Street Fighter II (SNES)

Pub and Dev: Capcom | July 1992 | 16 MEGS
Pub and Dev: Capcom | July 1992 | 16 MEGS

Released in early 1991, Street Fighter II would forever change the course of gaming history. Sweeping coast to coast like a blistering tornado, swooping up everyone ruthlessly in its path, Street Fighter II took the video game world by storm. Gamers cutting classes, thousands of quarters disposed and endless lines — it was all just another day at the office for Capcom’s epochal once in a generation masterpiece. It was more than just a game; it was a phenomenon. Street Fighter II became a way of life for many. Never before did a game offer the endless combinations that Street Fighter II presented. In every pizza parlor, arcade hall, 7-11 — anywhere you could imagine — there was bound to be a Street Fighter II arcade cab with a line of eager players not far behind. Capcom had truly created a monster.

Then came the murmurs. If you put your ear low to the ground, you could hear the rumblings. Capcom was porting their money maker over to the Super Nintendo. The thought of being able to play the game in the comfort of your living room with no lines, no sticky buttons and no quarters? It was every kid’s dream come true in early 1992. That summer we got our wish when Street Fighter II made its home debut with a splash. Capcom pulled out all the stops, making this the first 16 MEG monster on the SNES. It was a glorious summer, indeed.

You've made it when you're on the cover of snacks!
You’ve made it when you’re on the cover of snacks!

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Eight warriors spanning the globe, each with their own special moves, six buttons of varying speed and strength, unique quarter motions requiring some degree of skill, combos… Capcom caught lightning in a bottle.

Anyone who was a gamer and involved in the arcade scene back in the early ’90s has a story about Street Fighter II. This is mine…

SUMMER 1991

Pride comes before the fall...
Pride comes before the fall…

My dad drove me, my brother Kevin and his friends to a 7-11 one hot summer day. We were going to pick up some chips and slurpees to enjoy on this scorching summer day. Inside was a Street Fighter II cab, naturally. One of my brother’s friends, Mike, challenged me to a duel right there in the store. Ahh, Mike was a classic dude. He was a burly 10 year old cocky punk who acted tougher than he really was. I selected Dhalsim because I was always drawn to underdogs and “freaks.” Mike was trash talking even before the match began. I wasn’t yet skilled enough to pull off a special move, hell, I didn’t even know how! But on that day it didn’t matter, for you see, Mike had no answer for Dhalsim’s long limbs. I ended up perfecting him two rounds in a row! It was the upset of the decade! My seven and a half year old self couldn’t believe it, and neither could Mike, who just stood there completely in shock.

My brother and Mike’s other friend were jumping around going “OHHHH!!!” I became the man of the hour, and Mike was never going to live this moment down, ever. I knew then and there Street Fighter II was no ordinary game. It’s a memory that’s never left me. The moment cemented me as a Dhalsim and Street Fighter II fan for life. And to this day, whenever I happen to step inside a 7-11 to pick up a cold drink on a hot summer day, I can’t help but think back to that moment in time.

1991 was a good year. Damn, it's been 25 years...
1991 was a good year. Damn, it’s been 25 years…

My bro, his friends and I used to frequent a local card shop, TRIPLE PLAY, on a biweekly basis. My bro would get 2 bucks to spend, and I’d get a dollar from my dad. I always spent that dollar on a Marvel 1991 trading card pack. My brother would as well, and then he’d use his last remaining dollar on the Street Fighter II cab. Kevin would occasionally spare me a quarter (what a great older brother, eh?) but most of the times I just stood by, happily checking out my new Marvel cards while keeping an eye on the older kids trading fireballs and fists.

Once in a while a game transcends gaming itself
Once in a while a game transcends gaming itself

And as the 8-bit Nintendo was making its final push in the US, word broke out about a SUPER Nintendo. A machine that promised to break all boundaries of modern technology and bring home the next wave of console gaming. Later that year the SNES launched and quality software like Super Mario World, Contra III: The Alien Wars and The Legend of Zelda: A Link to the Past ensured that the SNES hype was real.

Released November 21, 1990
Street Fighter II and SNES — a match made in Heaven

However, as great as those titles were and as much as they contributed to the ascension of the Super Nintendo, to me it was Street Fighter II that truly etched the system’s greatness in granite.

The anticipation built to a fever pitch
The anticipation built to a fever pitch

On a hot summer night in 1992, my brother and mom left to Sears Funtronics with one simple mission in mind: secure and bring home the hottest 16-bit video game. I stayed back and time seemed to slow down to a crawl. The seconds felt like minutes. The minutes felt like hours. Fight fever had officially taken over. When my bro finally made it back with Street Fighter II in hand, I’m pretty sure all my neighbors could hear our cries of joy. It was yet another moment in time of being nine years old, growing up in suburbia and experiencing the best era of video gaming.

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Right off the bat we noticed the little intro was missing, but honestly, we didn’t really care. It still felt like we had the arcade in our living room! Or at the very least, a strong slice of the arcade. And at that time, July 1992, that was more than enough to leave a lasting imprint on all of us.

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sfcontinue
No more quarters needed ^_^

THE WORLD WARRIORS

ryustanceRYU
DOB: 7.21.64
5’10” 150 lbs

The main character of the franchise, Ryu became the face of fighting games. A master of the Shotokan martial art, Ryu lives for the fight and only the fight. While some may consider him to be a little bland, there’s no denying he’s an iconic character who holds claim to some of the most legendary special moves in all of fighting game history.

ryustage

Duke it out on the dojo rooftop. Only the privileged few have ever step foot here. And you were lucky to leave the dojo on your own two feet!

ryusf2ryusf3Ah, the Hadoken fireball. Arguably the most iconic move in fighting game history, you just can’t beat a good old Hadoken.

 

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The classic Hurricane Kick.

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The double axe kick is a good way to polish off combos. It does a fair amount of damage. Your victim even vomits, which was always a fun sight gag.

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SHO-RYU-KEN! The Dragon Punch, much like Ryu himself, has often been imitated but so rarely duplicated.

kenstanceKEN
DOB: 2.14.65
5’10” 169 lbs

Friend and foe of Ryu’s, Ken is the more flamboyant of the two. He knows every move that Ryu knows. But unlike Ryu, Ken believes there is more to life than just the fight. In battle he is often times reckless and has a higher propensity to show off. Will arrogance be Ken’s ultimate undoing?

kenstage

Ken loves having an audience, and this boat provides him with just that. Storage barrels line the battle field and break if hit violently.

 

 

"HADOKEN!"
“HADOKEN!”

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Ken’s Hurricane Kick packs a wallop when administered in succession.

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“ARE YOU KEN!?” Wait, no, I’M Ken…

kenthrowkenthrow1kenthrow3

 

 

 

Ken and Ryu are virtually identical in Street Fighter II, except Ken’s kick throw sees him tumbling his victim through the air like a circus act. Yup, Ken was always the showoff.

Pretty much!
Pretty much!

hondastanceE. HONDA
DOB: 11.3.60
6’2″ 304 lbs

Edmond Honda entered the World Warrior tournament to prove the legitimacy of sumo wrestling to an unbelieving world. A winner of the “Yokozuna” title, E. Honda also holds claim to having the fastest hands known to mankind. He’s more agile than he looks, reminding one to never judge a book by its cover.

hondastage

A well-polished ring is kept ready for combat whether sumo or street fighting. He forbids spectators as Honda isn’t about spectacle but rather the pure uninterrupted spirit of true competition. Honda likes cooling off in his hot tub between battles.

hondasf2hondasf3His double knee inflicts a good amount of damage. It’s like being whacked by a tree limb!

 

 

Ken may never have kids...
Ken may never have kids…
Nutcracker city y'all
Nutcracker city y’all
Hundred Hand Bitch Slap
Hundred Hand Bitch Slap

blanstanceBLANKA
DOB: 2.12.66
6’5″ 218 lbs

For years natives have reported seeing something strange roaming deep within the rain forest. Although the stories vary, a few things remain consistent. This half man, half beast is incredibly fast, savage and as green as the rain forest itself. The creature became something of a “Brazilian Boogeyman.” The local government refused to acknowledge it and even ordered a media black out. That didn’t stop certain vigilantes however from setting up camp and trying to snap a shot of the wild beast. After years of murmurs and rumors, the creature known as Blanka emerged out of the shadows to win the great Street Fighter II tournament.

blanstage

After hiding in seclusion for years in the Brazilian rain forest, Blanka is now ready to take on the world. The natives are shocked to see the beast in the light of day and snap photos to prove that their eyes aren’t deceiving them. Imagine if this game were made in 2010. Those old cameras would be replaced with iPhones recording the action!

A savage attack befitting of a wild beast
A savage attack befitting a wild beast
He's got an electric personality...
He’s got an electric personality…

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We get a hint of blood with Blanka’s face bite. Nintendo of America was very sensitive with blood back in those early days, so mad respect to Capcom for being able to sneak in as much as they did.

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Double Knee Smasher!

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Momma always said use your noggin.

guilestanceGUILE
DOB: 12.23.60
6’1″ 191 lbs

During a special mission in Thailand, Guile and his best pal Charlie were captured by a tyrant named M. Bison. Charlie was murdered at the hands of M. Bison, and ever since then Guile has been out for blood. Using a unique blend of Special Forces training and street fighting skills, Guile is one of the most beloved characters of all time. Although Ryu and Ken were the faces of the game, Guile was always that cool alternative protagonist. He had the looks, the moves and who could ever forget his epic stage music?

guilestage

His comrades cheer him on to victory. Wooden boxes shatter like a Spanish announcer table at a WWE event.

guilesf1guilesf2guilesf3

 

 

 

 

 

Guile’s Sonic Boom is nearly just as iconic as the Hadoken itself. In some ways, I even prefer it to the Hadoken. Remember the jab version being so slow that in some cases you could follow it up with a well timed backfist? Super satisfying.

It never gets old, never
It never gets old, never

guilesweepguilesweep1If at first you don’t succeed…

 

 

... then try again!
… then try again!
Suplex City, Bitch
Suplex City, bitch

guileair

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guileair2

guileair3

guileair4

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CHUN LI
DOB: 3.1.68
5’8″ Never ask a lady her weight!

The so-called “Strongest Woman in the World” entered the tournament in hopes of avenging her father’s death, whose death she believes is on the head of a mysterious crime lord known only as M. Bison. Her obsession with vengeance fuels her every move, but will her burning passion for blood lust be her downfall? It’s a razor thin line; I wouldn’t want to get in her way! And between Guile and Chun Li, M. Bison better have eyes in the back of his head…

chunstage

In a quaint Chinese village there lies a small but bustling marketplace. As a customary form of travel, many folks leisurely pass by on bicycles. Meanwhile, a man in the background is busy preparing a chicken to be sold to customers. It’s just another hard day’s work to make ends meet.

Spinning Bird Kick!
Spinning Bird Kick!
Tap dance away
Tap dance away
Chun Li with the educated feet
Chun Li with the educated feet

chunwall

chunthrow

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Always a nice touch ^_^
Always a nice touch ^_^

zanstanceZANGIEF
DOB: 6.1.56
7’0″ 256 lbs

The strongest man in the tournament, this Russian wrestler fights bears for fun. And that’s really all you need to know. Zangief is not very user friendly — only the most advanced Street Fighter II players will be able to use him effectively. Man of a thousand holds, he owns the most devastating move in the game: the Spinning Piledriver! Pretty much every fighting game that came after this had a strong man with a similar big move. In that regard, like him or not, Zangief was something of a trailblazer.

zanstage

Zangief works long hours six days a week at this industrial factory in Mother Russia. During his break, as a way to entertain himself, he takes on all comers. His comrades cheer on from the sidelines.

Uh oh...
Uh oh…

The Spinning Piledriver is the hardest move to execute, but it also dishes out the most damage.

zan360shit

Avoid fireballs with the Spinning Clothesline
Avoid fireballs with the Spinning Clothesline
Zangief learned a thing or two from Haggar!
Haggar taught Zangief well

dhalstanceDHALSIM
DOB: 11.22.52
5’10” (varies) 107 lbs (varies)

Ahhh, the first fighter I ever picked. Dhalsim and I bonded from day one. He’s incredibly flexible and has the ability to stretch his limbs to attack opponents from a distance. This makes him a formidable foe not to be taken lightly, despite his lack of speed. Over the course of his long life Dhalsim has sought to unify his mind, body and soul through the discipline of Yoga. Through his meditation he’s able to spew fire from deep within. He makes for quite the hit at summer BBQs!

dhalstage

Dhalsim loves to meditate inside this indoor temple and stretch [Really? -Ed.] to gear up for battle. He’s proud of the rich wall tapestry and finely crafted architecture that represents his heritage.

I don't think he washes his feet...
I don’t think he washes his feet…
Stretch fighters became a staple of the genre
Stretch fighters became a staple of the genre

dhalnogiedhalnogie1The Yoga Noogie is an alternative option to Dhalsim’s regular throw. Instead of forward + fierce you press toward + medium. I liked how the game gave you two options for Dhalsim (and a few others, such as Honda and Guile). Besides, what’s better than pounding on someone’s skull so hard that they’re forced to do squats?

dhalbuttdhalbutt1Up close Dhalsim is not the best striker, but this double headbutt is a notable hit. It’s similar to Blanka’s double headbutt, but it’s much stronger and I love the sound effect it makes. You can really feel the power of Dhalsim’s cranium.

dhalsfdhalsf1The Yoga Fire was always one of my favorite fireballs in all of fighting games. Because it’s literally just that. A fireball! Plus it looks so simple and it actually sets your opponent on fire if they fail to block it. It made Dhalsim extra cool in my book that he was the only fighter who could produce this animation.

Yoga Flame for closer distance and more damage
Yoga Flame inflicts even more damage
Available for summer BBQ bookings
Available for summer BBQ bookings!

THE BOSSES

Originally M. Bison in Japan
M. Bison in Japan
Battle Balrog under the Las Vegas lights!
Battle Balrog under the Las Vegas lights!
Ryu, you're supposed to run before he counts
Ryu, you’re supposed to run before he counts
Mike Tyson > Balrog
Mike Tyson > Balrog
Balrog in Japan
Balrog in Japan
The masked ninja will climb the fence in a pinch
The masked ninja will climb the fence in a pinch
Ryu's eternal nemesis
Ryu’s eternal nemesis
Chest scar courtesy of Ryu from the first Street Fighter
Chest scar courtesy of Ryu from the first Street Fighter
Vega in Japan
Vega in Japan

capebisoncapebison1capebison2

 

 

 

 

 

Bison tossing off his cape right before the battle begins was so badass.

Can you withstand his twisted Psycho powers?
Can you withstand his twisted Psycho powers?

BONUS ROUNDS

The thing about bricks...
The thing about bricks is this…
"BRICKS DON'T HIT BACK"
“BRICKS DON’T HIT BACK”

sfcarsfcar1

sfcar2sfcar3

Best bonus round ever
Best bonus round ever

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Simply classic stuff
Simply classic stuff

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STREET FIGHTER II: THE SILLY WARRIOR

You know what this reminds me of?
You know what this reminds me of?
Mr. Sparkle!
Mr. Sparkle!

sf5onit

shinobi-sf

shinobi-sf1

[Yeah, I blocked this memory out. THANKS -Ed.]
[Yeah, I blocked this memory out. THANKS -Ed.]
Creepy witches...
Creepy witches abound…

sf2limbo

Meditate and maybe you'll be this forgiving, too!
Meditate and maybe you’ll be this forgiving, too…

DIZZY RAMA

ryudizzy

kendizzy

blandizzy

hondizzy

guiledizzy

chundizzy

zandizzy

dhaldizzy

While strikes and special moves are nice, they don’t mean nearly as much as when they’re linked together. Two-in-ones and combos are the heartbeat of true master champions.

An uppercut, deadly in its own right...
Deadly in its own right…
But when chained...
But when chained into another attack…
It becomes absolutely lethal!
It becomes absolutely lethal!

COMBO TIPS AND STRATEGIES

Every kid bought this guide back in the day
Every kid bought this guide back in the day

My brother and I even bought the GamePro Street Fighter II Strategy Guide back in 1992. It was the first guide we ever bought, and to this day it remains my favorite guide of all time. I wasn’t a huge fan of GamePro Magazine, but this guide was awesome. Over 2,000 full color screenshots and combos galore.

RYU

combosfsnesJumping fierce

Standing fierce

Dragon Punch

47% damage

KEN

Jumping roundhouse
Jumping roundhouse
Standing fierce
Standing fierce
Quickly cancel into Hadoken
Quickly cancel into a Hadoken
Opponent still reeling...
Opponent still reeling…
Still reeling...
Still reeling…
A thing of beauty it is
A thing of beauty

E. HONDA

combosfsnes3Jumping fierce

Standing strong

Ducking fierce

44% damage

combosfsnes3bJumping fierce

Standing roundhouse (double hit)

42% damage

CHUN LI

combosfsnes4Jumping fierce

Standing strong

Ducking roundhouse

39% damage

combosfsnes4bJumping jab

Standing jab

Standing strong

Standing fierce

42% damage

BLANKA

combosfsnes5Jumping roundhouse

Standing strong

Ducking roundhouse

41% damage

combosfsnes5bJumping fierce

Ducking forward

Rolling Attack

44% damage

GUILE

Throw a jab Sonic Boom
Throw a jab Sonic Boom
Follow up
Follow up
Spinning backfist
Spinning backfist

combosfsnes8Jumping fierce

Ducking strong

Standing strong

FLASH KICK

60% damage!

combosfsnes9Jumping jab

Standing jab

Sonic Boom

Standing jab

Ducking short

47% damage

ZANGIEF

combosfsnes10Jumping short

Ducking jab

Ducking short

SPINNING PILEDRIVER

63% (!!!) damage

combosfsnes11Jumping fierce

Ducking strong

Ducking roundhouse

41% damage

DHALSIM

Slide right before a fireball
Slide right before a fireball
You slide under and take 'em out
You slide under and take ‘em out
Dhalsim is so skinny...
Dhalsim is so skinny…
... that he can even fit under a Hadoken!
… that he can even fit under a Hadoken!
It's effective against a fireball happy foe
It’s effective against a fireball happy foe

combosfsnes14

Here’s the classic roundhouse fireball “trap.”

Throw a fireball of any speed. When they jump, knock them out of the sky with a roundhouse kick!

combosfsnes15

You can harass opponents by throwing a jab fireball and then quickly executing a ducking fierce for an easy, almost unavoidable hit!

ENDINGS

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Finish the game on levels 0-2 and you’ll be asked to challenge a harder level.

Levels 3-5 earns you your character’s ending.

Level 6 or 7 will display the credits. You also get to watch your favorite world warriors mix it up in a demo mode.

If beaten without ever changing characters
If beaten without ever changing characters
No swapping, no continues
No swapping, no continues

And should you not lose one round on level 7, then you can press start to make Chun Li say “Yatta!” (Japanese for I did it).

Let’s take a look at some of the endings.

RYU

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BLANKA

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sfending7

sfending8

blankaendg

GUILE

sfending9sfending9b

 

 

 

 

 

 

sfending10

sfending11

sfending12

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sfending14

sfending15

sfending15b

sfending15c

WHOA!
WHOA!
Please edit that out...
Please edit that out…

KEN

sfending16

sfending17

sfending18

Damn all these beautiful girls...
Damn all these beautiful girls…

sfending20

sfending21

sfending22

"See? She was with me first..."
“See? She was with me…”
"And me!"
“Me too!”
"Who else have you been with?"
“Who else have you been with?”

sfending26

sfending27

sfending28

"Who else have you been with?"
“And then I saw the footage…”

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sfending30

sfending32

sfending33

Things got rather graphic...
Things get rather graphic…
Moral: Pick the rock, not the ho
Moral: Pick the rock, not the ho
Whoa easy there, pal
Whoa easy there, pal!

“Oh, you’re getting married? Then prepare to be like me. You’ll be choking the chicken night and day, sir…”

Wait, what just happened? Uh, let’s just move on…

FIGHT FEVER

Everywhere you looked, Street Fighter II dominated
Everywhere you looked, Street Fighter II dominated

The pages (and covers) of EGM were dominated by Capcom’s 2D juggernaut. Every month there was page after page of coverage. Overkill? Quite possibly, but as EGM once wrote in an editorial, you go with what sells. And did Street Fighter II on the SNES sell or what! Sales for the first week set new records. Nearly everyone and their brother were drunk with Street Fighter II fever.

Soon thereafter came the clones. Many other companies started putting out their own fighting games in hopes of capturing lightning in a bottle and get their own slice of the pie. The years 1992-1994 were absolutely inundated by fighting games, and it was considered the “fighting game golden age.” I remember fondly a time where each time you visited the arcades, it felt like there was a new fighting game that popped up overnight like a pimple on prom night. It was an exciting and wild time if you loved fighting games as much as I did. But of course, very few came close to even sniffing the jock strap of Street Fighter II.

Here’s an excerpt from EGM’s September 1992 Insert Coin that captures that time frame in a nutshell quite well.

