is this a 5 or S? ARGHHH!” crap.

The graphics took a hit but are still serviceable
The graphics took a hit but are still serviceable

Although many of the more questionable designs have been removed (the Hitler portraits and the swastika), the levels still maintain a nice look all things considered. Chandeliers can be found on the earlier floors, while later things become more depressing and macabre. You’ll find decaying walls, human bones and so forth. I like how the game handles these transitions and becomes progressively more bleak.

Enemies popping out of nowhere can make ya flinch
Enemies popping out of nowhere can make ya flinch

The goal is simple: reach the exit of each stage before the Nazi soldiers can take you out. It’s a classic concept that has stood the test of time. The game still makes me flinch on occasion when I turn a corner and blindly walk right into a bad guy from seemingly out of nowhere. It’s me versus him. Only one of us can survive. It’s raw and visceral like no other genre can offer. Good stuff.

I see you there...
I see you there…

Be weary of alcoves in particular. They are usually home to soldiers and mutants just waiting to ambush you. Strafing (shoulder buttons L and R) will be key to your success and thankfully works rather smoothly.

Going out in a blaze of glory!
Going out in a blaze of glory!

Always unhinges me a bit to see this…

Feel the rush!
Feel the rush!

Wolfenstein 3D gives you a great feeling of being a one man strike force. The destruction you can dish out is, at times, a great rush. Despite the lack of blood, it’s still a satisfying experience to mow down a room full of Nazi soldiers in no time flat.

"I prefer the dark..."
“I prefer the dark…”

Here’s another detail to the game that I’ve always appreciated as a kid. Early on the sky has a nice, cheery look to it with a few clouds. It almost feels serene… as if you’re at the park about to enjoy a picnic. However, later in the game if you peek outside the sky will be dark and gloomy. It’s a nice touch that reminds me of a quote from the 2004 film Sideways.

Great movie, great acting, great characters :)
Great film, great acting, great characters

When asked if he preferred the strawberry or chocolate cake, Paul Giamatti’s depressed character answered, “I prefer the dark…”

I like their spacious and clunky exits. Charming
I like the spacious and clunky exits

Seeing an exit always made me happy. Not just because it’s on to the next level but because I just enjoy the quirky design of the exits. It’s one of those things you can’t really put into words, but seeing an exit never fails to make me smile.

GUTEN TAG!
GUTEN TAG!

By the way, don’t always assume an exit means you’re home free. Some exits contain elite guards and mutants just waiting to take advantage of lackadaisical players.

Yeah, you know it can't be that easy...
Yeah, you know it can’t be that easy…

One of my favorite parts from the game… the next door lies in waiting straight ahead. But between you and that door?

A bevy of elite guards!
A bevy of elite guards!
Not just a mindless shooter
Not just a mindless shooter

This picture illustrates the beauty of this game. The bosses (as well as the regular enemies) stalk you relentlessly once you’ve been spotted. No short term memories here. Navigate around those walls strategically, using them to your defense. Wolfenstein 3D is far from being simply just a gung-ho kill kill affair. There is some strategy and crafty skills required in order to succeed.

The final battle!
The final battle!
In your face, Staatmeister Hitler!
In your face, Hitler Staatmeister!

CENSORSHIP

EGM called it
EGM called it

It’d be easy to blame the developers for censoring the game when in fact the preview version contained plenty of gore. Unfortunately, Nintendo censored the bloody thing — pun intended. Keep in mind this was half a year before Nintendo changed its stance and adopted a ratings system, which allowed such violent games as Mortal Kombat II to exist.

"RATS!" Indeed
“RATS!” … Indeed

The rabid dogs were originally present in the SNES port but after Nintendo got through with it, we got mutant rats instead. It’s largely cosmetic for the most part, but it’s easy to see why this degree of strict censorship left a bit of a sour taste for many people.

See? Blood was in the beta version
See? Blood was in the beta version

In fact, you can play the beta version as it’s floating out there in the vastness of cyberspace. Those of you adamant on experiencing Wolfenstein 3D on your SNES with red blood over sweat will be pleased — all two of you. Be forewarned though, it’s incomplete. After the first three missions or so it loops. That way you’ll never be able to finish the game. Bummer.

Wolf3DEx1Wolf3DEx2

 

 

 

 

 

Glorious sight indeed. But alas, it just wasn’t meant to be.

Blood doesn't make a game
Blood doesn’t make a game

Does the censorship hurt? Sure. Game killer? Definitely not. The game still plays very well and that’s the most important thing.

It's a blast, blood or not
It’s a blast, blood or not

THE ESSENTIALS ARE STILL INTACT

Rat-a-tat-tat…

It’s impossible to deny that the SNES port was stripped and gutted — killer dogs have been turned into mutant rats, the blood is missing, the levels are smaller and all Nazi signs have been removed. But at its core, Wolfenstein 3D is a good game and that hasn’t changed.

Watch out for those corners…

The gun sounds are relatively weak, but everything else is very well handled. The music has a great beat, the boss themes are intimidating and the voices are surprisingly rather clear. Playing this in stereo is a treat. Hearing “STOP!” from the left and right side simultaneously will get your heart racing. I’ve flinched more times than I care to willingly admit simply by turning a seemingly innocent corner only to be greeted by a loud “STOP!”