THE STREET FIGHTER II PHENOMENON

Could Street Fighter fever last forever? Yes, it could...
Could Street Fighter fever last forever? Yes, it could…

OK, by now virtually everybody in the country has the mega-hot Street Fighter II. Judging by the hundreds of letters we have already received, player satisfaction with this prime cart is at an all-time high. The impact of this game goes beyond just the software sales. Based on the letters we have received, literally thousands have bought Super Nintendos just to play this. SNK has just brought out a huge 87 meg fighting game called World Heroes, and we see no end in sight. How long will Street Fighter II stay popular? Most likely through the holidays. Or maybe forever. All in all, a big tip of the hat has to go to Capcom for all of the work they did in creating this phenomenon. This could be the Game of the Year!

EGM CREATES AN INTERNATIONAL MONSTER

When an innocent prank becomes legendary
When an innocent prank becomes legendary

EGM ran a joke in their April 1992 issue about how to fight a mysterious character named Sheng Long. Many thought this to be real including Hong Kong publication JADEMAN COMICS, who ended up printing the fake code. It later made its way to England’s GAME ZONE, who not only printed the code but updated it to supposedly work on the SNES port! Talk about lack of research…

The infamous Sheng Long April Fools joke became something of a legend and even infiltrated its way into Street Fighter II lore. EGM would go on to conduct annual April Fools jokes as a reader contest, but they never could quite recapture the magic like they had with the Sheng Long gag.

Check out this blurb from Super Play:

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WHAT THE CRITICS SAID

  • EGM: 10, 10, 9, 9  (won EGM’s 1992 Game of the Year)
  • GameFan: 100, 99, 97, 95, 88%
  • Super Play: 94%

CLOSING THOUGHTS

One of the most iconic and influential games ever
One of the most iconic and influential games ever

Street Fighter II was a happening. When it hit arcade scenes in early 1991 it changed the way we viewed video games. Sure, fighting games had existed before but it wasn’t until Street Fighter II that fighting games became a staple of the video gaming fabric. It spawned numerous clones, some of which were forgettable but a few became heavy fan favorites, and it was thanks to Street Fighter II for largely paving the way. The Super Nintendo port, while far from perfect, sure felt close to perfect back in the summer of ’92 when it originally came out. It was the first game that made me feel like we could finally play arcade games at home. Final Fight did a decent job of that, but there were too many blatant sacrifices. With Street Fighter II, however, it was a glimpse into the future that home systems were now JUST powerful enough to faithfully capture the spirit and essence of an arcade game. Moreover, I just remember the summer and fall of 1992 being dominated by SNES Street Fighter II, blistered thumbs and bruised egos. My friends and I played it to death — it was truly THE game to have back in those days.

Sure, there are far superior ports of Street Fighter II available today, and many do view the Super Nintendo port as obsolete and nothing but a nostalgic remembrance. Call me crazy but I still occasionally play this game and I’ll be damned if I don’t still love it. Even to this day, I find myself impressed by the port, knowing what they were able to squeeze into a Super Nintendo cartridge. Yeah it has the slow speed of the arcade original, and yeah it’s technically imperfect, but as a Super Nintendo game released in July of 1992, it was nothing short of a beast.

Keep on keeping on, Street Fighter
Keep on keeping on, Street Fighter

I feel very lucky that when the Street Fighter craze went down I was young enough to be awestruck yet just old enough to appreciate the magnitude of the event. Capcom hit lightning in a bottle, sparking a cross-cultural phenomenon. For every Hadoken shot around the world, every Dragon Punch, and for every Flash Kick, the Street Fighter legacy rocks on.

Graphics: 10
Sound: 10
Gameplay: 10
Longevity: 9

Overall: 10

Platinum Award
Platinum Award

Hats off to you, Capcom. We’ll never forget the memories of that special time in video gaming when fighting games were all the rage. A time when going to the arcades was the highlight of your week and everyone, truly, was kung fu fighting. No matter how old we shall grow, we’ll always remember those halcyon times and cherish those good old days forever.

King of the Monsters (SNES)

Pub: Takara | Dev: Genki | October 1992 | 8 MEGS
Pub: Takara | Dev: Genki | October 1992 | 8 MEGS

It’s early Christmas morning as I write this, and believe it or not, this game will forever be connected to Christmas. 24 years ago, in late December of 1992, my mom bought me King of the Monsters on the Super Nintendo. It was the first game she ever bought for me without first conferring with my brother. And it took something of a Christmas miracle to pull it off, so you can see my nostalgic desire to write about this game on this day. Sure, the SNES port was butchered. But the memories of this game live on to this very day. It was not only the first SNES game my mom ever bought for me but it was also one of the earliest arcade games I can remember experiencing. In fact, I remember it as if it only happened yesterday… *cue fuzzy flashback sequence*

***SOME TIME IN MID 1991***

ngarcade

The 2nd* arcade game I can remember playing was at Safeway with my brother, Kevin. It was like any other typical Tuesday night in the old neighborhood. The year was 1991. My bro and I tagged along with our dad to the local grocery store, doing our best to convince pops to buy us those delicious dinosaur fruit snacks. And if we were lucky, the WWF ice cream bars as well. We would be ecstatic if pops caved in to even just one of them. On this trip, no such luck however. We made our way to the end of a very long line. Kevin and I weren’t exactly the best behaved kids in the history of kids. Neither of us could stand still to save our lives. Unknowingly, it was a cunning strategy, for we spotted an arcade cab nearby in the corner where they sell the coal. Pops was more than happy to oblige, plopping two quarters in our hands, in exchange for a few minutes of peace and quiet. Off to the races we disappeared like two chalky ghosts in the night.

*The first arcade game I played was Street Fighter II.

When we arrived at the cab, I gazed up in amazement like it were the Sistine Chapel. What an amazing sight the Neo Geo MVS cab truly was. These were machines that housed four different SNK arcade games. I remember seeing Sengoku, a side scrolling beat ‘em up. But when I saw King of the Monsters for the first time ever, I knew I had found my match. It pitted six giant monsters against one another in a duel to the death. My brother and I were instantly sold. He picked the Ultraman clone, Astro Guy, while I chose the Godzilla lookalike, Geon. We played the tag team bedlam mode, which allowed me and my brother to team up simultaneously to rampage against two computer foes. Being an avid fan of Godzilla and monsters, I found myself enamored. My brother and I couldn’t shut up about it on the car ride home. That night I fell in love with King of the Monsters.

***DECEMBER 1991***

They scared and fascinated me all at once
Chuck E. Cheese’s was an awesome place for a kid to be

December 1991. My parents took me and my brother to our favorite place, Chuck E. Cheese’s, to celebrate the end of the year. My mother was rather strict so these rare opportunities where she allowed us to binge on our desires were not taken for granted! They ordered two large pizzas and got us 50 tokens. I knew where I was going to be for the rest of that night — at the King of the Monsters cab determined to beat it! It took me some time and way too many quarters to count but at last I did it, all while my mom sat back at the table eating unwanted leftover pizza crust and watching the whole thing go down.

This only took me an hour and about 5,000 quarters
This only took me an hour and about 500 quarters

I stepped back, drenched in sweat from wrestling with the joypad, and stared back at my mom who sat there smiling. I looked back at the arcade to watch the ending. My boy Rocky destroyed the news studio as a wide grin formed on my kisser. I recall thinking to myself, “I can’t wait for this to come home on the SNES!”

***DECEMBER 1992***

There was a certain magic in the air that night…
There was a certain magic in the air that night…

My mom and I used to go to the mall all the time. It was one of our traditions. She took me after school every Friday, rain or shine. I loved it because this was a time in life when the world was a different place. Even as young as 8, my mom allowed me to hit up my stores while she went shopping for clothes. This gave me a great sense of independence and for about 30 minutes I was on my own completely! I always visited Suncoast, Kay Bee Toys, Walden Books, Sam Goody, and of course, the classic SOFTWARE ETC.

Now rarely did she ever end up buying me anything once we reconvened, but that was never the point. It was fun enough thumbing through books, EGM magazines and drooling at the various action figures. It was the feeling that it produced. Just knowing you were on your own for half an hour made going to the mall a fun time. But the best times always came during Christmas season.

That little blond kid was me just a year or two ago...
That little blond kid was me just a year or two ago…

The mall Santa was there taking pictures, kissing babies and shaking little hands. At nine and a half years old now, I was too old for that stuff, but not old enough to not still believe in the magic of Christmas. So instead of sitting on Santa’s lap, I simply sat back from afar to admire what had been, and what once was.

My mom came over asking if I wanted to meet the mall Santa, but I told her I was too old. She looked at the kids rushing up to Santa just 20 feet away from us, lost in her thoughts. Somewhere in her aging face I saw her loosen up, as if she suddenly missed the days when I was that young scampering around. Perhaps it was the right kind of Christmas magic I’d need for what was about to transpire on that most magical December evening…

This was like a pot of gold at the end of the rainbow!

There it was, plastered in big and bold blue letters. I always made it a point to hit up SOFTWARE ETC. each time we visited the mall. Of course, I could only dream of my mom complying to buy me a video game. Still, like a moth to flame, those bold blue letters always sucked me in. I stood there that evening in sheer awe of the endless shelves of SNES goodies — games in which I could only dream of owning. And then, there it was. High on the shelf I saw it, shining like a beacon of light. KING OF THE MONSTERS for the Super Nintendo! It was just one short year ago that I’d beaten the arcade and thought to myself, “Man, I can’t wait for this to come home!” And now, it finally has. Only one problem, of course. How can I convince mom to buy it? Standing there, staring at the pristine shiny King of the Monsters box, my mind desperately raced through everything I could think of in order to weigh the odds in my favor.

I didn’t have very long to think…

“C’mon honey, we gotta get back home now.”

“WAIT!”

“What is it?”

What kind of compelling, poetic point would I make?
What kind of compelling, poetic point would I make?

“That…” I pointed to the King of the Monsters box sitting on the top shelf. “I want that.”

OK, so much for poetic language and convincing arguments.

My mom gave me “the look.” Uh oh. In the history of “momkind” the look has never been good news. Whether it was a look of frustration, disappointment or disgust, the look has denied kids an untold number of desserts, toys and video games. This task, I could tell, was going to be about as easy as Quantum Physics.

“Honey, that’s fifty five dollars.”

“No, it’s fifty four ninety nine!” I quickly countered. HA! I thought I had her — ahh, the bliss of being nine years old…

“Well actually with tax it’s about sixty,” she corrected.

Well DAMN. Talk about backfiring!

And then, out of nowhere, it hit me. My trump card. I explained to her how it was my favorite game, how I had to have it, and how much joy it would bring Kevin and me. And that if she bought it, it would count for not only my Christmas gift but also my birthday as well.

My mom grabbed the box to examine it closer. “Hey, isn’t this the game you played all night last year at Chuck E. Cheese’s? Is this the same one?”

It was just the right kind of Christmas magic I needed
It was just the right kind of Christmas magic needed

I nodded furiously and watched as my mom bit her lower lip, contemplating what to do. Finally, after what seemed like forever, she took the game to the counter. I stood there in awe watching as they swiped her credit card. It was the first video game she bought for me. Outside I could hear the chattering of youngsters and the HO-HO-HOs of the mall Santa. The Christmas season was ringing in full force, and this bit of Christmas magic only punctuated the moment. I couldn’t wait to get home and play it…

NOT QUITE THE KING…

Exactly. What could possibly go wrong? Well...
Exactly. What could possibly go wrong? Well…

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Right away we noticed there was no Player 1 and Player 2 vs. CPU 1 and CPU 2 option. In other words, there was no tornado tag team mode — hands down the best thing about the game.

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Disappointment city right off the bat
But hey, at least we get all six
But hey, at least we’ll get all six
Love me some Poison Ghost
Really love me some Woo!
And really love me some Woo!
Wait, WHAT THE ****!
Wait, WHAT THE ****!

The HELL?! What gives? Where was the King Kong wannabe, Woo? And what about the Smog Monster AKA Hedorah, where was his twin, Poison Ghost? So not only did Genki scrub the best mode of the game, but they also scrapped two of the six monsters. Man, was I disappointed.

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But you know the funny thing? I was a kid and even I knew it was a pretty butchered port, but there was a big part of me that somehow managed to still enjoy it quite a bit. It was weird. So much of the game had been gutted, but it was still King of the Monsters in my living room. And, at the time, that accounted for something.

NOT JUST FLAVOR OF THE MONTH

Never leave home without it
Never leave home without it

In the early part of 1993, my mom took me to places like ROSS. I remember one time I brought the King of the Monsters manual with me. I walked up and down those aisles with my head buried in the booklet. As mediocre as the port was, I kind of became oddly semi-obsessed with it. Well, at least my mom got her sixty dollars’ worth, eh?

I studied the tactics over and over again...
I studied the tactics over and over again…

THE STORY GOES…

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THE OBJECTIVE

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THE MONSTERS

geonkotmGEON
Special Attack: FLAME CRUSHER

When an ice glacier melted due to the abnormal warm weather in the Russian mountains, it unleashed the horror that is Geon. Unhappy to be roused from his deep slumber, he takes it out on anybody, or anything, that gets in his way. His hobbies include destroying cities and gobbling trains. The first character I selected, I have a soft spot for ol’ Geon. I tend to use him the most — his level 3 FLAME CRUSHER is quite a sight to behold.

No doubt a nod to the real King of Monsters
No doubt a nod to the real King of Monsters
A little horny, the git [... -Ed.]
A little horny, the git [… -Ed.]
Level 1 Flame Crusher
Level 1 Flame Crusher
Level 2 spirals for extra damage
Level 2 spirals for extra damage
Level 3 Flame Crusher, whoa!
Level 3 Flame Crusher, whoa!

rockykotmROCKY
Special Attack: ROCKY BOMBER

No one knows for sure where this mountain of rocks comes from. Rumor has it Rocky is a monster evolved from the Sphinx, Egypt’s God of Protection. Others believe he descended from the stars, angry with the way 20th century mankind has mistreated the environment. But one thing is for sure, he’s got a nasty disposition! Don’t let this pile of stone fool you — how Rocky can move so well is a mystery. I like Rocky. He has a cool roar and was the monster I used to beat the arcade game 25 years ago. Guess we been through a lot over the years, eh, Rocko?

Clearly inspired by this guy. Or not
Clearly inspired by this guy. Or not

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Delivers one hell of a running clothesline. Any wrestling fan would approve!

Level 1 Rocky Balboa, I mean, Bomber
Level 1 Rocky Balboa, I mean, Bomber
Level 2 rotates for extra velocity and power
Level 2 rotates for extra velocity and power
Level 3 has only four, but still strong
Level 3 has only four, but it’s still just as strong

beetlekotmBEETLE MANIA
Special Attack: BEETLE MISSILE

An ordinary beetle residing in the Amazon, one fateful evening that all changed when the mad creature underwent a horrific and mysterious transformation. Lacking any kind of intelligence, he destroyed even the forest in which he was born! However, his skills are plenty. With a hard body shell and tremendous fighting spirit, Beetle Mania now roams the earth in search for the next great fight. Unfortunately it comes at the expense of civilization as we know it!

I thought it was deja vu...
I thought it was deja vu…

Beetle Mania was clearly based off Godzilla’s 1973 nemesis, Megalon. Like many others in the Godzilla universe, I too am a fan of the “one hit bug wonder.” It’s too bad he wasn’t resurrected for Godzilla: Final Wars like how his battle mate Gigan was, but I digress. I always found Megalon’s suit really cool.

Well, so much for Geon being a dad
Well, so much for Geon being a dad
Level 1 Beetle Missile
Level 1 Beetle Missile
Level 2 -- love that elegant green hue
Level 2 — love that elegant green hue
Level 3 Beetle Missile (that's a lot of antlers!)
Level 3 Beetle Missile (that’s a lot of antlers!)

astrokotmASTRO GUY
Special Attack: FLASH WAVE

Holding the distinct claim of being the only, uh, human, to a certain degree you understand, Astro Guy originally started out as a mad scientist. Naturally, through experimentation he transformed himself into a super musclebound creature to fight the monsters suddenly appearing all over the world. What began as noble intentions to protect cities and rid the world of monsters was soon corrupted by the absolute allure of having no equal. Now what his true intentions are is anyone’s guess…

SPECTREMAN!
SPECTREMAN!

Obviously inspired by SPECTREMAN! Ah, the tin wonder played a role in my childhood. I remember how bulky the cases were for the Spectreman tapes. It really caught your eye on the video store shelf. My dad bought me the one where he battles both an Alien and the “Monster Hedgehog.”

Ah, childhood memories
I got the bottom left one. Such weird movies they were!

The theme song was the best part

Spectreman… Spectreman…

In a flash, like a flame,
faster than a plane,
a mystery with a name,

Spectreman!

Power from space,
he’ll save the human race,
yet, they’ll never know the face of Spectreman!

We will never know the source
of his powers and his force
as he guides this planet’s course…

Spectreman!

And don't forget Jet Jaguar!
And Jet Jaguar!
And of course, Ultraman
And of course, Ultraman
Does one mean basement dropkick
Does one mean basement dropkick
Level 1 Flash Wave. Just like Ultraman
Level 1 Flash Wave. Just like Ultraman…
Level 2 sees an upgrade to five
Level 2 sees an upgrade to five
Level 3 has nine! Nice
Level 3 has nine! Nice

THE GAME

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You battle each monster twice. In the arcade this meant a grueling 12 rounds. At home it’s a much more manageable 8. And this is the only time I’m happy to see four monsters instead of the full six. Stage 1 is home to Geon, but since we’ve seen it already (see the screenshots above), let us jump straight to stage 2 where we take on Rocky.

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The stages are based off real landmarks
The levels are based off real landmarks

As a kid I thought the stages were randomly constructed. Years later I came to realize they’re based on real life landmarks. Nice.

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Osaka is gorgeous, isn't it?
Osaka is gorgeous, isn’t it?

Yes, some of these towering skyscrapers can be seen, and destroyed, in the two Osaka stages. With Okayama having no tall buildings really, switching over then to Osaka was a very welcome sight.

Just another homage, really
Just another homage, really

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Ooooh, ahhhh
Ooooh, ahhhh
Just like 'em SOCK 'EM robots!
Just like ‘em SOCK ‘EM robots!

“Alright gentlemen. We went over the rules in the back but just to reiterate, I want a good clean fight, alright? That means no zapping below the belt. Remember, I’m fair but firm. Let’s touch gloves!”

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Monsters love to play hide and seek too, apparently. Or hide and maul, as it were.

What's better than a piledriver?
What’s better than a piledriver?
Sending 'em through a building in the process!
Sending ‘em through a building!

Nothing was better than hitting a big move on your opponent and watching the poor hapless sap go crashing through one of the big monuments scattered about. Sure, you can demolish the big buildings with three punches yourself, but the real fun comes in the form of sending your rival through one!

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Such a chivalrous gentleman, that Astro Guy
Such a chivalrous gentleman, that Astro Guy

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Adding insult to injury was always fun.

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Wham, bam, thank you m'am
Wham, bam, thank you m’am

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The classic GET UP severed hand remains. Continue and experience a jolt of power as your monster gets resurrected.

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Tokyo Tower beautifully replicated!
The throw inflicts the least amount of damage
The throw inflicts the least amount of damage
But can easily sending them through a landmark!
But can easily send them through a landmark!

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Indeed you are not, Hideki-san
Indeed you are not, Hideki-san

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THE END ?

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UNH, JUST THROW IT ON ME, UNH!

Battleships are fair play
Battleships are fair play
Does little damage but fun to do nonetheless
Does little damage but fun to do nonetheless
Jump and grab a helicopter
Jump and grab a helicopter
You can also chuck the maser tanks
You can also chuck the maser tanks

CHEAP TRICKS

[Hey, they stole your dating philosophy -Ed.]
[Hey, they stole your dating philosophy -Ed.]
kotmtricks1kotmtricks2Hit them with the strongest move in the game — the german suplex.

“What’s so cheap about this?”

For some ridiculous reason, this move leads to a re-dizzy. You can repeat this tactic 20 times in a row. No joke. Did someone not play test this thing? One might be thinking, “Well it must be pretty hard to dizzy them, right?” Not so. A few consecutive throws with their health bar on low does the trick. They get up in a daze, go behind them and press Y. Boom, german suplex. Then wait for them to get back up in a daze yet again, and repeat. For ultimate damage, while they’re on laying on the ground, unleash your special attack. Sometimes you can nail them twice with your projectile. Yikes.

The german suplex can also be applied in front during a grapple by pressing Y+B. But when your opponent is dizzy, simply pressing Y or B from behind works.

But hold on a second, if you thought THAT was cheap…

Unlike a fighting game, you can't block
Unlike a fighting game, you can’t block

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No blocking means you're screwed
No blocking means you’re screwed

kotmtricks6kotmtricks7There’s only one answer to this, besides your opponent mistiming it. The Japanese military finally notches a small victory against giant rubber suited monsters!

GENKI RESPONDS

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Hey thanks, Genki. Appreciate it. I hope you’re not just sucking up…

Genki dude: Of course not… oh, here’s some fruitcake — for you!

O_o

Genki dude: Uh the holidays, sir.

Ahhh. Si, si…

MISCELLANEOUS

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jetmegFeel like it’s Jet Jaguar vs. Megalon all over again! Hmmm, come to think of it, seeing Godzilla and his buddies in a King of the Monsters universe would have been pretty cool. Imagine Godzilla and company in this style of game. I’m sure we would have ate it up! Well, at least we got Godzilla: Kaijuu Daikessen.

 

 

kotm-mm3meman3boxRocky’s bite animation always reminded me of the robot bloke on the NES Mega Man 3 cover! You see the resemblance, don’t cha?

 

 

 

Speaking of resemblances...
Speaking of resemblances…
Whoa, striking, isn't it?
Whoa, striking, isn’t it?

Credit this wonderful art here to Nathan Newell and his excellent cool site nathansmuscleblog.blogspot.com/

That’s Black Hole Sunshine vs. Wood Beetle for the record, but damn do Rocky and Beetle Mania look like them!

WHAT THE CRITICS SAID

Pretty decent looking ad, at least
Pretty decent looking ad, at least

It was all quiet on the western front. The game was released just before GameFan’s time and EGM only ran a quick one page preview. They ended up never reviewing it. Super Play rated it 79% though an actual review never appeared in the magazine. SNES King of the Monsters just never got much publicity. If only it did then maybe I wouldn’t have been so caught off guard with all the cuts!

I remember reading this little blurb over and over
I remember reading this little blurb over and over

GENESIS VS. SNES VERSIONS

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Which port is better? I’ve never played the Genesis port but it does look damn impressive. Looks much more identical to its arcade brother than the SNES port does. How it plays though I have no idea. Released about one year after the SNES port, the tag team mode and two monsters are still missing, but everything else looks to be pretty good. Check the graphical differences between the Genesis and SNES ports below.

I'll take this over the eight small fireballs
I’ll take this over the eight small fireballs
Looking nice there, Astro Guy
Looking nice there, Astro Guy
Looks painful! Shame, Genki, shame
Looks painful! Shame, Genki, shame
Sound off below if you've played the Genesis port
Sound off below if you’ve played the Genesis port

GameFan gave the Genesis port some good loving with scores of 89, 87, 83 and 82%. “It blows the doors off the SNES version” and “makes it look like dog meat” were some of the comments recorded. The Genesis port was developed by SPS.

CLOSING THOUGHTS

King of the Monsters? Try King of the Mediocre
King of the Monsters? More like King of the Mediocre

The arcade original was released by SNK in Japan on February 25, 1991. By freak accident, exactly 15 years later, I bought the SNES port (for the second time but this time with my own money). Back in ’92 I recall having a strange fascination with the port despite my knowledge of how butchered it was. Replaying the SNES port in 2006, I wondered how much my opinion might change or not. Turns out not much has. It’s a port that was stripped of its best feature and a whopping 33% of its original cast. It should have been so much better, but what remains is kind of still King of the Monsters. It was never a perfect game to begin with. Some key aspects missing definitely accentuate the flaws but what’s left isn’t unplayable by any means. You just have to take it for what it is, or simply leave it. Still, I couldn’t help but enjoy playing it for 15-20 minutes. Perhaps if nothing else but for the nostalgia of that unforgettable Christmas 1992 season. I acknowledge this game is ho-hum at best, but it is admittedly something of a guilty pleasure for me.

Always a gentleman, that Astro Guy
Always a gentleman, that Astro Guy

The graphics are the best part of this game. Though grainy and lacking intricate detail in the monsters themselves, the cities look pretty fantastic, especially the ones at night. Each stage gives you plenty of space to roam within the confines of two electrical barriers. Sound and music is decent, fitting for this game which has a Japanese 1960’s B-Movie feel to it. Sadly, it’s the game play that abandons it. What could have been! First, the grapple system. Is it based on timing? No. Button mashing? Not that either. Nope, it appears that the victor is totally random. And thus, grappling is a wash and never feels wholly satisfying. Secondly, to win a match you must score a 3 count on your rival. But in order to do so, you must pin them multiple times after their health bar has been fully depleted. Let’s say you pound on Rocky for three minutes solid once his energy bar has hit zero before going for the cover. He’ll still kick out at 2 (in John Cena fashion). What gives? It makes no sense to have to pin them several times every single time. It’s rigged to be like this, and it feels incredibly cheap. You should be rewarded for kicking the snot out of them, but you’re not. And then you have the two erroneous gameplay tricks as documented earlier, in addition to the missing tornado tag team mode and monsters.

O, where art thou?
O, where art thou?

Speaking of the monsters, and this by the way was prevalent in the arcade game as well, the monsters are exactly the same! Well, aside from their special move and rushing attack. No differences in strength, speed, agility, or any of that good stuff. The moveset is severely limited — you’re relegated to a throw, german suplex, pile driver and a bear hug or a bite hold in a grapple. How cool would it be if the monsters had their own unique moves, to go along with speed and strength differences? :(

Love the Japanese '60s B-Movie feel
Love the Japanese ’60s B-Movie feel

Yet despite all these glaring flaws, I still kind of like the game in some small ways. Call it nostalgia, call it what you want, but there are some games you just have a connection with (for better or for worse). Though they’re far from being great, or even good, you still play them once in a blue moon because in some strange and small way you enjoy doing so. We all have a few games for which that rings true. Nobody can say exactly why someone would like it, except for that person, and that person alone. Yeah, part of me is still annoyed that Woo and Poison Ghost are nowhere to be found and that the tag mode was scrapped, but like a good longtime friend you accept them for who they are, warts and all.

Graphics: 7
Sound: 6
Gameplay: 5
Longevity: 4

Overall: 5.5

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Hey you gypped us first!
Hey, you gypped us first, damnit!

Final Fight (SNES)

Pub and Dev: Capcom | September 1991 | 8 MEGS
Pub and Dev: Capcom | September 1991 | 8 MEGS

Are you a sadistic and bloodthirsty game player? Do you enjoy partaking in the odd boisterous barbaric brutality? If you answered yes, then you sir probably enjoy the classic beat ‘em up genre. The SNES is loaded with them. Take control of the Lee brothers, the Battletoads, ninjas, knights, hell, even Batman! Final Fight was the very first to hit the SNES and helped pave the way for others to come. It’s hard to believe it’s now been over 25 years since it came out. It’s amazing how so many of our childhood favorites have been celebrating 20, 25 and even 30 year anniversaries in the past year or so. These games keep getting older, but our memories remain!

By the way, talk about a funky box art. I imagine their dialogue like this:

“Are those skull earrings?”
“Why yes, Mommy got me them.”
“Cool, I have a pair just like that at home.”
“Yeah ain’t they great. They accentuate my scar!”

THE FIGHT BEGINS

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Final Fight originated as an arcade in Japan (December 1989) and shortly made its way to the US at the turn of the 1990s. No, it wasn’t the first beat ‘em up ever, but it was one of the earliest and the first to hit the Super Nintendo. It will forever hold that distinction as #1… but is it truly number one, as in the best?

Let us take a closer look then…

FINAL FRIGHT: A HAUNTING TO REMEMBER

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Not only was Final Fight the first beat ‘em up to hit the Super Nintendo, it also happened to be the second SNES game I had ever played. Way back in December 1991 on a cold and dreary morning while vacationing in beautiful Lake Tahoe. As documented in F-Zero, the first SNES game I ever played, I found myself home alone on a Sunday morning in a huge cabin that my family rented out. My family and friends left for breakfast while I was still asleep. My mom didn’t want to wake me up after a long night of hanging out with the guys so she decided to let me sleep in. The moment I woke up, I felt a chill and knew something wasn’t right. The cabin was right out of a horror movie, with demonic looking hallways and weird noises hissing everywhere as though it were a real breathing entity. The cabin was freezing too! I crept downstairs and found a note from my mom explaining why she let me sleep in, and telling me to make some Honey Nut Cheerios. But food was the last thing on my mind!

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Ever feel a presence in the room with you? That someone, or something, is watching you? That’s how I felt on that cold, dreary December morning of 1991. But being 8 years old and resourceful, I believed spirits would not mess with me if I had the radio or TV turned on — any kind of noise. I believed they only attacked those who were alone. So I turned on the TV and watched a WWF show for a while. Then I spotted Tommy’s Super Nintendo lying on the floor. It suddenly dawned on me that this was my chance! With all the “cool” older kids gone, little ole me could finally have a turn. I started with F-Zero and then played Final Fight until my family and friends came back. Sure, part of me was ecstatic to see them again — I was no longer the lone prisoner trapped inside this cabin from hell — but something funny happened during my inaugural playthrough with the SNES. It made me forget about evil spirits and instead transported me to the future of video gaming, where you could snap a guy’s neck in two and soar 200 feet across a race track suspended high above a futuristic city — all in stunning graphics and sound. And it was nothing short of magic.

Damn, can’t believe it’s now been 25 years since that fateful December morning. For more details, check out My Super Nintendo Genesis.

THE STORY GOES…

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"Forget GUY, it's just you and me, old-timer!"
“Forget GUY, it’s just you and me, old-timer!”

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Shhh! How dare you accuse Capcom of milking a series!
How dare you accuse Capcom of milking a series!
OK you might have have a point there...
OK you might have a point there…

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Yes, there is an option mode but you had to do this code to activate it first. With Extra Joy on, your special move is just “A” instead of “Y” + “B” — hey, every little bit of help counts, right?

Nope, but damn can they fight... observe!
Nope, but damn can they fight… observe!

MIKE HAGGAR

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Haggar has perfected his German Suplex to a tee, ramming his victim head first into the canvas. That’ll give them something to remember you by! Er, that is, if they are still conscious…

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Pick their sorry carcass up, give them a few headbutts and send them packing with a smooth piledriver. Simple but effective combo.

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Sometimes you just need a little space. In such instances, employ the devastating spinning clothesline. It’ll teach the bastards a thing or two about personal space!

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Did you know you can punch twice then immediately throw them? Just hold up or down on the control pad while you’re delivering your punches. I never knew about this back in the day! It completely makes the game a much easier (and more enjoyable) experience. It turns you into a lethal, efficient killing machine.

CODY

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Cody’s knuckle sandwich combo. Want fries with that?

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For major damage and a sick looking combo, jump in with a downward strike, punch them three times and polish it off with a shoulder throw. +10 for style, +100 if you knock out some other baddies on the opposite side too!

Cody's Spiral Kick makes the Lee brothers proud
Cody’s Spiral Kick makes the Lee brothers proud

MAP QUEST

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Starting out in the classic slum, march your way through crime-ridden Metro City in five different war zones. Yes, the arcade had six. But more on that a bit later…

PUTS THE “FINAL” IN FINAL FIGHT…

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Who could ever forget Final Fight‘s perilous continue screen?

It's OK... you certainly weren't alone... *evil grin*
It’s OK… you certainly weren’t alone… *evil grin*
Ah quit yer bitching, I like to cut it close "BUDDY"
Ah quit yer bitching. I like to cut it close, “BUDDY”

STAGE ONE — THE SLUM

So, what's one to do?
So, what’s one to do?
Extend the olive branch!
Extend the olive branch!

Maybe Haggar’s got some candy there, or money. You know, the homeless epidemic has really hit Metro City hard as of late…

[Or maybe Haggar is offering him a black eye -Ed.]

There’s that, too…

"That's the last time I buy deodorant at Dollar Tree..."
“That’s the last time I buy deodorant at Dollar Tree…”
What's inside is enTIREly a mystery. Sorry
What’s inside is enTIREly a mystery

Sorry, that was pretty bad. Knock over tires or drum cans to reveal items for extra points, weapons or food to replenish your health. I wonder who puts it there? I guess every major crime lord has a little bit of heart in them after all…

Whoa, that's harsh. Come on, it's almost 2017!
Whoa, that’s harsh. Come on, it’s almost 2017!
"If you want some, come get some!"
“YOU WANT SOME? COME GET SOME!”
They never learn, do they?
They never learn, do they?
"I'm warning you -- step back, bitches!"
“I’m warning you — step back, bitches!”

OH CRAP! Surrounded by a group of petty thugs, what’s a guy to do in this ruthless day and age?!

Yup, they never learn
Yup, they never learn

Connecting on your special move takes away a small portion of your health, but it’s the right call when surrounded. Otherwise, you’ll most likely be on the receiving end of a gang attack and lose significantly more energy than you would had you used your special move at the first sign of trouble.

Just what Mike needs
Uh oh…

Haggar can only toss the knife while Cody can actually hang onto it for a bit and go MICHAEL MYERS up in this mutha! Cool little touch to further differentiate the two. If you’re playing as Cody and wish to launch the knife, then simply hold down. Sweet.

"Here, fatty fatty..."
“Here, fatty fatty…”
Very similar range of motion
Very similar range of motion

Much love and respect to baseball pitchers. It’s such an unnatural throwing position and why so many pitchers have jacked up shoulders. By the way, it’s a little known fact that Mike Haggar was the MVP of the Metro City Maniacs* — a softball recreational league that plays ball every other summer. *Complete and utter BS.

Talk about the wrong side of town...
Talk about the wrong side of town…
*whistles* "Damn you look fine today, Mike!"
*whistles* “Damn you look fine today, Mike!”

Say hello to the first boss, Damnd! Er I mean, Trasher. Damn that censorship, pun intended.

At any rate, Damnd is a bit of a puss who prefers calling on his lame lackeys to do the fighting for him. His trademark sit and whistle makes the seamless leap over to the SNES port. At opportune times, Damnd will try to blindside you, the gutless git!

"Come at me, bro!"
“Come at me, bro!”
Most dramatic death ever
Most dramatic death ever

“UGH!”

“That’s right! Shouldn’t have messed with me, pal!”

Hey, he minored in acting
Hey, he did minor in acting

“How could I lose to a guy in the middle of a mid-life crisis!?”

“HEY! SHHHH! Keep that on the down low, will ya!”

Damnd croaks
Damnd crumples over

“Damnd bastard! Throwing shade at me huh? This serves you right!”

"Trump woulda killed me anyway"
“Trump woulda killed me anyway!”

“Jeez would you go on and die already!?”

STAGE TWO — THE SUBWAY / PARK

Nice rumbling sound effect; this IS the SUPER Nintendo
I’ve always loved the rumbling sound effect here

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El Gado with the ol’ reliable KIDNEY PUNCH.

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… and Hags with the even more reliable sword slash!

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Check out how deceptively deep this game is. Yup, when timed right, you can deflect the enemy’s projectiles. Sure, you could just sidestep it, but we all know one universal truth: REAL MEN DROPKICK!

That you are, El Gado
That you are, El Gado
Cue that audience "ooooh" soundtrack
Cue that audience “ooooh” soundtrack
Public transportation makes the world a better place
Public transportation: making the world a better place
I guess he never knew up in a big family...
I guess he never grew up in a big family…
Sodom, er, Katana is a very lethal and agile boss
Sodom, er, Katana is a very lethal and agile boss
Andore in the front row. I'll deal with him later...
Andore in the front row. I’ll deal with him later…

BONUS ROUND

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WHOAAA OHHHHH!

WHOAAA OHHHHH!

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We’re not gonna take it! No! We ain’t gonna take it! We’re not gonna take it anymooooooore!

NO WAY!

"WE'RE FREE, WE'LL FIGHT, YOU'LL SEEEE!!"
“WE’RE FREE, WE’LL FIGHT, YOU’LL SEEEEE!!”

Ah, you gotta love Twisted Sister. Their cult song “We’re Not Gonna Take It” became something of a rebellious cry for teenagers and young adults in the mid ’80s with its never-say-die, take-no-BS mantra. In some circles it became the anthem of a generation more than 30 years ago.

Oh my car indeed
Oh my car indeed

STAGE THREE — WESTSIDE

Haggar, you don't like very many things do you?
Haggar, you don’t like very many things do you?

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Forgot to RSVP? As long as you didn’t forget how to pull off a dropkick, you’re good to go.

Gado isn't the sharpest knife in the drawer *rimshot*
Gado isn’t the sharpest knife in the drawer *rimshot*
Cody pops in for a special cameo like only he can
Cody pops in for a special cameo like only he can
They told him don't you ever come around here
They told him don’t you ever come around here
SO BEAT IT! No one wants to be defeated...
SO BEAT IT! But you want to be bad…
These two Andores are the sub-bosses of Westside
These two Andores are the sub-bosses of Westside

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Speaking of Andore, the big beefy goons in beat ‘em ups were always my favorite kind of enemies to fight. Abobo was an actual boss while Andore is a top-tier regular enemy. I have a soft spot for bad guys who aren’t quite boss-worthy, but are much tougher than all the other regular bad guys. Whenever I think “beat ‘em up baddies,” Andore and Abobo are the first two I always think of.

J moonlights as a Streets of Rage baddie... it's true
J moonlights as a Streets of Rage baddie… it’s true

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There you go Haggar! Now you got the rhythm down!
There ya go Haggar! Now you got the rhythm down!
Meet Metro City's corrupt police force!
Meet Metro City’s corrupt police force!
Beware his Billy Club...
Beware his Billy Club…

STAGE FOUR — BAY AREA

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“WOOF!”

“Cute dog.”

“Hey Haggar!”

“What? Have I taken one too many blows to the head? Doggie, YOU TALKIN’ TO ME?”

“You’re lucky! Capcom took out a WHOLE stage to make life easier for ya, and for them as well! You know, less programming on their part.”

"Sorry pal, I don't swing  that way..."
“Don’t let the mustache fool you. I don’t play that…”

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Nobody did bathroom scenes better than Capcom. Remember Birdie’s stage from Street Fighter Alpha 2? It’s always a riot to beat up bad guys against a grimy and dodgy looking backdrop! This is FINAL FIGHT after all, not friggin’ ballet!

Capcom certainly knew how to work their restrooms
Capcom certainly knew how to work their restrooms
Yeah let's not piss off the angry maniac, no?
Yeah let’s not piss off the angry maniac, no?

BONUS ROUND

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Smash several glass windows in succession. It’s a lot tougher than breaking the car. Who knew glass could be harder to demolish than a car? Oh those silly Capcom hipsters.

STAGE FIVE — UPTOWN

What a macho lot we are
What a macho lot we are
"Curse my bloody mid-life crisis!"
“Curse my bloody mid-life crisis!”
Neither of them are too smart...
Neither of them are too smart…
Boys will be boys!
Boys will be boys!
They don't really hide in the hedges. Just a flunky glitch
They don’t really hide in the hedges. Just a glitch
Shouldn't have dropped out of Metro City High...
Shouldn’t have dropped out of Metro City High…
[Gee, thanks for the helpful tip, Einstein! -Ed.]
[Gee, thanks for the helpful tip, Einstein! -Ed.]
Another flunky glitch
Another flunky glitch

Watch out for the shattered glass. See what happens? OH CRAP, HAGGAR’S LEGS! It proves that broken glass isn’t safe at all. [Maybe you shouldn’t have dropped out of Metro City Community College -Ed.]

As they say, this ain't his first barbeque! Quite literally
This ain’t his first barbeque — quite literally

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Or even better, you get to pick your own path! Not
Or even better, if you could pick your own path
That ain't right...
That ain’t right…

Say hello to the final boss, Belger. He must be real happy to see Haggar, because he’s got a second arrow gun hiding in his pocket there…

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Jessica has no eyes. Damn, Haggar with them freaky genes. Belger is a handful, but you can actually grab and throw him consecutively if timed and positioned correctly.

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A neat touch. Belger really only cares about himself
A neat touch. Belger really only cares about himself

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[Hmm, where have I heard and seen this before? -Ed.]
[Hmmm, where have I heard and seen this before? -Ed.]
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'TIL THEN I WAAALK ALONE
‘TIL THEN I WAAALK ALONE

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It doesn't take much for a lady to be, ahem, persuasive
It doesn’t take much for a lady to be… persuasive

ARCADE VS. SNES COMPARISON

Guy is missing in the SNES port
Guy is missing in the SNES port

Fans of Guy were bummed out to find he was nowhere to be found in the SNES port. Capcom then released Final Fight Guy on the SNES in July 1994. This version allowed you to play as Guy but Cody was taken out and there’s still no simultaneous 2 player mode. What the hell, Capcom? Shame on you.

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We hardly knew ya, two player mode *sniff*
We hardly knew ya, two player mode *sniff*

More disappointing than losing Guy was losing the 2 player mode. Early beat ‘em ups like Rival Turf proved it was possible. Even with one player, Final Fight occasionally slows down to a crawl at certain points. Capcom didn’t quite yet master the ins and outs of the SNES in 1991, but as we all know, they soon would in the years to come.

Arcade original
Arcade original

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Elevators were modified. You don’t actually see your character ride through the elevator in the SNES port.

Metro City ought to look decayed and decrepit
Metro City ought to look decayed and decrepit

Obviously the SNES could only replicate so much of the arcade. Of all the little details I personally missed the rundown jagged wooden set piece there. Baddies remain the same for the most part though, sans one major change. But more on that later.

"Excuse me sir, do you by chance have any Mentos?"
“Excuse me sir, do you by chance have any Mentos?”

SNES couldn’t have the word “SEXY” sprawled across their bathroom doors, could they? Instead, they have the word “kiss.” Come on, Capcom! At least change it up completely. How about something like “Mad Gear rules!” Sure, it’s super generic, but it’s still a lot better than just “kiss.”

Three is a crowd in the SNES port
Three is a crowd in the SNES port

The SNES port sees a maximum of three baddies onscreen at any one time. The arcade had as many as eight! Obviously, you can’t expect much on this end. There were many 16-bit beat ‘em ups that maxed out at three bad guys.

The lost stage
The lost stage

Here’s the missing fourth stage: the Industrial Zone. It’s very tough and I’m fine without it, but it does lose points for pure authenticity. Oh, see the scantily clad broad there?