Wolf3DEx3Wolf3DEx3b

 

 

 

 

 

Bosses are huge and will make you sweat a little upon first glance.

Wolf3DEx11Wolf3DEx11b

 

 

 

 

 

Better not run out of ammo or else you’re stuck with a puny knife!

Wolf3DEx8Wolf3DEx8b

 

 

 

 

 

Doctor Schabbs is unsettling to the core. First of all, why is his fat ass grinning so much? And check out the dirty syringes that he chucks at you. Ugh, it kind of makes me shiver. There’s nothing worse than a creepy doctor.

Wolf3DExCreepyWolf3DEx7

 

 

 

 

 

Seriously creepy. Stop smiling at me! But you get a key for your troubles.

The bosses utter their one liners with a strange inhuman tone. “I’M COMIN’ TO GIT CHU!” and “I’M COMIN’ FER YOOH!” works surprisingly well. You’re in awe of their sheer size the first time you see the towering bosses. The ÜBERMUTANT in particular is quite the sight for sore eyes. You know he’s waiting for you… you’re strafing the corners and just waiting to find him… finally, when you let your guard down and turn the turner — “I’M COMIN’ FER YOOH!” It’s a rush, no doubt. Not many SNES games are as (in)tense as this one.

Boss battles are fierce
Boss battles are fierce

Backpacks (which allow you to hold more ammo) and first aid kits are scattered about. You’ll also find turkey meat and cheese. The cheese health refills are hilarious. They only recover 4% (!) health. What a strange low number. And why haven’t the mutant rats already eaten the cheese? It’s odd as all hell!

This can't be a good sign...
This can’t be a good sign…

CHEATS

  • 299 Rounds
    Press and hold R while turning the power on. Release R at the title screen, then start a game. Pause and press R, up, B, A
  • All Weapons + Maximum Ammo
    Hold R on controller 2, turn on the SNES and release R at the title screen. During game pause and press R, up, B, A
  • Full Map + All Keys
    Hold R on controller 2, turn on the SNES and release R at the title screen. During game pause and press A, A, up, B
  • God Mode
    Hold R on controller 1, turn on the SNES and release R at the title screen. During game pause the game and press B, up, B, A
  • Level Select
    Hold R on controller 1, turn on the SNES and release R at the title screen, then immediately press up and select
  • Level Skip
    Hold R on controller 1, turn on the SNES and release R at the title screen. During game pause the game and press up, B, R, B

WHAT THE CRITICS SAID

Wolfenstein 3D received scores of 8, 7, 7 and 6 from EGM.

  • Ed Semrad- 7: Good music and huge mazes help you come back for more and more. While there are changes it is still a very good translation… a great game that moves fast
  • Danyon Carpenter- 8: So the blood was removed. Who cares? The game is still a riot! Not many other games put you in the role of gun-toting soldier running rampant through a maze shooting guards and mutants
  • Al Manuel- 6: Although the Swastikas on the wall and Hitler have been removed, this is a pretty good translation
  • Sushi-X- 7: As one of my favorite PC games, this Super NES version almost has everything in the sense of the game play. A good translation
  • Super Play gave it a 78%, citing “Blocky but fun shooter”
  • GameFan gave it scores of 89, 89, 80 and 77% citing “Major fun, buy it!” and “Hair-raising action and sweat-inducing intensity!”

CLOSING THOUGHTS

Over your dead body? I can arrange that
Over your dead body? I can arrange that

There have been quite a few critics of the SNES port but I’ve always loved it. And quite frankly I still do to this very day. Granted, I’ve never thoroughly played the original computer game and thus can’t compare it to the superior originator. I can only base Wolfenstein 3D to other SNES games of its era. There simply aren’t many games like this on the Super Nintendo. Running through mazes mowing down guard after guard is a rush few other SNES games can replicate. It’s a raw and visceral experience. I still break it out every now and then as it’s fun to revisit even after all these years.

Not perfect, but it delivers

Yeah, the graphics get very pixel-y up close but considering the hardware it’s a relatively admirable job. Enemies can still be spotted from afar, which is critical. The boss sprites are incredibly massive, detailed and menacing. The music is catchy — I can still hear some of those tunes in my head. “STOP!” will make you flinch in your seat on occasion and the large mazes are complex and well designed. The gameplay is simply timeless and holds up well. It’s not just a mindless shoot ‘em up. Strafing throughout the labyrinths is key to success as well as using doors and corridors to your distinct advantage.

Whaaaaat a russsssshhhh!!

The enemy AI is very strong to boot. Enemies bum-rush you relentlessly upon sight. They’ll even come from other rooms when they hear the crack of gunshot. Not all doors are soundproof! This lends Wolfenstein a realistic feel and makes things much more interesting, not to mention extra tense! You never know when one innocent shot will lead to a summoning of the undead from many rooms over. You’ll hear doors opening in the far distance faintly. Then as the bad guys come closer and closer, the sound of the door opening gets louder and louder. You’re being stalked throughout the mazes. And it’s an absolute rush laying waste to 20 bad guys within the short span of 30 seconds! Some games never get old, and Wolfenstein 3D is definitely one of those games for me.

Graphics: 7
Sound: 8

Gameplay: 9
Longevity: 7

Award4Overall: 9.0
Gold Award