"Ch-ch-ch-changes!"
“Ch-ch-ch-changes!”

Roxy and Poison were way too controversial for Nintendo of America, so Capcom altered it to be this lame looking bloke instead. Sid and Billy, sorry to say this but y’all just weren’t the same.

Rolento did show up in Final Fight 2, though
Rolento did show up in Final Fight 2, though

Rolento, being the boss of the scrapped Industrial Zone, is also MIA.

Belger returned as a zombie in Final Fight Revenge
Belger returned as a zombie in Final Fight Revenge

Belger didn’t change much in the SNES port. Though in the arcade he actually had a wheelchair while in the SNES port it looked more like a mobile love seat, which would suit Jessica just fine I’m sure [OH LORD! The images… AHHH! -Ed.]

WHAT THE CRITICS SAID

Being one of the earliest SNES releases, some critics were kind enough to overlook its deficiencies. Many fans, however, were not as forgiving.

  • EGM: 8, 7, 7, 7
  • Super Play: 86%
"Yeah, don't be so damnd hard!"
“Yeah, don’t be so Damnd harsh!”

CLOSING THOUGHTS

"UMM... any one of you happen to be BIGDICK69?"
“UHH… any one of you boys happen to be BIGDICK69?”

The Super Nintendo port of Final Fight is undoubtedly flawed. No 2 player mode, no Guy, an entire missing stage and only up to three enemies on the screen at any one time. It sounds like a lot is missing but when you actually play it, it still comes off a quality beat ‘em up. The gameplay is still there and when you consider this was one of the earliest SNES releases, the whole thing somehow manages to come off as impressive. Those visuals were mind blowing back in 1991. You had to see it 25 years ago to truly appreciate it. I mean, the characters were HUGE for the time, and I remember thinking to myself, “Where the hell is the coin slot?” As kids obviously we didn’t know any better. Nowadays it’s easy to see what the shortcomings are, but for an early launch game Final Fight impressed. The sound effects had a nice crunch to them and it did bring a lovely arcade feel home to our living rooms.

Rest In Peace, Guy
Rest In Peace, Guy

For all of its shortcomings, Final Fight still plays remarkably well. Compared to other SNES beat ‘em ups that came out later, Final Fight plays as well if not better than a good handful of them. It’s one of those weird games that you kind of have to grade on a bit of a curve. Viewed strictly in a bubble of its release date — September 1991 — this was a quality product, despite the missing elements. It’s not the first SNES beat ‘em up I reach for when I’m in the mood to kick some 16-bit ass, but I have to admit I do enjoy playing it still to this day because the gameplay has held up 25 years later. If it had a 2 player mode it would earn an even better score but as is, it’s still pretty good. Hardcore anal fans need not apply, however. This one ain’t for you. For the rest of us, you could play far worse beat ‘em ups on the Super Nintendo than Final Fight.

Graphics: 9
Sound: 8
Gameplay: 7.5
Longevity: 6

AwardOverall: 7.5
Bronze Award

 

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Super Mario Kart (SNES)

Pub and Dev: Nintendo | September 1992 | 4 MEGS
Pub and Dev: Nintendo | September 1992 | 4 MEGS

Man, Super Mario Kart. Where do I begin? The Super Nintendo is loaded with awesome games; my memories with this system run long and deep. Super Mario Kart not only ranks as one of the very best, but it also gave me and my gaming buds countless epic memories. It was a brilliant idea — take Mario, his chums and throw them in a crazy, zany go-kart world. It was instant Nintendo magic. And the rest, as they say, is history. As clearly evident by the success the Mario Kart franchise would go on to enjoy, Nintendo caught lightning in a bottle.

THE NIGHT IT CAME BACK HOME

The return of Super Mario Kart
THE RETURN OF SUPER MARIO KART

On April 9, 2006, I reacquired Super Mario Kart by trading my copy of Halloween 4: The Return of Michael Myers (Limited Tin Edition). Only 40,000 were ever made. My girlfriend at the time bought it for me in 2004. Two years later, I turned it into Super Mario Kart, Teenage Mutant Ninja Turtles IV: Turtles in Time, Streets of Rage and Streets of Rage 2. The tin edition was going for roughly $25-$30 at the time. It goes to show you how great the retro gaming market was back in 2006. I made the deal with a nice guy off DigitPress. While I’m a big fan of the Halloween films, I couldn’t pass up on this golden opportunity to get four of my favorite childhood video games in one fell swoop.

Thanks for the steal, Mikey! Uh, we *ARE* cool, right?
Thanks for the steal, Mikey! Uh, we ARE cool, right?

THE NEW KINGS ON THE BLOCK

Super Mario Kart made my bro and me the hit of the town
Super Mario Kart turned my bro and me into gods

It was 24 years ago that my brother and I made the best trade of our gaming lives. Exchanging Death Duel for Super Mario Kart instantly made us kings of our neighborhood. All the kids living nearby came flocking to our place weekend after weekend, month after month. Being the only ones who owned the game, our quaint little home morphed into a madhouse as we had friends coming and going nonstop. Even now, whenever I close my eyes and listen closely, I can still hear the incessant chiming of my childhood doorbell. As a kid I would lay there in bed on lazy Sunday mornings trying to enjoy my peace and quiet. No such chance of that. By 8:45 every Sunday morning, like clockwork, Ben and our other friends were banging down our door. We were truly the new kings on the block.

FLASHBACK TO CHRISTMAS 1992

Talk about turning chicken shit into chicken salad…

Christmas ’92 proved to be one for the record books. In addition to my mom buying me King of the Monsters, that same year our uncle bought us Death Duel. I remember the ad from EGM. It looked cool and all, but honestly, my brother and I were a bit disappointed. Of all the games on our wish list, Death Duel certainly wasn’t even in the top 20. We tried not to complain though as our mom always taught us to be grateful and that any gift was better than none at all. Still, Kevin and I went home that night talking about how awesome it would be if Death Duel magically transformed into Super Mario Kart instead (the game that topped our Christmas wish list). It was rare that my brother and I both wanted the same game — he was a “mainstream” guy while I was more fond of the obscure underdog titles. However, Super Mario Kart transcended all of that. It was just that kind of game.

Good thing my brother was still only 11 at the time!
Good thing my brother was still only 11 at the time!

And then, as we were talking, an epiphany struck us. We suddenly recalled the ad for Death Duel in EGM. We pulled out the latest EGM issue that we had bought weeks earlier and madly flipped through it in search of our great loophole. Ah, there it was. Not suggested for children under 14. I was only nine and my brother was 11. My brother wouldn’t be able to play Death Duel for another three years! And five for me! Not that we couldn’t break the rules but when the rules benefit you, why not follow them? ;)

We struck gold

After showing the ad to our mom, just as we predicted she would, she promptly called our uncle to explain the situation and asked if he kept the receipt. Luckily, he did and since we hadn’t opened the game yet, it was ripe for a swap. So later that week my mom took me and Kevin to exchange Death Duel for Super Mario Kart. I remember thinking that it was the greatest trade in the history of mankind. I still laugh thinking about this Christmas memory. Who knew a silly ad could bring about such a dramatic turn of events? :D

Thanks a lot, EGM!
Thanks a lot, EGM!

Rather ironic that I originally acquired Super Mario Kart via trade, and then 14 years later reacquired it by trade. I’m hanging onto my copy this time for sure!

Everybody was go kart racing
Everybody was go kart racing

My brother and I played the crap out of Super Mario Kart that Christmas season and well into 1993. It was such an addicting game. My favorite character was Yoshi. My brother loved using Koopa. One of our friends, Ben, liked using Bowser or Donkey Kong Jr. Ben liked them most because they had the size to push others around. We were the only kids in the neighborhood who had Super Mario Kart, so our neighborhood friends were banging on our door like bloodthirsty zombies. I remember many Sunday mornings where the doorbell chime woke us up at 8:45! Kevin and I quickly became the kings of our block, all thanks to Super Mario Kart.

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THE GO KART RACERS

I like the cancel/confirm choice
I like the cancel / confirm choice

There are a total of eight racers, but really four different types. They come in four pairs which vary in terms of strengths and weaknesses.

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Mario takes a break from stomping goombas, but this is hardly R&R! He’s sort of a jack of all but master of none type. He doesn’t have the highest top speed and his acceleration is only average. However, he doesn’t have any glaring weaknesses. Also, due to his slightly bulky build, he’s able to hold his own a little bit even when bumped by the heavyweights Bowser or Donkey Kong Jr.

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The man who lives in the shadow of Mario. I always liked Luigi because I enjoy cheering for underdogs and sidekicks. He basically has the same abilities as Mario but he lacks the size to adequately counter a Bowser bump.

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The damsel in distress is out to get hers! She’s top of the line when it comes to acceleration, but only average when it comes to top speed. Look at those demon-possessed eyes. Yeah, I would advise against cracking any sort of “kitchen barefoot” jokes here.

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Yoshi has always been my go-to kart driver. Come on, a dinosaur in a go-kart? You just can’t beat that. The beauty (Princess) and the beast (Yoshi) share the same qualities and both are especially ideal for Donut Plains and the battle mode. On the flip side, they rather stink when it comes to Vanilla Lake.

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For the first time ever, you can control one of gaming’s most iconic villains. I remember this being a huge deal in my gaming circle back in late ’92. Using a special customized XXL go-kart, Bowser is as nasty as ever. Because of his enormous size, he’s slow to accelerate but once he gets going, there’s NO stopping that immense momentum… until you bump into a barrier, that is. That’s gonna suck. A lot. But as far as top speed is concerned, Bowser is king.

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Donkey can shove the competition aside and is the only one who can truly withstand the impact of a Bowser bump. Both struggle with Donut Plains and the battle mode, but they excel at Koopa Beach.

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Koopa was my brother’s favorite back in the day. He lacks in top speed but makes up for it when it comes to control. Koopa steers corners extremely well, which means you can stay on the gas pedal a little longer than most other racers when rounding corners.

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Toad is similar to Koopa but rumor has it Toad has the slight edge in terms of acceleration (being just a hair better… again, just a rumor). Both of them are cornering champions though and perform well particularly on Choco Island. But look out for Bowser and Donkey Kong Jr.!

THE GOODS

sumaka10The mushroom is a classic, basic and useful card to have in your back pocket. When you’re at the beginning of a long straight path, or right before a jumping strip, press A to give yourself a short and sudden burst of speed. Remember using this to scream ¼ across the tracks of Ghost Valley 1, or Mario Circuit 2? It never gets old! ^_^

sumaka11Ah, the green shell. The shell for real men. It shoots out straight, so that means you have to aim it with skill. Of course, some luck factors in as well, but the green shell is largely based on positioning, timing and skill. Misfire and it will ricochet off walls until it finds a victim. Don’t get in its way! Also, you can drop it behind you. It makes for a defensive tool if timed properly. Nice!

sumaka12For less skill and a much higher rate of success, the homing red shell will quickly stir up words not quite appropriate for this site. Once in a blue moon you can avoid the red shell. For example, power sliding around a corner can free you of the red shell’s death grip. But the wise and discerning player will only fire the red shell when their target is right there for the taking. A banana peel or green shell can nullify it, however…

sumaka13The banana peel isn’t the best offensive tool in the game, but it can be surprisingly effective when you’re neck and neck with the competition. You can also launch a banana peel about 10 yards ahead of you. While a fun sight, it’s rarely effective. Its best attribute isn’t its offensive capabilities, but rather its defensive potential. It has the ability to act as a defensive buffer to a red or green shell.

sumaka14Although it doesn’t quite enjoy the glamour among Mario Kart fans as the vaunted lightning bolt does, the star has always been my personal favorite. It’s a combination of various powers: your speed is increased, you’re immune to track obstacles and enemy weapons, but best of all, anyone you touch instantly spins out. However, if you fall into water, lava, or off an edge, you’ll lose the power.

sumaka15The game’s most infamous and adored power-up, the lightning bolt is both devious and dangerous. The fact that it’s so rare only increases its legend. Releasing the lightning bolt affects all seven competitors. Doing so shrinks them down which decreases their speed, but best of all, it allows you an opportunity to sadistically crush (literally) the competition. The lightning bolt is no doubt a game changer!

sumaka16The coin is often viewed as the worst item of the lot, but it’s not useless. It’s definitely a no-brainer item though, since as soon as you get it, you should press ‘A’ to use it. It adds two coins to your count. Coins affect your overall top speed, with 10 being the max. So while it may not be as sexy as the other items, it’s handy when you have few or no coins.

sumaka17Mr. Ghost is only available in Battle Mode, sadly. I wish it was available in the two player GP mode as well, but I guess one can’t have it all. The ghost not only snatches your friend’s current item but it also makes you “invisible.” Stealing your rival’s red shell or star in particular tends to lead to a curse word or two being uttered. And let’s face it, that’s probably half the fun of the battle mode ;)

sumaka18The feather allows you to make a great leap of faith. It’s particularly handy for Ghost Valley 1 and a few other tracks. Sure, you can jump with the L or R button but this turns you into the second coming of Michael Jordan. You can also use it to leap over an incoming shell (which is super satisfying) or a well-placed tricky banana peel. You can also use it to cut corners, too. Good stuff.

Its basic formula was nothing short of KA-CHING
Its basic formula was nothing short of KA-CHING!

You get the items by passing a question mark tile. Let the randomness run its course or if you’re in a rush then press ‘A’ to stop it. It was (and still is) a fun gimmick that made Super Mario Kart extra awesome. The racing itself is fine, but the weapons add an extra dosage of strategy and fun.

THE TRACKS

sumaka20MARIO CIRCUIT 1

This is by far the game’s easiest course, as well it should be. It eases you into the mechanics. There are no major tight corners. Instead, you get plenty of straight away paths. Not a lot of frills or thrills here, but that’s fine since there are 19 other tracks that are much more gimmicky. Mario Circuit 1 is plain but a memorable beginner’s track nevertheless.

sumaka21DONUT PLAINS 1

To the casual observer, at a cursory glance, this track may appear to be a tranquil setting with a beautiful pond. However, experienced kart drivers know behind the serenity lies a deceivingly semi-tough course that can eat up unsuspecting novices. Some corners have loose dirt and debris strewn about. Ease up on the gas during these points or else pay the price.

sumaka22GHOST VALLEY 1

Ah, Ghost Valley. The mushroom super jump bit, the feather trick and its unique elevated wooden track make this course unforgettable. Oddly enough, whoever built this course from long ago randomly inserted a jump bar in the middle. Remember the first time you used the mushroom right before the jump bar? Talk about a “holy shit” worthy moment indeed.

sumaka23BOWSER CASTLE 1

Bowser’s got some of the trickiest tracks around, but his first one is fairly straight forward. It has some memorable features that help make it stand out. Midway through there are three zipper bars for you to drive over, granting you a quick speed burst. It was always a rush to turn the corner tightly and hit one of those zipper marks right on the, er, mark. And watch out for those annoying Thwomps!

sumaka24MARIO CIRCUIT 2

I’ve always enjoyed the Mario Circuits because they have sort of a ‘pure’ untainted kart track feel to them. At the same time, there are just enough tiny gimmicks here and there that keep things interesting. This one is most notable for its famous great big jump bump at the end. Sabotaging players here was wickedly fun. Try dropping a banana peel just to the right of the second marker on the left side for computer opponents. Yeah, you know what I’m talking about ;)

sumaka25CHOCO ISLAND 1

A slippery dirt course way out in the desert, the infamous piranha plant calls Choco Island home. The terrain is dominated by bumpy surfaces and mud slicks so don’t get too pedal happy here. Be weary also of the mud bog that lies somewhere in the last quarter of the track — try using a mushroom here and see what happens!

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While the first Ghost Valley track will always be the best one in my book, all of them are special in their own unique way. This one has a zipper for the final stretch of the course, with a small jumper off to the far right side… allowing you to take to the skies with a mushroom. I like how the small jumper is randomly placed there.

sumaka27DONUT PLAINS 2

Try using the mushroom to skip the edge of the pond! This course is a perfect place to show off your great power sliding technique. Donut Plains 2 is littered with monty moles up the wazoo. They pop out of holes in the ground and even magically jump out of the grassy areas. If one latches on, you have to shake it off. I shake it off, I shake it off! But I keep cruising. Can’t stop, won’t stop moving. It’s like I got this music in my mind saying it’s gonna be alright. Er, sorry. [I don’t know this guy. Security! -Ed.]

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This place can be a little confusing at first. Luckily, Bowser’s kind enough to place some arrows to guide you along. You can choose different routes to take. Alright, the routes are basic, but having a choice is still nice. If you have a feather, you can pull off a really awesome trick but it requires absolute precision. It’s not as easy as the jump in Ghost Valley 1…

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There are a dozen square question mark blocks waiting for you just after the start / finish line, which may allow players to get an early advantage right out of the box. There is a serious hairpin turn in the middle of the track, and just for the hell of it there’s a nifty turbo plate in the final straight away leading up to the goal.

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The good news: there aren’t any tight turns. The bad news: the sand surface isn’t the best for traction. Your kart has just enough buoyancy that it can travel safely across the water… except for the deeper, darker blue parts. Touch that and you’ll be swimming with the fish! [HAR HAR HAR -Ed.]

sumaka31CHOCO ISLAND 2

Strange, suddenly I’m craving Coco Puffs. Choco Island 2 has a much bigger patch of chocolate goo waiting for you in the middle than the first Choco Island. There’s also a very narrow road which is the perfect place to drop a green shell or banana peel. Avoid the heavy dirt off-road sections — they slow drivers down to a crawl.

sumaka32VANILLA LAKE 1

Brrrr! It’s a good thing the engine of your go-kart is so hot because you’re going to need that warmth as you race around this slick frozen lake! It’s probably the shortest track in the whole game. Vanilla Lake 1 is filled with annoying ice blocks that really impede your progress if you can’t skirt around them successfully.

sumaka33BOWSER CASTLE 3

Bowser’s castle tracks just keep getting fancier and fancier. This one gives you three different lanes to pick from. The inside and outside lanes have a turbo tile to zip you past the competition. But the middle path has two question mark tiles. It does require, however, a well-timed leap to acquire…

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MARIO CIRCUIT 4

This is a fairly long track that’s packed with corners of all sizes and shapes. It’s also home to many pesky pipes looking to block your path. Nothing beats the thrill of successfully blowing past them on your way to the finish line. On the flip side, nothing’s worse than being clipped by a centimeter, slowing you down to finish in second place (or worse). D’oh!

sumaka35DONUT PLAINS 3

Graced by two rickety old bridges, literally. One of them is missing some wooden planks and the second bridge is really FUBAR… requiring you to leap safely across. It’s so narrow too that you’re likely to get bumped if another racer is nearby. You can knock others into the pond, but keep in mind that it goes both ways! And to top it all off, the bloody monty moles are back.

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It’s time for another bash at the beach! This beach is loaded with some serious greenery that will slow down anyone who drives on it. As it was with Koopa Beach 1, watch out for the dark blue patches of water. They’ll drown you faster than you can say “CRIKEY! FLOPPING CHEEP CHEEP!”

sumaka37GHOST VALLEY 3

The trickiest of the three Ghost Valley tracks, this one is filled to the brim with gaping holes. Carefully navigate your way through or you’ll pay a dear price. Just like the two previous Ghost Valley tracks, the feather can prove to be a difference maker here.

sumaka38VANILLA LAKE 2

A very slippery course that’s more lake than land. Advanced players know how to jump around the edges of the lake to shave a precious second or two off their time. To complicate matters, this track is filled with ice barriers that can bring you to a complete and fatal stop. Winter Wonderland this ain’t!

sumaka39RAINBOW ROAD

It would only be appropriate for the final course to be the toughest. Rainbow Road, in that context, certainly doesn’t disappoint. There’s no room for error with narrow paths galore and some very difficult to avoid Thwomps. Oh yeah, those plain Thwomps from Bowser’s castle tracks? Yeah, they’re now enhanced with an electrical force field. One touch and it’s Spin Out City. Rainbow Road separates the boys from the men.

Ah, the memories
The nightmares are coming back!

BATTLE ZONES OF DEATH

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Select from four battle zones in the 2-player battle mode. The first course is basic and pretty much wide open, while the second one has more nooks and crannies for players to take cover. The third one, surprise surprise, is the slipperiest of the four. The fourth, as you can see above, is the nuttiest.

Lot of bruised egos in this mode
Lot of bruised egos in this mode

The battle mode is real simple. Each player has three balloons strapped to their go-kart. The first to pop all three balloons of the other player wins. This led to some serious cutthroat battles. The Ghost icon was a bitch! Great memories…

Setting a record by mere tenths of a second FTW
Setting a record by mere tenths of a second FTW

We also had a blast with the Time Trial mode. Getting the best time meant bragging rights. It was a gloat worthy accomplishment any time you beat out your brother, friend or even your own records. Not only could you be recognized for the best total time but the game also took account of best single lap time. Nothing was better than breaking both the single lap and total time record simultaneously.

Gotta break all the records...
Gotta break all the records…

PERFORMANCE CHECK-UP

I remember studying these two pages like crazy
I remember studying these two pages like crazy

Ah, the performance chart from the game’s manual. The SNES had some great instruction manuals, bursting with both color and useful information. Kind of sad to think about how today’s kids will never fully grasp the simple joy of studying a game’s manual in the backseat of their car going home from the video rental store. Life today is better in a lot of ways, but I can think of a few things technology simply cannot supplant.

sumaka43Super Mario Kart has a simple but effective ranking system. If you ranked at 5th or worse, you had to then replay that course. The point system is as follows:

1: 9 points
2: 6 points
3: 3 points
4: 1 point

I’ve always felt that this scoring system worked really well. Take a look:

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Classy, elegant and yet simple. Gotta love it. The music that plays here is awesome and to this day remains stuck in my head.

You cant cut it any closer!
You can’t cut it any closer!

Nothing is more exhilarating than a photo finish race. Check out how crazy close Donkey Kong Jr. came to my Yoshi — 1’17″52 vs. 1’17″53!

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I love the set-up screen here. Super Mario Kart just oozes with class and brilliance. You start out by earning the Gold Cup on all three races of the 50cc class. Then do the same in 100cc. Doing so unlocks Special Cup. Earn the Gold Cup there and you’ll unlock 150cc. 150cc is no joke!

MUSHROOM CUP OVERVIEW

Passing someone causes them to crane their neck
Passing someone causes them to crane their neck

Few things satisfy like using a mushroom to burst past your top rival during that finish line finale.

I love seeing the exhaust fumes kick up like that
I love seeing the exhaust fumes kick up like that

Power sliding around a tight corner to zoom past the competition is simply the best. And if you have the star, using it right after power sliding around a corner really puts you ahead of the pack!

Wind slanted 17 MPH east...
Wind at 17 MPH east…

I liken the green shell to that of a bow and arrow. When aimed properly and used effectively, it proves to be both fatal and satisfying. While the red shell is a more effective weapon, the green shell is the one that allows players to show off their mad skills and ability to project accurately. Here I am setting up poor unsuspecting Koopa in my line of fire. Let’s see what happens to ol’ turtle face…

I love how Koopa's eyes bug out. Good stuff!
I love how his eyes bug out. Good stuff!

Release the sucker at just the right time and BAM! They spin out in a frenzy dropping coins every which way as you speed on ahead. Was there anything better than this? Even a mere child can use the red shell successfully. But the green shell now, ah ha. That, my friends, is entirely another matter. The green shell is for true Mario Kart masters ;)

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Or using the lightning bolt right before they jump...
Or using the lightning bolt right before they jump…
Koopa is in for one hell of shellshock [Har har -Ed.]
Koopa is in for one hell of “shellshock” [Har har -Ed.]
Super Mario Kart is as entertaining as it is sadistic
Super Mario Kart is as entertaining as it is sadistic
The music here is still stuck in my head... *hums tune*
The music here is still stuck in my head *hums tune*

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Nowadays 150cc Special Cup laughs at me *sigh*
Nowadays 150cc Special Cup laughs at me *sigh*

SEND IN THE CLONES

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Surprisingly not, there came an inevitable flow of Mario Kart clones on the Super Nintendo. Shockingly however, most of them came out in Japan only. The most blatant clone is SD F-1 Grand Prix. Think Super Mario Kart meets the animatronic rejects of Chuck E. Cheese’s. As far as clones go though, this one is quite good. It has slightly better visuals than Super Mario Kart (October 1995 vs. September 1992). However, to no one’s surprise, it doesn’t play as well. The same can be said for all the other clones below. They’re all very competent and fun in their own right, but they’re NAGASMK (not as good as Super Mario Kart). SD F-1 Grand Prix is my favorite of the clones.

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Definitely the least blatant clone of the lot, Battle Cross is what you might get if you threw Super Bomberman and Super Mario Kart into a blender. Who didn’t dream of that crossover at some point during the early-mid ’90s? Battle Cross is a single screen racer featuring six drivers and various weapon power-ups strewn across its nine wacky tracks. It does suffer slightly however from “It sounds better than what it actually is” syndrome. It’s pretty good but ends up feeling a bit “lightweight.” Still, it allows up to five human players and when approached with the proper mindset it can be a rather fun affair. Just temper those expectations going in.

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Battle Racers took Bandai’s famous Kamen Rider-related characters and dumped them into a Mario Kart-esque game. I love the gorgeous sunset effect as seen above. It’s a very solid racing game but as stated before, it’s simply NAGASMK. Still, it’s worthy enough to warrant a look.

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Finally, we come to the lone American clone in this lot. Street Racer features a four player split-screen mode. That alone makes it something to write home about. Well worth adding to your SNES collection, Street Racer has got its own bizarre personality and world. Give it a shot.

HONEY I SHRUNK THE KARTS!

My brother and I loved this code back in the day
My brother and I loved this code back in the day
We turned the code into its own mini-game!
We turned the code into its very own mini-game!

The rule was simple. If you were “IT” you could pick any driver. The other person had to select Bowser (or Donkey). Why? They were the slowest to accelerate. The goal? Tag big ol’ Bowser (or Donkey). We found Vanilla Lake 2 to be most conducive for this makeshift mini-game. I can’t tell you how many hours we wasted on this. It was so cool because we felt like we had discovered an extra ‘secret mode’ to the game, which only increased its already excellent longevity. When shrunk, the small courses suddenly loom large, and what healthy child doesn’t love a spot or two of tag? It only added to the game’s brilliance and was a testament to just how stellar the game was. GP and Battle Mode are great and everything… but for sheer laughs and kicks, try out this miniature game of tag! It was classic childhood innocence sprinkled with that impeccable Nintendo magic that made it a winning combination :)

WHAT THE CRITICS SAID

EGM ranked it #15 on their Top 100 list (November '97)
Damn right it’s better than Mario Kart 64 ;)

Super Mario Kart was considered a universal smash hit. While today many are divided on where they stand — some feel it has stood the test of time while others think it hasn’t aged too well and that later renditions have rendered the original a bit obsolete — back in 1992 practically everyone was blown away. Along with Capcom’s Street Fighter II, Super Mario Kart was THE two player game to have on the Super Nintendo. Those two showcase titles were responsible for moving Super Nintendo systems by the truckload back in 1992. EGM gave Super Mario Kart ratings of 9, 9, 8 and 8. GameFan rated it 97, 96, 95 and 90%. Super Play scored it 93%. In EGM’s Top 100 Games list printed in issue #100 (November 1997), Super Mario Kart ranked in at a lofty #15. Their “Most Challenging Moment” blurb made me smile because I completely agree with them. It was a heated argument back in the late ’90s on which was better: Super Mario Kart or Mario Kart 64. I do love me some four player Mario Kart 64 but come on, the tracks on the original game was simply superior. It’s a debate that continues to stir passionate opinions to this very day…

The original was a trailblazer
It was a trailblazing innovator

Nintendo Power Magazine published their Top 100 Nintendo games list in issue #100 (September 1997). By the way, I found it cool (and such a wild coincidence) how EGM and Nintendo Power Magazine reached 100 issues at almost the same time. Nintendo Power ranked Super Mario Kart #32 while Mario Kart 64 placed #4. They hit the nail on the head with their very first sentence. I owned both Mario Kart games growing up, and while I really enjoyed Mario Kart 64 as well, Super Mario Kart was my favorite.

You're good, kid, but your older brother is better
You’re good, kid, but your older brother is better
A beautiful cover for a beautiful game
A beautiful cover for a beautiful game

Super Play Magazine published their own Top 100 SNES Games list back in April 1996. Super Play ranked Super Mario Kart as the third best SNES game ever created.

#1 in Retro Gamer's book
#1 in Retro Gamer’s book, er, magazine

Retro Gamer Magazine printed a special article on the SNES back in issue #23 (March 2006), highlighting ten “perfect” SNES games. Super Mario Kart topped that list at #1. Speaking of lists, I’ve been working on my very own SNES list the past 10 plus years.Whenever I get around to publishing it, you’ll see I also have Super Mario Kart ranked fairly high ;)

“DY-NO-MITE!” COMMERCIAL

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CLOSING THOUGHTS

Hats off to one of the best SNES games ever crafted
Hats off to one of the best SNES games ever crafted

It’s crazy to believe it’s been nearly 25 years since Super Mario Kart raced its way into our hearts. Time flies. It’s almost been 25 years since my brother and I pulled off the greatest gaming trade in the history of mankind (well, at least of our lives). This was the kind of game that brought all your neighborhood friends over like ants to sugar. Hell, even that one guy you barely knew! Whether it was the intense battle mode, the heart-pounding GP race, or even the brilliant makeshift tag mode we created out of a simple code, Super Mario Kart provided so many rich memories for me and my friends. It features great graphics (although it had to be seen in 1992 to truly be appreciated), excellent sound and unforgettable music, and finely tuned gameplay that only the Big N could perfect. The racing just feels right, and the creativity of the weapons and tracks only added to the game’s zaniness and appeal. Nintendo delivered another legendary gem and proved there was indeed life for Mario and friends outside of the platforming genre.

Thanks for all the memories, you silly bastards
Thanks for all the memories, you silly bastards

I still play Super Mario Kart to this day. It’s one of my “go to” games whenever I feel like I might be heading into a gaming slump. It’s like that tried-and-true classic on the menu that you always order when you want to be reminded of how good food can taste. Super Mario Kart always reminds me of why I love gaming in the first place. It’s got an outlandish universe filled with classic characters, practical weapons and power-ups to use that never gets old, and memorable courses that are still as fun to race on now as they were then. Almost a quarter century later, Super Mario Kart still finishes in first place in my book in many categories. And it remains one of the finest Super Nintendo games ever created.

Graphics: 9
Sound: 10
Gameplay: 10
Longevity: 10

Overall: 10

Platinum Award
Platinum Award

Regardless of later renditions and what else may come in the future, Super Mario Kart will forever be a true testament to how GREAT video games can be. It’s the best racing game on the SNES and one of the best Super Nintendo games ever. Thank you, Shigeru Miyamoto!

 

BS Out of Bounds Golf (SNES)

Perhaps the best SNES game you've never heard of
Perhaps the best SNES game you’ve never heard of

To write down all the stellar Super Nintendo games ever released, one would need a scroll as long as east to west. The system was blessed with countless classics, no doubt one reason why it was so beloved back then, and is still revered to this day. And while folks throw out their personal favorite recommendations, in all my years as an SNES enthusiast there is one game I’ve never heard anyone praise or tout prior to 2011. In fact, up to that point there wasn’t even a YouTube video of this game! That’s how obscure and unknown this game once was. For the past half decade plus I have been championing this game to the masses, and thankfully many more gamers have experienced the same kind of joy with it as I have over the years. Most recently, a fan translation was put out in February 2016 which caused even further exposure. Everyone I’ve known who has played this game has nothing but good things to say. That’s a sign that a game did something right!

GOOD LOOKING OUT EGM!

I fell in love with this game the second I saw this preview
I fell in love with this game the second I saw this

I first discovered this game many moons ago thanks to EGM issue #62, September 1994. Billed as OB Club, the screenshots stole my gaming heart. With normal and silly courses alike, it looked like a really fun game. Two months later, EGM printed a full page preview on the game (issue #64, November ’94). I knew I had to get it some day. I had to play it. Many years later, when I got back into the SNES in early 2006, I tracked the title down as BS Out of Bounds Golf. Sadly, it was never released. Only available in online form, it was one of those BS-X Satellaview releases — a Super Famicom satellite modem add-on that operated in the late ’90s. BS Zelda is perhaps the most popular BS-X game. But don’t sleep on BS Out of Bounds Golf. It’s wickedly charming and devious like very few SNES games are…

GAME MODES

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Select from three different modes. I personally prefer Stroke Play as it’s every man or woman or, er, animal (more on this in a bit) for him or her or, er, itself. Match Play games are faster however due to the bar being set by the lowest stroke. If you can’t match it or do better then the course automatically ends. Doubles Match is a fun mode where you team up with a friend or the computer and both your strokes are counted. Whichever team has less wins. It’s a nice way to handicap if you’re playing with a lesser skilled friend who wishes to enjoy the game rather than getting slaughtered by you!

THE GOLFERS

I personally like Mr. Mustache
I personally like Mr. Mustache

Choose from 12 characters. Some are male, some are female and there are even two felines. Don’t ask why. You can tell right off the bat that the developer, NCS, didn’t take things so seriously. Unfortunately, the characters seem to be purely cosmetic, as I haven’t been able to discern any differences between them. If this is indeed true, it seems like a bit of a waste as I would have like to seen some golfers with more power than others, some better at putting, etc.

Now that you’ve made your selection, it’s time to pick a themed world.

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There are six in all. One is rather normal but the other five range from slightly abnormal to freaking bizarre! Each theme has a total of eight courses so in all you have 48 different courses to mess around on. It’s a pretty solid number although I wish we could have gotten at least two more themes. But I’m really just nit-picking here. The courses we got are pretty fantastic in their own right!

Players have the option to play either courses 1-4, 5-8, or all 8. Each theme has its own unique personality in addition to difficulty. Some courses are absolutely brutal. You can play alone or against one, two or three opponents — even adjust the handicap. Like Bomberman, I love how extremely customizable it is :)

I’VE GOT THE POWER!

bsoobgmeterbsoobgmeter1The beauty of BS Golf is how simple it plays, yet still offers enough intricacies to be deeper than it may initially appear. Before hitting the ball you select your power, ranging from 1 to 100. Next, you pick where on the ball you wish to hit; there are a total of 17 (!) points. Where you decide to strike it will determine the trajectory of the ball — good stuff! More on this later.

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There’s nothing as satisfying as nailing a long putt shot selecting just the right power amount. On the flip side, nothing as agonizing as choosing a couple power points too high, causing the ball to jump off the lip of the hole. Or miscalculate by a couple power points too low, leading the ball to stop mere centimeters in front of the cup — D’OH!! Makes for good trash talking both ways! The “guessing” game never gets old. Hmmm, is this shot a 47 or 52? 81 or 83? 98 or 99? This game-within-a-game is oddly compelling! Especially when you factor in that many times one point off can make the difference between glorious victory and agonizing defeat.

Love that mommy duck and her baby
Love that mommy duck and her baby

When playing against others, BS Golf takes on a new form of life. Much of the fun lies in making life miserable for the other(s). Here you are on offense, but at the same time, you can play a little defense too…

YEAH WHAT CHU GOT NOW KID!  WHAT CHU GOT!
“YEAH WHAT CHU GOT NOW KID! WHAT CHU GOT!”

My opponent is trapped! Oh the sheer beauty of this. He probably could use one of the slick trajectory shots, but I’ve definitely made his life much more difficult. Who knew mini golf could be so evil? ;)

BWAHAHAHAHA! Eat  that, sucka!
BWAHAHAHAHA! Eat that, sucka!

A lot of the fun derives from messing up your opponent’s shot. It’s this element that makes BS Out of Bounds Golf truly special and unique. It’s Schadenfreude at its 16-bit finest!

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Birdie shot leaves poor Timmy in the dust. I had to guess the right POW amount while factoring in the uphill slope here. Set the POW to just the right number, choose the proper trajectory and BOOM, thanks fer coming, kid! Incredibly fun stuff, and super satisfying to boot.

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Introduced in the vaunted pages of EGM as OB Club — here’s why! The most fun is making your opponent OB (go out of bounds). Even when it’s not their turn! It’s a great way to ruin a friendship :P

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D’OH! I’ve been cupblocked. Still, I try to brute force my way home (with less than stellar results). I’m lucky those little plate barriers stopped me from OBing, and even luckier I didn’t push my opponent’s ball in the hole. Instead the blue ball ricochets off the barrier and bounces back into mine, sending my red ball off the plate. Hey, it could have been worse.

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Player 2 knocks in my ball — thanks buddy! Look at his priceless reaction on the mug shot there. I would have scored a PAR on my third try, but got a Birdie instead!

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Opponent tries to apply brute force as well, with even less desirable results! His reaction says it all ^_^

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Nothing beats OBing your opponent, especially when it’s done in the context of getting closer to the cup yourself. But wait, now that I think of it, there IS one thing that is king…

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Puffy thunderclouds paint an ominous backdrop…

Ah, it’s a wee bit cloudy today but still a good day for some mini golf. I could score here well enough, even on the edge of the bunker, but wait a second…

For some reason, I'm now feeling kind of DARK...
For some reason, I’m now feeling kind of DARK…

… Suddenly the clouds block out the sun. As it grows dark outside, much the same is happening on the inside…

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Better than all the rest though is when you score while knocking your rival’s ball out of bounds. Nothing compares to the trash talking that ensues, as well as the rush of adrenaline you feel off a perfectly placed ricochet shot. The stars need to align for this type of dual action shot to work — it happens once in a blue moon which only adds to its greatness when you do manage to pull it off.

BS Golf provides plenty of cutthroat shenanigans!
BS Golf provides plenty of cutthroat shenanigans!

Two for one specials are always memorable. I not only get the PAR but also add a stroke to my rival’s score. It’s the best of both worlds. :)

At the end a scorecard is presented to show the results
At the end a scorecard displays the results

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However, as good as the 2-Player mode is, for optimum pleasure try the fatal four way. Clusterville is not uncommon — one must get fairly shrewd and crafty if they want to make it out on top! It’s deliciously devious and entertaining.

I OB'ed  player 3 a couple times  here and there ~_^
I OB’ed player 3 a couple times here and there ~_^

I’ve had the pleasure of experiencing this game with three other friends and let me tell ya — it’s friggin’ awesome. I dare call it the best four player game on the SNES. Just don’t come into it expecting all-out action. Since players take turns, it’s more of a methodical multiplayer experience, which works quite well. It allows each player to have the spotlight, so to speak, and allows you to focus all your energy on trash talking when it’s not your turn. The battles get rather fierce!

Take it easy on the kid, will ya?
Take it easy on the kid, will ya?

IT’S ALL ABOUT TRAJECTORY

First up: dead center shot
First up: dead center shot

Being that there are 17 points on the ball to strike, you can nail a shot in more ways than one. Here’s an example of four different scoring ways from one same spot. On the surface BS Golf may look very simple but you’ll soon discover there’s a lot more hidden underneath. It’s crazy versatile!

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Select the right POW and you’re good. A simple straight shot. Nothing fancy. Just effective. The dead center shot is probably what you’ll feel most comfortable using most of the time.

I'm in a RIGHT frame of mind...
I’m in a RIGHT frame of mind…

However, for those times where you feel bold and daring, you can curve the trajectory of your shot left or right. Most players probably wouldn’t bother if straight on is an option, but sometimes it’s fun to just mess around…

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Curve it to the right for the goal. Definitely a show off type skill shot.

To the left to the left [YOU MUST NOT KNOW BOUT ME -Ed.]
To the left to the left…
[YOU MUST NOT KNOW ‘BOUT ME -Ed.]. Not one to discriminate against lefties, let’s go left shall we?

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Lovely! So we have dead center, right and left — three different ways to score from the same spot. I did say I’d show you four. What’s the fourth one, you ask? Ask and you shall receive.

You can use the bumpers!
You can use the bumpers!

“WHAT THE — !!” Notice my trajectory. This shot can only be made when it’s one notch above dead center. See how precise and deceptively intricate BS Golf is? It’s the kind of game that you’ll never quite play the same game twice. Good stuff.

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SKILLZ! You are legit if you can pull off these funky trick shots. So, same position on the golf course and you just saw four different ways to score. Such is the versatility of this game. Odds are you’ll never play the same game twice. Add in the wacky competitiveness of three rivals and you have a multiplayer blast for the ages, and for all ages from 8 to 80!

Mastering trajectory shots is key
Mastering trajectory shots is the key to winning

Trajectory shots aren’t just for show, either. Sometimes, as seen here, they’re absolutely critical. You can’t always use the dead center shot if you want to excel — you must also master all other type of shots and know when to use which one.

Fun playing this on a dark stormy night
Fun playing this on a dark stormy night

The game randomly changes weather. One second it may be sunny. The next second clouds may appear overhead followed by a light rain. Once in a while there’s even a lightning show. Not only does it enhance the atmosphere of the game but it changes how you play as well — be sure to note and factor in the wind as well as the direction it’s blowing in. Mother Nature plays a role here just like in real life, and that’s pretty damn cool. There is an option to turn the weather off, though.

WAR OF THE WORLDS

Things start to get a bit strange in the second world
Things start to get a bit strange in the second world

Let’s check out the five other themes you can play in. The second world is a combination of breakfast items and books. You’ve been shrunk! Look, just go with it. There are many more obstacles here compared to the first world, such as tomatoes, rulers and even towering cereal boxes. Arrows move your fragile ball in specific directions. Things can get pretty tough in a hurry…

I hope you've practiced your trajectory shots...
I hope you’ve practiced your trajectory shots…

The third world has an Aztec or Mayan theme. The obstacles found here are moving rather than stationary. Thus recreating rather well those infamous mini golf courses with the bloody relentless windmills.

Those guys really never smile, eh?  Lighten up Francis!
These guys never smile do they? Lighten up, Francis!

The fourth world has sort of a toy theme. Those buggers there remind me of the old KB Toys logo. Like in the second world, you’ll find plenty of arrows and jumpers here.

WRONG WAY, MATE!
WRONG WAY, MATE!

The fifth world is a beach theme. It’s a nice pleasant visual change from the third and fourth worlds. This beach theme is home to some funky courses that are tougher than a two dollar steak.

Take a look and be the judge yourself...
Take a look and be the judge yourself…

Remember playing Marble Madness back in the day on the good ol’ 8-bit NES? It was one of the games my brother and I owned back in the late ’80s. The sweet visuals and tunes of that game are still ingrained in my heart 25+ years later.

From being shrunk to traveling to outer space -- hey, why not?
I love how crazy atmospheric this world is!

The sixth and final theme, taking place in outer space, is not only visually striking but brutally difficult. This will surely separate the boys from the men. It’s unforgiving like a hurricane, and will humble even the best players. Good luck!

UNUSUAL PLACES

"GET OFF MY LAWN YOU DAMN WHIPPERSNAPPER!"
“GET OFF MY LAWN YOU DAMN WHIPPERSNAPPER!”

[OK, no more watching bad horror movies, mister -Ed.]
[OK, no more watching bad horror movies, mister -Ed.]
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Sucks to be you, pal! You can’t help but laugh when the opposition gets caught in a bad predicament such as this.

YOU ARE WHAT YOU EAT! [You're SO cheesy... -Ed.]
YOU ARE WHAT YOU EAT! [You’re SO cheesy… -Ed.]

HOT SHOTS GOLF

Aww, look at the kitty. I like the bird flying around there
Aww, look at the kitty. I also like the bird flying there

When I say hot shots golf, I’m not talking about the PlayStation game Hot Shots Golf, which I like a lot. Oddly, there is a Hot Shots Golf: Out of Bounds but I digress. The Eagle is the second best possible shot in the game of golf. It’s pretty rare though. But the best shot in all of golf is, of course, the hole-in-one.

C'mon, admit it, ya at least smiled, right? Er, moving on
C’mon, admit it. You smiled, right? Er, moving on

Of the 48 courses I’ve only been able to get a hole-in-one on three of the courses. You can’t get a hole-in-one for most of them. It’s always a thrill when it happens!

MISCELLANEOUS

Certain gifts can change the tide
Certain gifts can change the tide
  • Throughout the courses you’ll find giant gift wrapped boxes. If you make contact with these presents you will earn a random surprise. They range from useless to absolutely devastating. So far I’ve been able to discern 11 of them, but there could be even more. The 11 I know are listed below.
  1. Ball Switcher: This icon seems to be the hardest to get, like the lightning item in Super Mario Kart. It randomly switches all four balls. Can turn what looks like futility to one of sweet victory in a hot second. It’s sure to piss someone off!
  2. Poison Stroke: Makes opponents’ very next shot go very short.
  3. Sun: Automatic sunny weather (meh).
  4. Wind Blower #1: Gust of wind sends your rivals’ balls flying. Could potentially lead to O.B. *evil laughter*
  5. Wind Blower #2: Increases the wind MPH speed (meh).
  6. Mole: Takes rival’s next shot back to original position (pure evil!)
  7. Fast Shot: Sends your ball at the speed of light.
  8. Control Shot: Love this one! Control the ball by working the D-Pad.
  9. Shot Stop: You stop your shot short at any desired time by pressing B.
  10. Ink: ? I’ve yet to figure this one out…
  11. Anvil: ? Ditto the ink.
  • Another sign that points to the greatness of this game are the randomly generated points of the cup. Here you see the same course, but with TWO different destinations. This way players can’t master one course and repeat the same tricks over and over, thus killing the longevity of the game. 48 courses each having several different random cup generators mean that you really have over 200 different possibilities! Plus you factor in the ever changing wind, the 17 different strike points, the shot power meter ranging from 1 to 100, and the item power ups — it all adds up to a game that has a slightly new wrinkle each time you play.

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You’re looking at the same course, but with two different randomly generated cups. Each course has four different destinations.

  • Certain courses have shortcuts and gimmicks you can take advantage of. For example, in one course you can hit your ball into the doghouse. This sends the ball flying across the screen from another location that can set you up nicely next to the hole.

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Little details like this make a game extra memorable and awesome.

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Here’s another cool example. If you hit the ball in that hole there, a mole magically transports your ball close to the exit. It’s weird but charming!

There’s a lot more but I’ll let you discover some of them for yourself…

CLOSING THOUGHTS

The best SNES game never released? Just maybe...
The best SNES game never released? Just maybe…

There are some video games you see in magazine previews and dream about, but when you finally get around to play it you find yourself sorely disappointed. BS Out of Bounds Golf not only lived up to my expectations but in many ways it even surpassed them. It’s so simple that anyone can play it and have a good time, yet it’s deceptively intricate enough where you could play it a thousand times and still learn something new each time. It speaks to the game’s longevity, including the 17 different strike points, 48 courses, randomly generated cups, 12 player choices and 1-4 player mode. It’s mini golf done right! Where else can you stand next to a towering cereal box featuring Coco Krispies, I mean, Big Kongs Crunch, and the next minute be teeing off along the Milky Way? There’s only one.

It's a shame this game never came out back in '94
It’s a shame this game never came out back in 1994

The graphics are easily the weakest part of the game, but they’re serviceable nonetheless. The sound suits the game just right. Much like Bomberman, it’s the pure gameplay that delivers. You’ll never play the same game twice. OBing your opponent is where it’s at, and your individual battles with judging the trajectory and your power meter is gratifying in its own right. This is one of those rare games I can play for 10 minutes each night before going to bed and never get tired of. The game’s ingenuity is abundant, its accessibility brilliant, and its charm endless. If you’ve never played BS Out of Bounds Golf before, I dare you to spend some time with it and see if you don’t like it yourself. Of course, everyone’s mileage will vary, and you might not be as nuts about it as I am, but I doubt many will walk away thinking it’s a bad game. I hope that BS Out of Bounds Golf will no longer be obscure and left hidden in the shadows. May it instead shine brightly as one of the best multiplayer games on the SNES. You need to experience playing this game with three friends to fully grasp its sheer brilliance. You’re sure to be glad you did!

Graphics: 6.5
Sound: 8.5
Gameplay: 10
Longevity: 10

Overall: 10

Platinum Award
Platinum Award

Sadly unknown and unreleased, BS Out of Bounds Golf is slightly bizarre and twisted, highly competitive and addicting, and one of the best multiplayer SNES games around. Give it a shot, it just might become your next favorite retro party game! Schadenfreude at its finest.

You earned it! Thanks NCS for this awesome game :)
You earned it! Thanks NCS for this awesome game :)
It ain't bullsh*t, it's BS Out of Bounds Golf, and it's ace!
It ain’t bullshit, it’s BS Out of Bounds Golf, and it’s ace!

I don’t hand out too many 10 scores… then again, not too many games are as fun and charming as this one is. Scenes like this only point to the sheer brilliance of the game ^_^

Natsume Championship Wrestling (SNES)

Pub and Dev: Natsume | June 1994 | 16 MEGS

My brother Kevin and I were huge wrestling fans growing up. I remember in the early ’90s when Virgil, a WWF superstar, visited my local mall. I wanted to ask him, “Is wrestling real?” I was seven or eight. But when I got up to him and saw how big he was, I timidly handed him my Virgil trading card and said not a single word. I was in sheer awe. The question I had rehearsed in my head all week long and on the car ride over, it flew straight out the window the second I caught sight of those gigantic biceps.

Virgil signed my card, and he didn't charge me $50!
Still got my signed Virgil card to this very day ^_^

In the summer of ’94, my brother saw an ad for Natsume Championship Wrestling in EGM. The ad, much like the cover, was one of the cheesiest, most laughable ads I ever saw. Two wrestlers that hardly resembles any of the actual NCW combatants are seen sparring. The text read NATSUME CHAMPIONSHIP WRESTLING IS DEFINITELY THE MOST INCREDIBLY EXCITING GAME EVER DEVELOPED. IT WILL BLOW YOU AWAY!!

What an ad, huh?
What an ad, huh?

Well hot damn. Say no more. I’m sold. Ah, the innocence of youth. In addition, it had a ton of engrish. And just what in the BLUE HELL is a “Jumping Kneepat” … “Shoulder Through” … “Kitchen Sink” … EH? O_o

My brother then uttered the words I’d heard a hundred times before…

“Steve, go rent it this weekend.”

I wanted Double Dragon V but couldn't betray my bro
I wanted Double Dragon V but couldn’t betray my bro

And so, it was that Friday night that my dad and I were off to the rental shops. No store had NCW except Ultimate Video — the new gigantic mom ‘n pop that opened circa spring of ’94. I remember seeing Double Dragon V and wanting to rent that instead. But I had a direct objective to see through. My dad checked the game out and we stopped by Burger King to grab dinner on the way home. Hey, isn’t it kind of funny how our brains remember the most random little details? Man, I remember it as if it only happened yesterday…

I opted to stay in the car. Ultimate Video did a rarity in those days… they included the game’s manual. Sitting there in the faint orange glow of the street lamp, I studied the extensive manual. To this day it’s a vivid memory that’s stuck with me all these years later.

Read this outside a Burger King summer of '94, heh
Read this outside a Burger King summer of ’94, heh

I remember being impressed by the large move set. Most wrestling games of that era simply didn’t have very many moves. Here you had different moves for the SAME button! All you had to do was hit left, right, up or down to do a different maneuver. Maybe the ad wasn’t lying. Maybe this was indeed the most incredibly exciting game ever developed. But then I spotted some funny errors in the manual. What the hell is a slipper hold? And why is Conan 6’9″ when he’s 6’0″? The game received extremely limited exposure in magazines. I was beginning to think I should have gone with Double Dragon V [Yeah like that one turned out so hot -Ed.]

Long story short(er), we ended up loving this game. It’s a shame that NCW has never really been in the spotlight like it deserves. So without further ado, let’s see why this game is the most incredibly exciting game ever developed. Or at least, why it’s a damn fine wrestling title, anyhow.

natsume1987

What is Technostasy? Why is there no space in between since and 1987? What an odd bunch! [You’re one to talk -Ed.]

ncwmodes

There are five modes in all. If you play against the computer you can choose from easy, medium or hard. With friends, it’s possible to have 12 players via the Round Robin Tag Match, though obviously not simultaneously. Don’t start on hard if you’re new and wish to keep your teeth intact. The system is based on timing, not rapid button mashing (thank goodness) but for newbies it’ll take a while to get the timing down pat.

FEEL THE POWER!

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The energy bar system is one of the best I’ve ever seen. Like Vampire Savior (but much earlier, mind), when you take damage it’s possible to recuperate health. However, the more damage you take, the slower the healing. There are six bars. Blue, green, yellow, red, dark red and black. I found it innovative as hell back in ’94.

It’s bloody ace. Other wrestling games of that era had one energy bar, with no healing potential. Think of all those WWF games, Saturday Night Slam Masters and so forth. You’ll never look at an energy bar in a wrestling game quite the same again after playing NCW.

In tag matches this feature especially shines. Tag out with your health on dark red, two minutes later tag back in and you’ll find your health in the green. Therefore, tag team strategy in this game more closely mimics the real thing than other wrestling games of that era.

And nothing satisfies more than beating someone up SO bad that his health recovers at a snail-like pace! That’s when you know you’ve truly given someone a legit beat down.

THE WRESTLERS

There are 12 in all, with three different body shapes: big, medium and small. Let’s meet these barbaric savages now shall we?

asteroidASTEROID

6’4″
269 pounds

My favorite. According to the manual he has won many championships and bloody hell, he does one mean face slam!

faceslam
Do this close to the ropes
WHIPLASH CITY!
WHIPLASH CITY!

 

conan-ncwCONAN

6’0″
259 pounds

One of only two medium body types, Conan does one hell of a moonsault! Maybe it’s the name, maybe it’s the unique look, but I always thought Conan was one cool ass dude.

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Beautiful moonsault. No one does it better. Because nobody else can even do a moonsault! Always been a fan of Conan because of this very fact.

viperVIPER

6’1″
248 pounds

Fast as lightning, with some of the game’s coolest moves, thanks to the fact that they belong only to him. I liked his unique blue tights with the fangs, and his blue hair was quite a riot back in ’94. Viper was my brother’s second favorite wrestler in this game

Wicked spinning heel kick!
Wicked spinning heel kick!

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Viper delivers one hell of a flying elbow drop. Somewhere the Macho Man Randy Savage is looking down with a grin on his kisser. “OOOH YEAH!”

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Small in stature perhaps, but don’t underestimate the little guy’s strength. He pulls off a mean powerslam. The snap is so smooth and crisp on that sucker.

phantomPHANTOM

6’0″
258 pounds

Palette swap? Shh, Natsume knows no such thing. Phantom has that devious look down to a science, but unfortunately lacks cool moves. As such, my brother and I hardly ever picked him as our choice wrestler. He was fun as hell to beat up, though!

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Nice cross chop to the throat though. Ooof!

spikencwSPIKE

6’4″
279 pounds

Spike is the tallest bloke in NCW at shockingly just 6’4″ — it would have been cool to see a 7 footer in this game. Spike sports one hell of a tan. Hmm, he reminds me of Jake “The Snake” Roberts. My brother and I used to hype up Spike as one tough customer because he reminded us so much of Jake Roberts, who was one certified badass.

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Spike even finishes off his opponents with a DDT, much like Jake himself. However, Spike adds a little twist — it’s a jumping DDT. Ouch.

jkrazeJ. KRAZE

6’3″
277 pounds

He sure could use Spike’s tan, eh? A former mental patient, he’s earned his name for good reason! My brother and I used to love beating up J. Kraze. We got a kick out of his “crazy” backstory and the fact that his last name is “Kraze.” Oh Natsume, you bastards you.

Look at all that cray cray
All that cray cray…

I mean, just look at that kisser! He’s a psychopath! Nothing beats beating up crazy folk…

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Clothesline from hell! The victim will receive a NASTY whiplash if near the ropes.

bigapeBIG APE

6’2″
322 pounds

Big Ape is the heaviest competitor but I was always disappointed at his lack of height. I wish they made him a towering 6 foot 10 or even 7 foot tall. A King Kong Bundy clone, Big Ape knows how to throw his weight around!

Wrong side of town, Phantom...
Wrong side of town, Phantom…

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It’s like using Bowser or Donkey Kong Jr. in Super Mario Kart. You don’t want to be bumping (no pun intended) into this guy!

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Avalanche Slam wipes out the competition. Love this finishing move. I always thought it was super cool and often wondered why no wrestlers in real life use this move. It’s like a running powerslam without the running, but the way Big Ape spikes them, with all of his 322 pounds crashing on them, is devastating.

hsnakeH. SNAKE

5’9″
245 pounds

No knee pads? Is he mad, or just plain dumb? I hate this guy. I always take great pleasure in beating him up. He looks like the kind of guy you just want to pummel! My brother and I never used H. Snake. He was kind of a lame design to be honest! And his moves weren’t very interesting.

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Clothesline him against the ropes. Then smack ‘im in the face, bouncing him off the ropes, before he can counter.

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Cap off the combo by evading the punch and nailing a sick standing dropkick.

fangzFANGZ

6’1″
262 pounds

Fangz may be the dullest of them all. Basically a swap of Asteroid but hardly any fun to play as. He doesn’t even have the cool tights of Viper or H. Snake. He’s just there and very forgettable.

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Delivers one decent power bomb, though.

pythonncwPYTHON

6’2″
302 pounds

Hmmm, Viper, Fangz, H. Snake, now Python?! Snake fetish, much? This fool is mad strong! Arguably has the best looking move in the game too. His throwing power bomb is a sight to behold.

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Decapitation city — what a brutal looking clothesline!

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Python’s throwing power bomb is a beautiful sight. You can even throw them out of the ring with this move!

mroachM. ROACH

5’9″
229 pounds

Roach was my bro’s favorite. Easy to see why. Not only is he great fun to play as, but those are some killer trunks! Plus that name is a hoot. M. Roach. Weird enough that it sticks with you.

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His running hip toss is smooth AF!

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He’s got a pretty sweet legdrop too. He gets great height on it.

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Exclusive to Roach is this super excellent looking neckbreaker! Great animation. Like everything he does, it’s smooth as butter. Love the crash of the mat as Roach drives his opponent into the canvas.

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Phantom is dazed as Roach goes for the kill.

Killer missile dropkick!
Killer missile dropkick!

kbrutoK. BRUTO

6’2″
312 pounds

A 3-time champion, Bruto lives up to his moniker. He’s got some of the game’s most brutal moves. Check out his finishing move below. It never fails to make me wince a bit on the inside whenever I see it.

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His high angled power bomb will compress your spinal cord and crack your skull. I like how K. Bruto and Python have different power bombs. Poor Fangz though just has a regular power bomb as his finishing move. Like I said, Fangz is forgettable.

THE GAME

Tries to cop Street Fighter II a bit with this
Tries to cop Street Fighter II a bit with this

Post match quotes even rear their ugly head in NCW. I guess no brawler of any sort was safe in those days, no? By the way, some of the comments are hilarious I recall. “Wow, he’s heavy” just feels so random. And the excuse of twisting your ankle during the match? It’s got a funky little sense of humor.

Take the fight outside for more destruction
Take the fight outside for more destruction
Reach out and touch somebody [Har har -Ed.]
Reach out and touch somebody [Har har -Ed.]
Go to sleep, GO TO SLEEP...
Go to sleep, go to sleeeep

When you pick up an opponent, he sits up half way. From here you can pick him up again so that he stands, or leave him sitting, whereby you can kick the back of his skull or wrench his neck in a sleeper hold! I always liked this versatility.

Blood? Only for Roach, oddly
Blood? Just a smidgen

Although no weapons like chairs and broken beer bottles are available, the steel barricades make for a great ally. Try and time it so you can follow up with a killer clothesline combination, right as this animation expires. Simple but highly effective stuff!

QUIRKY BLACK HUMOR TRICKS

This is a neat little "trick"
This is a neat little “trick”

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My brother and I nearly fell out of our chairs when we first saw this back in the summer of ’94. We were just messing around as usual, wondering if we could knock the other guy off the apron. We figured we couldn’t, but we had to try anyway. Imagine our shock when we saw that it worked. Nothing beats knocking him off right as the computer tries to go for the tag ;)

You’ve seen how the ropes can come into play (i.e. face slam, clothesline) for a nice added whiplash effect. You’ve seen the dirty tag team tactic. There are some others but I have to show this one…

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You’ll need to use a faster wrestler (i.e. Viper) and it only works against a bigger, slower guy (i.e. Big Ape). On the outside, fling them toward the far left of the screen. As soon as you do, RUN. By the time they get to the other side of the ring if you time it right you can actually knock them down! It’s completely satisfying and a bit demoralizing for them. My brother and I played NCW to death back in the day so we knew all the “tricks” of the trade. The game was amazingly deep for its time, especially for the US market. There was no other wrestling game like this.

Ah, the "monkey" commentators. Good times
Ah, the “monkey” commentators. Good times

My mom never cared for gaming. She never bothered to stop and watch me play. However, there was something about Natsume Championship Wrestling that caught her eye. Maybe it was all the devious whiplash tricks, or the catch-you-from-behind spot, but my mom used to stop and watch my brother I play NCW. She would be doing her chores, then she’d hear laughter roaring from the game room. She’d poke her head in and actually watch us play for a bit. She never did that with any other game. One day she made the comment “Are those guys monkeys?” My brother and I never noticed it prior, but they did look a bit like monkeys, so my bro and I started calling them the “monkey commentators.” It’s just one of those funky memories that has stuck.

MORE NCW MEMORIES… AND THE DAY IT DIED

After my brother and I enjoyed the heck out of Natsume Championship Wrestling, we decided it was a game we were going to buy, once it went on budget. Sure enough, one year later we were browsing the SNES game aisle at Toys R Us in good ol’ 1995.

And there it was, like a beacon of light.

NCW on clearance for $19.99.

I grabbed that classic Toys R Us game slip — it turned out to be the last one!

We played NCW for a good long time. My mom would casually walk by and actually stand there to watch for a minute or two. She couldn’t care less for video games, but something about the barbaric game tactics (rope whiplash trick, catch-you-from-behind, etc.) appealed to her, and of course, the outlandish chimp commentators. Looking back, those were truly the good old days…

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We played together mostly, but when against, I usually got the better of him.

We played NCW well into 1997. It was loads of fun, but one day, my brother finally “laid the game to rest” — as they might say.

“Hey, let’s play NCW,” I said.

“Naw, I had enough of it.”

“What? One more time… c’mon.”

“We’ve played it to death…”

And he was right. We had slammed J. Kraze’s crazy ass probably a zillion times, crushed Snake’s wind pipe five hundred thousand times and sent Spike to the hospital more times than I could count. We truly exhausted the game for all it was worth. With my brother retiring from NCW, so too did I. It was a sad day, but inevitable. Such is the life of video games…

WHERE HAVE I SEEN YOU BEFORE?

Notice the name there? JULIE...
Notice the name in the bottom right corner?? JULIE…

The person who did the artwork for NCW, Julie Bell, also did several other gaming covers. I thought the work looked familiar. I did some research and I found out Julie Bell also worked on these games. After you see the artwork you can kind of see her style. For years I noticed a “Julie” on some of my SNES games but never bothered to look it up. It’s nice to solve this little mystery. You already saw Double Dragon V earlier in this review. That was a Julie piece of work. Here are some others…

juliencw
Splatterhouse 3 (March 1993)
Run Saber (June 1993)
Run Saber (June 1993)
Eternal Champions (December 1993)
Eternal Champions (December 1993)
King of Dragons (April 1994)
King of Dragons (April 1994)
Demon's Crest (October 1994)
Demon’s Crest (October 1994)

Good stuff there, Julie! I always liked these covers. Well, aside from the NCW one. Sorry but that one is a bit hideous based on the fact that the drawn wrestlers don’t match the actual in-game wrestlers! But other than that, nice work Julie!

ZEN NIPPON PRO WRESTLING TRILOGY

NCW was based off the Zen Nippon games
NCW was based off the Zen Nippon games

If you enjoy NCW then I highly recommend Zen Nippon Pro Wrestling Budokan. It’s the third and final game in the trilogy, and features more wrestlers, more moves and a sweet Fatal Four Way match. To be honest it pretty much renders NCW a bit obsolete as it’s everything NCW is and more. Still, I appreciate the generic localization of NCW’s wrestlers and they have a bit of personality to them that makes it worth revisiting once in a blue moon for that odd nostalgic rush. Plus, it never hurts to beat up J. Kraze one last time.

There's a devious aspect to the Fatal Four Way
Zen Nippon Pro Wrestling Budokan is awesome!

CLOSING THOUGHTS

Thanks for the memories, NCW

February 20, 2006.

A little over a month into my SNES resurrection, I re-bought NCW to relive not only the memories, but just to play again a very good wrestling game.

And sometimes good memories obscure a game’s flaws… well, not the case here! NCW still holds up well but of course Zen Nippon Pro Wrestling Budokan is essentially an upgraded model. Still, when viewed on its own, NCW certainly holds it own.

Unlike other wrestling games from that time period, the move set was extensive, the grapple system relied on timing (much like the awesome Fire Pro series) and there were so many nice touches. Got your opponent on the ground? Stomp his face or his knees. Do an elbowdrop. A kneedrop. Fling them into the ropes? Backdrop. Clothesline. Running hiptoss. The list goes on and on. Y is for weak moves, B for medium and A for power. If you attempt too strong a move on a fresh opponent they will counter! They must be sufficiently weakened before you can slap your finisher on them.

The first time you witness a running clothesline followed by your opponent ducking seamlessly into a back suplex you will go, “OH NO! But damn if that wasn’t sick.”

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While the graphics don’t match that of a Saturday Night Slam Masters, its gameplay is simply unrivaled. There is no comparison between NCW and any other American SNES wrestling game. NCW also has nice sound and music too. Actually, quite catchy indeed.

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Here’s another cool twist — instead of 2 going to 3 — there’s 2.5 and 2.9 first. If you kick out during these close counts, the fans can be heard stomping in unison from the rafters!

The wealth of moves and how extremely playable it is makes ita shame this game went under the radar as much as it did. There was ZERO coverage in GameFan and EGM only had a one page preview in their May ’94 issue. Neither publication reviewed the game. It also came out the same time as arcade champion Saturday Night Slam Masters. Tough way to break in, eh?

What a shame. It deserved so much better.

What is the best American SNES wrestling game?

Without hesitation I’d say it’s

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It’s not the most incredibly exciting game ever developed. BUT… it is pretty damn good.

Graphics: 6.5
Sound: 9
Gameplay: 9
Longevity: 7.5

Overall: 8.5

Double Silver Award
Double Silver Award

 

 

 

There's my guy! Rock on, Asteroid. Rock on
There’s my guy! Rock on, Asteroid. Rock on

 

 

Mega Man & Bass (SNES)

Capcom released this Super Famicom game on April 24, 1998
Capcom’s Super Nintendo swan song (April 24, 1998)

Even to this day, a part of me can’t believe this game ever actually happened. Known as Rockman & Forte, Capcom released it on April 24, 1998, well after the SNES was essentially dead. I guess there was a big enough Japanese market still for them to do this. Whatever the case may be, I’m damn glad they did. Because it’s one hell of a Mega Man entry, and a nice bow on the original series.

This is my personal boxed copy
This is my personal boxed copy

The original Japanese version is perfectly playable, but there is a bit of Japanese dialogue. Especially for the item shop and the character bios, it sure helps to be able to read it. Crazed and dedicated fans felt the same way as they worked on an English translation. As a result of that, we have been graced by Mega Man & Bass.

Alternate cover I seen elsewhere
Alternate cover I seen elsewhere
Alternate cover #2
Alternate cover #2

Bass and Treble made their series debut in Mega Man 7. Treble is a wolf and is basically to Bass as Rush is to Mega Man. But for those who don’t want to backtrack to the Mega Man 7 review, here is a quick summary…

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Prophetic words indeed from the Blue Bomber. The duo did get their own game and surprisingly it was on the Super Famicom (April 1998). After releasing Mega Man 8 for the Sony PlayStation and Sega Saturn in December of 1996, Capcom wanted to create a new Mega Man game specifically for loyal SNES fans who hadn’t yet made the jump to 32-bit. Further proof that Capcom was the best back in the ’90s.

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Mega Man 8 is GORGEOUS
The sprite work was simply amazing
The sprite work was simply amazing
Apology accepted, Capcom!
Apology accepted, Capcom!

MEET THE GOOD GUYS

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SAY HELLO TO THE BAD GUY(S)

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Look familiar? They were bosses in Mega Man 8

MEGA MAN OR BASS?

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Players get the choice to play as either the good old Blue Bomber or the relative newcomer, Bass. Similar to Zero from Mega Man X³, this adds greater longevity to the game as both characters play vastly different. It’s also a blast trying to beat the game with both Mega Man and Bass.

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Differences range from small to big. Cosmetically, it’s cool to see the health refills and what not are in the character’s respective color. It’s a nice little touch that I appreciate, even if it’s completely minor.

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However, Mega Man as you know has his classic shot. He can only shoot straight ahead. Bass, on the other hand, can shoot in all directions except for straight down. If you’ve ever played a Mega Man game and thought to yourself, “Man, I wish he could shoot up or diagonally…” then you will appreciate Mega Man & Bass. Or at least, Bass anyhow. To compensate for Bass’ shooting ability, he can’t move while he’s shooting (bummer) and his shot isn’t very strong.

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Another difference: their personality and disposition. Mega Man is more compassionate and an all-around goody two shoes.

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Meanwhile, Bass is a bit more “robotic” [har har -Ed.] and edgy. Hey, he is technically a bad guy. He’s only teaming up on the “good side” temporarily to knock off King.

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Checking in with Bass later — for now let’s use good ol’ Megs.

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There’s something strange happening at the Robot Museum. Mega Man sets off to figure out what’s going on. I like how the READY sign is big and blue — it reminds me of Mega Man 8.

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Museum serves as the standard Mega Man introductory first level you must beat before getting to select from the robot masters. Right away you can see while it’s no Mega Man 8 in terms of visuals (duh), it’s damn impressive for a 16-bit console.

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WHEW!! With the whipping rain and wind pushing against you, you manage to barely clear the jump. Make sure you jump at the very edge there.

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Proto Man attempts to slay KING — the game’s big bad — but to no avail. OUCH!

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Remember the Green Devil from Mega Man 8? He’s back. It’s a different version of the Yellow Devil which appeared in the very first Mega Man title back in 1987.

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Reminds me of the bubble boss from Gradius III in that you have to blast away until you expose its core.

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Simple, satisfying introductory boss battle that will wet your appetite for the main game coming up. By the way, isn’t it the best feeling in the world to beat a boss with only a health bar or two remaining? Always provides a nice little rush!

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WHOA, IT SAVES?!? Yes, it does. It’s the first and only Super Nintendo Mega Man game that uses a save system over passwords.

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Purists were a little disappointed when they found out in Mega Man 7 you could only select from four robot masters first instead of all eight. You only get a paltry three here. Once you beat those three, the other five open up. Let’s pay Cold Man a visit first.

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Gotta love the animation of Mega Man as he’s zapped magically to the beginning of a stage. It somehow reminds me a bit of Astro Boy. See that CD over there? Throughout the game you’ll find CD’s lying around. Collecting them gives you a character bio card. It’s fun to collect and read (at least if you’re playing a fan translation or if you can read Japanese). Right now you can’t collect that CD since that ice block is, er, blocking your path. But maybe if you beat Burner Man a bit later on and use his Web Burner… hmmm…

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Other CD’s are more instantly accessible. They’re not necessary to collect but of course it’s fun to try and collect all 100.

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Beginning to look a lot like Christmas [TOYS IN EVERY STORE -Ed.]. No, I mean it’s almost December. That and this gigantic snowman mid boss [Oh, ahem, I knew that… -Ed.]

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Slightly tricky bit where you have to time your jump correctly to catch a ride.

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Cakewalk city with Cold Man. Jump over his Ice Wall and blast him with your Mega Buster.

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Beware of his Sub Zero-esque ice puddle attack, however. He also sends forth an annoying cloud that can really bog you down and leave you ripe for the taking. Best to shoot it down early to avoid that possibility altogether.

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Ahhh, what’s better than getting the last shot in and seeing the boss explode with that sweet visual and sound effect? It never gets old, I tells ya!

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Speaking of never getting old, I also like seeing how Mega Man earns the boss’ weapon. Just sit back and enjoy.

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Alright, we got Ice Wall! But, um, what does it do, exactly?

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WHOA!! This game actually gives you a demo preview of each new weapon you steal! Why Capcom didn’t think of this a long time ago remains a mystery.

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Ground Man, huh? To Capcom’s defense, after NINE titles you would be running out of ideas too [Oh yeah watch this! Er, um, Cup Man! Hmm, OK, I’ll cut Capcom some slack -Ed.]

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There’s a ton of sand everywhere here. You’ll be wondering if there’s an instant death pit or a helpful item hiding in the sand. Find out for yourself…

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Creepy robotic worms fall from a pod located up top. Meanwhile, don’t stand still for too long as you’ll sink to your death.

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You’ll quickly discover you can’t kill it. So hold onto that ladder there and wait for it to pass by. The ladder doesn’t take you to a new screen. It’s just there for you to safely wait it out. Well isn’t that thoughtful of Ground Man? Helping out the good guys. Just don’t let King know about this…

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Better high tail it as the nasty critter quickly reappears. Whew, just barely slid home safe here, eh?

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MAJOR FAIL on the first pic there. You can’t run back to a previous screen so get ready to eat some damage. Second pic, the race is on! Who will get to the ladder first? Oh the tension…

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Although not the same creature (it would be cool if it was), it’s definitely related. Tough mid boss. Its pattern is somewhat erratic so it’s a bit of a pain to deal with. Close call there, Mega Man!

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OUCH. I bet that stings like a you know what. Look at the attention to detail. When your health is low, Mega Man is visibly injured. Nice, Capcom. Nice.

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Watch out for its little babies. You can only kill them with the Mega Buster since they’re so small. Gotta love the classic flashing.

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SAFE!! Silky smooth, that Mega Man.

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Shots sail harmlessly off Sniper Joe’s shield. I’ve always liked the detail of the shots flying backwards. Sniper Joe likes to launch grenades. Give him a taste of your Mega Buster to put him down for the count.

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Puzzle time! Each pillar destroyed causes the spikes to fall one more notch. It starts out simple but…

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Doesn’t take long before it gets a tad trickier. Sorry about that, Mega Man.

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ProTip: Not all treasure chests are helpful. A little RPG-esque here, eh? By the way, see that match there? See what happens when you revisit this level later on with the Web Burner in tow…

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Speaking of boss weapons, here’s Mega Man riding the Ice Wall to victory. Sick.

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Astro Man, no relation to Astro Guy from King of the Monsters, is next. If he looks familiar to you it’s because he was a boss from Mega Man 8.

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Cursory glance and I might believe you if you told me this were a PlayStation or Saturn Mega Man title. It speaks volumes about how gorgeous this game looks and how silky smooth it is.

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Meggers giving it the old college try.

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Bonjour, Joe. That CD taunts you but after you get your hands on Burner Man’s Web Burner, you’ll be the one who gets the last laugh.

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Strange birds and creatures fly out of that inter-dimensional portal screen. Part of me almost expects to see Shredder and Krang!

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Interesting bit: study the light pattern and repeat it. If done so correctly, the door magically opens. If not, well, you can figure out what those guns might do…

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Tricky bit with the elevating platforms. Keep moving along, Megs!

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D’OH!! OK, let’s switch over to Bass now.

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Firing off rapid plasma shots for a little “purple rain” action.

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Double jump like a ninja. Bass can’t slide, but this is decent compensation.

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Shooting diagonally in a Mega Man game? I’m so there.

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Reminiscent of Mega Man X, Bass can also dash. It’s fun playing this on a cold rainy December night.

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Green Devil is definitely an easier boss when using Mega Man. C’mon Bass!

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“THIS IS SPARTA!” Bass battles Green Devil to the very bitter end.

SHOP ‘TIL YA DROP

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Remember Auto from Mega Man 7? He’s back. He’s sometimes known as Rightot. Whatever you want to call him, call him helpful. He runs this shop where he creates useful items in exchange of bolts (the game’s currency). Throughout the levels you will find small and big bolts. Collect them to buy power-ups. There are lots of items; they range from extra lives to auto charge (!) on the Mega Buster shot. Selecting the right power-up for the right stage is all part of the strategy.

GOTTA COLLECT THEM ALL!

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Throughout the game there are a total of 100 CD’s strewn about the stages waiting to be collected. These open up character bios. This is where playing an English translation pays off. I mean, it’s nothing fancy but it’s certainly fun to be able to read the silly little text. It’s a nice piece of Mega Man history, you know?

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Character bios span the entire previous Mega Man universe. Knight Man from Mega Man 6, Freeze Man from Mega Man 7, Frost Man from Mega Man 8, and yes even Saturn from Game Boy Mega Man V! Impressive. True diehards will definitely make it a point to collect all 100. By the way, Saturn hates video games? BOO!

CLOSING THOUGHTS

Mega Man & Bass, er, Rockman & Forte, rocks
Mega Man & Bass, er, Rockman & Forte, rocks

I remember when I first found out about Rockman & Forte being a real thing. It was during the mid 2000s and I was thinking, “Seriously? Capcom released this great looking Mega Man game on the Super Famicom in 19-freaking-98?!” That they did. Whatever the reasons were, I’m damn glad they did. It’s easily the Super Nintendo’s second best Mega Man game, only trailing the epochal Mega Man X. Being able to use Bass, with his double jumping and diagonal shooting, brings a whole new dimension to the table. The items present a bevy of strategies one could take and the game presents a fairly decent challenge. The 100 CD’s are fun to collect and read — it’s basically a little Mega Man compendium. Oh and perhaps best of all, you can now save. What a fantastic swan song for the Super Nintendo from the fine folks at Capcom. If it weren’t for 1999’s Sutte Hakkun, I’d say this is easily the last great Super Nintendo game ever crafted.

In a flash, Capcom bids farewell
In a flash, Capcom bids farewell

Stunning visuals, classic Capcom audio and vintage Mega Man gameplay cements Rockman & Forte (or Mega Man & Bass) as one of the best Super Famicom games to never appear in North America. Thank you Capcom for giving us loyal SNES fans one last bang. Capcom’s SNES swan song turns out to be one of the Blue Bomber’s finest 16-bit outings.

Graphics: 9.5
Sound: 9
Gameplay: 9
Longevity: 7

Award4Overall: 9.0
Gold Award 

 

Quit monkeying around and play this!
Quit monkeying around. Play it!

Mega Man 7 (SNES)

Pub and Dev: Capcom | September 1995 | 16 MEGS
Pub and Dev: Capcom | September 1995 | 16 MEGS

After gifting SNES owners with two high quality Mega Man X games, Capcom shocked the world when it released Mega Man 7 in the fall of 1995. By then the SNES was starting to wane as 32-bit war machines and 3D polygons became all the rage. The PlayStation was unleashed that same month to much hype, and it was clear the SNES had seen better days. But can Mega Man 7 prove there’s life yet in the Super Nintendo and the Blue Bomber? Let us take a trip back in time. The original Blue Bomber is back, but is it a happy homecoming?

DEATH, HOMEWORK AND MEGA MAN

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Like a horror movie franchise, they kept coming

Growing up in the late ’80s to mid ’90s I was blessed enough to witness the rise of the classic 8-bit NES as well as the SNES. Along with that, my friends and I got to play a crapload of Mega Man games. There were a whopping six of them on the NES. The second one remains one of my favorites to this day; it still holds up remarkably well even 25+ years later and was a defining game for many of us. The rest of the sequels all had their good points. It was nearly a certainty back then that with each passing year there would be a new Mega Man title to play, and eight more robot masters to conquer. It was death, homework and Mega Man for many kids. While the series peaked for me at number two, I can vividly remember playing parts three through six in one fashion or another. There wasn’t a single bad Mega Man title among them. They might not have been as epic as Mega Man 2, but with these games I could always be guaranteed a certain amount of polish. Like a comfy old pair of sneakers, Capcom rarely let me down.

They just keep coming and coming...
Mega Man and Michael Myers have more in common than you think…

In many ways I consider Mega Man as the horror movie franchise of video gaming. Like Halloween, Nightmare on Elm Street and Friday the 13th, it seemed like every year a new sequel was made. Just like Freddy Krueger, Michael Myers and Jason Voorhees, you couldn’t kill Mega Man or his nemesis, Dr. Wily. And just like the horror film franchises I cited, there was usually one stand out in the group, with the following sequels never quite living up to the standards set by the best entry in the series. Still, the sequels nevertheless held a certain charm for the diehard fan. For the Halloween series, it was the original. For Mega Man, it was part 2. In the early ’90s I was clamoring for a Halloween sequel as well as a 16-bit Mega Man. Finally, in September 1995 HALLOWEEN 6: The Curse of Michael Myers came out. And that same month Capcom gave us MEGA MAN 7, bringing the original Blue Bomber for the first time to the Super Nintendo. My wish had come true and I was psyched! [Be careful what you wish for… -Ed.]

HE'S BAAAACK...
HE’S BAAAACK… *heavy breathing*

It was a homecoming for both Michael Myers and Mega Man in the fall of ’95. The Boogeyman returned to the silver screen after a six year long absence while the Blue Bomber made his classic series debut on the Super Nintendo. Yet again the town of Haddonfield is steeped in danger and cold blood as a masked maniac roamed the streets. The film followed the sordid exploits of the Shape stalking his unsuspecting victims both day and night. And in his penultimate role, the legendary Donald Pleasence returned one last time to reprise Sam Loomis — Michael Myers’ former doctor turned boogeyman hunter. The theatrical version was universally panned. Rightfully so, as it was a mess. However, hardcore Halloween fans know there is a producer’s cut featuring 43 minutes of alternate footage (including a different ending). It tied up some of the loose ends of the shoddy and heavily edited version shown in theatres. It’s one of my favorites but the theatrical version, not so much. Michael Myers had a rough homecoming. How did Mega Man fare?

Sadly, not that much better (with the critics anyhow)
Sadly, not that much better (with the critics anyhow)

Mega Man 7 couldn’t have arrived at a worse time. It came out the same month as the PlayStation. While the SNES was very much still alive in the US, it was clear that its best days, commercially, were over. Next gen became all the rage, and in the midst of all this, Capcom decided to resurrect the original NES series. Had it came out two years prior, it would have been hailed as one of the great comebacks of the 16-bit generation. Instead, it got lost in the shuffle and was largely deemed as redundant, outdated and ultimately forgettable. It was seen as a Capcom cheap cash cow attempt to milk a classic franchise for a few bucks from loyal 16-bit owners before moving to 32-bits. Mega Man 7 did garner some solid reviews but no one really noticed as it quietly went as quickly as it came. But one of the great things about this hobby is the ability to explore any game in-depth, even if it flew under the radar back in the day. With that said, let’s take a look at the 16-bit debut of the original Blue Bomber.

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TIMING IS EVERYTHING IN LIFE AND GAMING

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It’s all about being at the right place, right time

Isn’t it amazing how big a role timing plays in life? Today complete copies of Mega Man 7 can reach as much as $700. Back in 2006 I got it complete for a measly $25. How times change. I took this pic on a Saturday morning of April 1st, 2006. I’m thankful I got back into the SNES scene when I did. I was lucky the nostalgia bug bit me a few years earlier than it did for many others, as the retro market began to rise just 2-3 years later. Speaking of timing, it’s a well known fact that Mega Man 7 was rushed; it had a developmental time window of just three months. While the programmers look back on the tight-knitted experience fondly, with designer Yoshihisa Tsuda referring to it as being fun like a sports team camp, they all admitted they had different regrets. Ideas they wish they could have fleshed out more with an extra month of time. It’s easy to see where their sentiments stem from. Mega Man 7 is flawed but plenty of fun with a few twists along the way, in addition to its familiar traits. Plus it had cameos galore from Mega Man’s 8-bit gaming past.

He can now duck! Er, maybe if they had more time
He can now duck! Er, maybe if they had more time

THE STORY GOES…

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One by one, these top secret robot masters awoke from their six month long slumber…

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With the city lying in ruin and countless casualties, the world needed a hero to step up…

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After killing Mad Grinder, you meet Bass and Treble
After killing Mad Grinder, you meet Bass and Treble

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Sad but true: his Mega Buster has been toned down. Normally, the charge shot counts as 3 regular shots, but here it’s been reduced to 2. It pissed off quite a few diehard fans.

Wait, where's my eight?
Wait, where’s my eight?

Speaking of pissing off, Mega Man 7 also had another big change in the classic formula that was not very well received by some pundits. Rather than giving you all eight bosses to pick from right off the bat, now you begin with four. Some complained that this killed the strategy component of the original concept. On the other hand, it allowed the four back end levels to be harder… based on the fact that the programmers knew you had to have gained certain skills prior! It’s a give and take. After a while I honestly didn’t mind it one bit.

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Yellow, you're mellow. Be near RED, you're DEAD
Yellow, you’re mellow. Be near RED, you’re DEAD
Watch your jumps...
Watch your jumps…

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Sliding effectively is the difference between the agony of defeat or the thrill of victory.

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I hate to burst your bubble -- [HAR HAR -Ed.]
I hate to burst your bubble — [HAR HAR -Ed.]
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Brings back memories of Air Man
Brings back memories of Air Man

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Things get international with VISHNU MAN (or not)
Things get international with Vishnu Man (or not)

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Everything's bigger in Mega Man 7... even the ladders
Everything’s bigger in Mega Man 7, even the ladders
Those annoying Mets are back in a beat 'em up bit
Those annoying Mets are back in a beat ‘em up bit

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And you thought your room was messy...
And you thought your room was messy…

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Freeze Man has one seriously, pardon the pun, cool ass boss entrance.

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When he said FREEZE, I didn’t think he meant it literally!

Can't hold it back anymore! The cold never [SNIP -Ed.]
Can’t hold it back anymore! The cold never [SNIP -Ed.]

MEANWHILE, BACK AT THE LAB…

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Doc, open your eyes. Stop listening to your heart...
Doc, open your eyes. Stop listening to your heart…

THE ROBOT MUSEUM HALL OF FAME

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Home to some old “friends,” the Robot Museum is an awesome bit of fan service.

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You’re too late. Guts Man is going back to the lab to be reinvented. Wily exits and in his place comes forth the corpulent Clown Robot.

A funny sight gag, it turns into Skull Clown Robot
A funny sight gag, it turns into Skull Clown Robot

Forget shooting it anywhere on its body other than its shrunken head. The Clown Robot can be an annoying mid boss due to its massive size yet small hit box. Once you knock its head off, shoot like crazy as the head will soon reattach and the whole process repeats itself.

Ah, the final four
Ah, the final four

Now that you have beaten the first four, the final four is unveiled. These last four levels are a bit harder than the first four since the programmers knew you’d be coming in with certain boss weapons equipped. I kind of dug this format.

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Sonic the Hedgehog defined the summer of '91
Sonic the Hedgehog defined the summer of 1991

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Get too high and die [See, games are educational -Ed.]
Get too high and die [See, games are educational -Ed.]
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[I hear some call him PRICK MAN... -Ed.]
[I hear some call him PRICK MAN… -Ed.]
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You can’t help but miss the awesome Ride Armors from the previous two Super Nintendo entries, Mega Man X and Mega Man X². Perhaps as a result of knowing that, they gave us this. Er, okay. There is no comparison between this friendly robotic dino ally and that of the magnificent Ride Armors, but at least it helps to break up some of the action.

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It’s also thanks in part to how it rumbles after you as you desperately flee to the far right. Until it finally corners you into a duel to the death. Attacking with its flame breath and fireballs, it’s easily the best and most memorable mid boss fight in the game. Fusing the best of Mega Man and Jurassic Park, it’s simply awesome.

Care for a mint?
Care for a mint?
The weapon-level interaction doesn't get enough love
The weapon-level interaction is highly underrated

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Mega Man meets Strider. It is with the Slash Claw!
Mega Man meets Strider. Nice!

It completely changes the way you approach controlling Mega Man as he goes from gunslinger to a badass killing samurai! There’s something about getting up close and personal to slice robots apart that can’t be beat. One of the best weapons to ever come out of the series due to it fulfilling a childhood dream… what if you crossed Mega Man and Strider? You get the Slash Claw. Pure total destruction at its finest!

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"RODNEY KING, RODNEY KING!"
“RODNEY KING, RODNEY KING!”

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Whew, a close call there! This is a neat little section that kind of brings me back to 8-bit gaming. In a lot of ways there is a bit of a vintage feel to Mega Man 7.

Thankfully if hit it's not an instant kill
Thankfully if hit it’s not an instant kill

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Well hello there, Optimus CRIME
Well hello there, Optimus CRIME

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"YOGA FLAME!"
“YOGA FLAME!”

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Shade Man’s level starts out in the pitch black of night as Mega Man looks out… only for the darkness to slowly peel away, revealing a full moon in the distance. Brilliant stuff. It’s made even better if you did the Ghouls ‘N Ghosts code to get the Ghouls ‘N Ghosts theme going! ^_^

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... ARE CLOSING IN TO SEAL YOUR DOOM!!
… ARE CLOSING IN TO SEAL YOUR DOOM!!
It's a bit shy and doesn't like coming out of its shell
It’s a bit shy and doesn’t like coming out of its shell

Not quite the sinister Pumpkinhead demon from horror movie fame, but nonetheless makes for a solid mid boss battle.

A little liquid courage gets it to open up...
A little “liquid courage” gets it to open up…

Damnit, your shot still bounces off it harmlessly. Guess if you’re gonna go all the way then you’ll need to wine and dine its ass first…

PEEK-A-BOO, BITCH!
PEEK-A-BOO, BITCH!

Finally it opens up. But not for very long, so make each time count with a well placed shot. It’s all a matter of patience and being on point.

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[Stupid idiot! YOU JUST MADE THE LIST!! -Chris Jericho]

ALL YOUR BASS ARE BELONG TO US

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"Damnit. I thought everyone knew Bass was pronounced as Base"
“Doc, everyone knows Bass is pronounced Base!”

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"Crap. Something really big is right behind me, right?"
“Crap. Something really big is right behind me, huh?”

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Guts Man is trying to turn Mega Man into Rock Man
Guts Man is trying to turn Mega Man into Rock Man

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BOSS WEAPONS: POWERS AND ABILITIES

It never gets old stealing weapons off the bosses
It never gets old stealing weapons off the bosses

Like all Mega Man games, the formula remains the same. Beat a boss and gain its powers. One of the unique things about 7 is that the weapons not only serve as offensive tools, but they can also aid you through various levels and situations, too.

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You can even fight Proto Man and win his shield!
You can even fight Proto Man and win his shield!
What will this to lead to? It pays to experiment!
What will this to lead to? It pays to experiment!

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The Noise Crush bounces off walls and can be caught, giving you a mega blast.

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Come on feel the noise crush! Girls rock your boys!
But don't use Freeze Cracker on Freeze Man. Trust me.
You’re going to the junkyard, Turbo Man

Try out the various weapons! Each boss has a weakness but there are also some weapons that will cause different status changes. For example, see what happens when you fire the Thunder Bolt at Turbo Man. But whatever you do, don’t use the Freeze Cracker on Freeze Man. Trust me…

"GET TO DA CHOPPA!"
“GET TO DA CHOPPA!”

MORE ABILITIES

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Call on the Super Adaptor for a major boost. “IT’S MORPHIN’ TIME!”

The only downside: no sliding in this form
The only downside? No sliding

Call upon Rush to fuse with you into a super power known as Super Adaptor. This is a combination of powers from Mega Man VI (NES) and Mega Man V (Game Boy). It’s just another example of how Mega Man 7 pays homage to its previous entries.

It helps ease the pain of no dashing or wall climbing
It helps ease the pain of no dashing or wall scaling

The Super Adaptor is a game changer. You can jump and then hover, which allows you to leap distances far away from a ladder and in one smooth motion grab a hold. It turns the Blue Bomber into an efficient killing machine!

When not charged, he fires his Mega Buster as usual
This replaces the Super Mega Buster

Instead of shooting the Super Mega Buster when charged, Mega Man launches his Rocket Punch.

Rats!
Rats!
Not so fast! Behold his hovering powers
Not so fast! Behold his hovering powers
Rush Search is a bit lame, though
Rush Search is a bit lame, though

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When you activate the Rush Search, Rush appears on the scene to sniff out any nearby goodies. When there’s nothing of use, he’ll dig up a bone. Thanks for the help, bud. But he can also find dolls, dead fish, dentures, robot toys and a Game Boy. Real funny, Capcom.

Rush Jet, on the other hand, is very helpful
Rush Jet, on the other hand, is very helpful

SHOP SO YOU DON’T DROP

Introducing Eddie's Shop
Introducing Eddie’s Shop

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That's just wrong
That’s just wrong
Purists may find the bolt shop "rebolting" [... -Ed.]
Purists may find the bolt shop “rebolting” [… -Ed.]
Hey there, handsome
Hey there, handsome

Even better than buying a 1-UP was killing an enemy only to find a 1-UP left in its place. It rarely happens too, which only adds to the great feeling of when it does happen.

Always a welcome sight
Always a welcome sight

Show of guilty hands here… how many of us have “farmed” at some point while playing a Mega Man title over the years? Yep, guilty as charged here. I try to avoid it for the most part, but there are a few times where I slip back into it.

Beat saves your butt if you have a Beat Whistle on ya
Beat saves your butt if you have a Beat Whistle

HIDDEN “STREET FIGHTER II” MODE

After this, hold L + R while pressing start
After this, hold L + R while pressing start

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Indeed. Remember how I mentioned that the programmers expressed regret that they were rushed to roll out Mega Man 7? They only had three months to create it. This mode would have been more fleshed out if only they had an extra month of programming time… it’s too bad, eh?

TAXICAB CONFESSIONS

Stuck on Sigma's last form. One of these days...
Stuck on Sigma’s last form. One of these days…
Some claim 7 to be one of THE hardest in the series
Some see 7 as one of the hardest in the series

It is ironic, eh? Mega Man X is considered to be easy while Mega Man 7 is viewed by many as one of the hardest entries in the entire franchise. Somehow I was able to beat 7 but not X (yet). Strange but true.

The ending reveals a fed-up and darker Mega Man
The ending reveals an angrier, darker Mega Man
Damn, son! You done messed him up!
Damn, son! You done messed him up!

For those who don’t wish to be spoiled, skip this block of text. In the end, Wily apologizes for the trouble and grief he’s caused. He also promises to go quietly. Unlike previous adventures, Mega Man knows better this time. He charges his Mega Buster and tells Wily he’s going to do what he should have done a long time ago. It was shockingly violent (and satisfying). Wily counters by reminding Mega Man robots can’t hurt humans. Then, in total action hero movie mode, Mega Man utters the hauntingly brilliant one-liner: “I’M MORE THAN A ROBOT… DIE, WILY!” I couldn’t believe my eyes when I read that. Blew my mind to know the Blue Bomber was about to kill Dr. Wily by blasting him square in the face. But of course, before he can, Bass and Treble come to the rescue. They whisk Wily away, and the whole place starts to blow. In the closing sequence we see Dr. Wily’s Fortress exploding in flames. Mega Man is seen walking away, never once glancing back, like an action movie star. Nice ending.

WHAT THE CRITICS SAID

It didn't quite make the splash it was hoping for
It didn’t quite make the splash it was hoping for

Mega Man 7 received solid, if unremarkable, feedback. EGM gave it scores of 8.5, 7, 7 and 7. GameFan hyped it up big time in previews but never reviewed it. Super Play rated it 79%. While the numbers were certainly respectable enough, the consensus seemed to be along the lines of “Good game but it’s nothing we haven’t seen before.” This was made evident by such remarks as EGM reviewer Danyon Carpenter saying, “Get ready for more of the same.” Al Manuel added, “With all the good things going for it, this game really needs a revamp. The engine is getting old and tired.” On the flip side, Sushi-X defended it. “I can understand some people getting burnt out on the concept, but I love the action and challenge of this classic game with an excellent feel.” It’s hard to deny that by late ’95, the Blue Bomber was looking a bit conceptually outdated…

Rocky times for Rock Man
Rocky times for Rock Man

When the first Mega Man title burst onto the scene way back in December of 1987, it was a revelation. The sequel refined the process and dazzled the gaming world with its visuals, amazing music and non-linear gameplay. But of course, like with the original Halloween or Nightmare on Elm Street films, many years and many sequels later, the once fresh concept has now grown more than a bit stale. Mega Man X managed to reinvent the series by taking it in a different and radical, more mature direction. By the time Mega Man 7 came out in late 1995, for many fans it felt like a step back. People were now used to X’s athleticism, yet here comes the original Blue Bomber without the dashing or wall climbing abilities. It’s easy to see why Mega Man 7 sort of became the black sheep of the SNES Mega Man legacy. When I first played through it in 2007, I, for one, really liked it. Then I went online seeking other people’s opinions of the game and I was mortified to see all the venom people were spewing at the game. The hatred was so thick that it felt like Mega Man was being stoned to death by these vociferous gamers. I can understand the criticism, but it doesn’t change the fact that I still really like Mega Man 7 a lot.

Didn't mind the odd lull -- I like to admire the scenery
Didn’t mind the odd lull. I like to admire the scenery
Someone's been eating donuts and burgers...
Someone’s been eating cheeseburgers

The most common complaint is that Mega Man is too big compared to earlier models, specifically X. 7 is much bigger and less agile than X. If you love X’s faster and more mobile capabilities, naturally, there might be a disappointment with 7. 7 is more of a plodding, methodical adventure. It goes back to understanding each game for what it intended to be. The X series was all about refreshing changes and new gameplay mechanics to go along with a much darker storyline and tone. And the X games do a splendid job of that. But 7 was meant to go back to the original roots of the series — a more cartoon-ish, light-hearted affair. The sprite is full of character; it’s totally Inafune. Sure he’s a bit clunky, but I actually enjoy the way he looks. His size didn’t bother me, and I still had a blast with the game. That’s all that really matters to me. Credit Boxed Pixels for this comparison shot.

CLOSING THOUGHTS

Mega Man 7 is a solid game worth sinking your teeth into
This is a solid game worth sinking your teeth into

Mega Man 2 was one of my earliest video gaming memories and a defining game of my youth. I liked Mario growing up but was always more of a Mega Man guy. There was an entire generation of 8-bit gamers who couldn’t wait to see the Blue Bomber make his SNES debut. It proved to be worth the wait when he finally did as Mega Man X is considered one of the finest games in the franchise. Capcom’s decision to continue the original NES series on the Super Nintendo in late ’95 was a bit of a shock. But I love how we can look back on the history of the SNES and say there was at least one classic original Mega Man game made for it. In a lot of ways, it’s close to how I imagined the series would look and feel in 16-bit. Mega Man 7 may have its fair share of critics, but it’ll always have a special place in my gaming heart.

Not the best homecoming but good to see him back
Not the best of homecomings, but it still rocks

Though many view it as a step backwards, I found it to be a refreshing return to its roots. Sure, 7 has its flaws. A chunkier sprite means the action is more methodical than fast paced. The charge shot is nerfed. On the bright side: Bass and Treble are great additions to the franchise. It’s cool to see Rush back, and the Super Adaptor is a killing machine. The ability to use weapons in multiple ways was brilliant. Various nods to the past are made giving the game a good bit of fan service. And what’s a Mega Man game without menacing monstrosities? The ones featured here are among the most memorable in Mega Man lore, ranging from a towering T-Rex to a roaring evil big rig. The bolt system and shop added a new wrinkle to the classic formula. It proves handy as you progress throughout the game especially for the final battle, which is hailed by most as one of the hardest Wily fights ever. Despite falling short of its potential, Mega Man 7 is a quality action game. It’s no Mega Man X, but I don’t think it was ever meant to be, and perhaps that’s where the charm lies. Sometimes you want refreshing. Other times you’re in the mood to return to your roots. Mega Man 7 manages to do a bit of both all at once. I’m not saying it’s perfect. But it hits sort of a sweet spot for me. While it isn’t his greatest outing ever, there are a lot of underrated aspects it brings to the table. Approach it with an open mind and you might appreciate it, too.

Graphics: 8.5
Sound: 8
Gameplay: 8.5
Longevity: 7

Overall: 8.5

Double Silver Award
Double Silver Award

 

 

 

[Fooled folks all these years except me. Prick Man! -Ed.]
[Fooled folks all these years except me. Prick Man! -Ed.]
Not the best of homecomings but it still rocks
Good to have the original Blue Bomber on SNES!

Mega Man X (SNES)

Pub and Dev: Capcom | January 1994 | 12 MEGS
Pub and Dev: Capcom | January 1994 | 12 MEGS

The list of must-play SNES games runs long and deep. Over the years there have been hundreds of lists concocted and you could be sure of one thing: somewhere on those lists you would see Mega Man X. Released in January of 1994, it was a long wait coming for fans of the Blue Bomber… but boy, was the wait worth it. Mega Man never looked so good. 20+ years later, Mega Man X is still kicking ass!

THE ASCENSION OF MEGA MAN

Mega Man 2 made many of us blue bomber fans for life
Mega Man 2 made many of us “true blue” fans for life

1989 is a very nostalgic year and holds a special place in my heart. Uncle Jimmy was in his prime, Hulkamania was running wild, Saturday morning cartoons was must-see TV and the 8-bit Nintendo was kicking butt. Thanks in no small part to Mega Man 2. I still remember seeing the game for the first time in ’89 at Ben’s house. All seven of us were blown away by the amazing intro. We marveled at how it scaled up the towering industrial building, the calm and serene city nightlife just below… and that music… THAT EPIC MUSIC. We were instantly hooked. Capcom struck lightning in a bottle as a promising debut morphed into a legendary series the second game on. And so, the Mega Man revolution was born [and milked… -Ed.]

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Thankfully, the gameplay didn’t disappoint. It was the total package. What could be cooler than controlling a heroic robot shooting down rogue robots, stealing their weapons and using it against them? It was packed with masterful tunes left and right, along with some memorable enemies and levels.

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In a game era where floaty jumps and erratic control was the norm, Mega Man 2 hit us like a breath of fresh air. You always felt in total control of the little blue guy. The jumps were responsive, so if you died, it was entirely your fault and yours alone. The game also gave you a long health bar so you could mess up a bit and still be okay. Granted, this was all done in the first Mega Man but it was the sequel that took everything and cranked it up.

The classic select screen
The classic select screen

Another innovative feature that came from the Mega Man franchise was the player’s ability to pick which level to tackle next. This gave you the freedom and opportunity to go through the game as you saw fit. It was unheard of for its time. It’s yet another brilliant feature that made it stand out and endeared itself to millions of gamers the world over. Each robot ended in MAN, and most of them required a specific robot boss weapon to kill. Part of the fun was figuring out whose weakness was what, and which robot boss to go after next. After beating all eight, you can finally head to Dr. Wily’s Fortress. It was simple yet compelling. And for those who aren’t very good at the game, it even gave you the chance to at least sample the eight various stages, so that you’re never stuck on the same one for days on end. The NES would go on to enjoy a whopping six Mega Man titles. At long last, the SNES came calling…

SOUPED UP FOR THE SUPER NINTENDO

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It was a long time coming, but Capcom finally unleashed the Blue Bomber in 16-bit glory. And what a glorious debut it turned out to be, as MEGA MAN X took everything sacred about the Nintendo entries and cranked it up to the max.

The game felt like a big fat post-Christmas thank you to the loyal fans. Capcom stepped up to the plate and smacked a home run when Mega Man was at last revitalized in a whole new world on the 16-bit frontier. A marriage made in Heaven, it became an instant classic and was adored by everyone in my gaming crew. Mega Man was back, and he was better than ever, jack.

THE STORY GOES…

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“BUSTING MAKES ME FEEL GOOD!!”

The X-Buster is back and has three different forms. The third being the most powerful and is nearly as DAMN BIG as X himself! This weapon made its debut in Mega Man 4 but it was about the size of the middle shot there. It blew our minds to see how big the X-Buster shot was in this game!

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Mega Man games up until this point always started out by allowing you to choose your path. Capcom threw in a slight wrench here. You had to first blow through this intro stage. All it really does is to serve as a “how-to” tutorial of sorts as well as build up the story, which Capcom pulls off really well here.

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There’s something really cool about destructible landscaping that makes a level a joy to navigate.

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And Mega Man X is friggin’ loaded with them! The first of which is the Bee Blader A.K.A. MECHA MOTHRA.

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As we all know by now, you can actually gain access to the fabled Hadoken fireball in this game, and it’s powerful as all hell. It’s one of the best easter eggs of all time ^_^

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Not happy to just roll out a standard short intro stage, Capcom took measures to ensure its memorability. One of which includes this awesome bit that sees the decimated bumble bee bot crashing down alongside you as the overpass collapses.

Vile makes his debut into the Mega Man universe
Vile makes his debut into the Mega Man universe
From hero to zero, literally
From hero to zero, literally

You’re no match for Vile. Prior to him you were blasting with the greatest of ease, and it felt like your new X body was all that. But Vile quickly shows you just how much you are still underpowered. After a brief spar, he grabs you to signify the end. When from out of nowhere, a mammoth shot breaks the ride armor’s arm CLEAN OFF!

He gives ZERO f*cks...
He gives ZERO f*cks…

It’s the spectacular debut of Zero, a class-A Maverick Hunter. Vile doesn’t waste time to make a hasty retreat. It suddenly becomes clear that as strong as you are right now, Zero is that much stronger. Zero looks up to see Vile flying away, knowing full well this isn’t the final battle… not yet by a long shot. Meanwhile, X is looking pretty sorry and down and out, so Zero offers the blue dude a few choice words of encouragement…

X is so ashamed; he can't even bear to look at Zero
X is so ashamed; he can’t even bear to look at Zero

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What a compassionate chap, that Zero
What a compassionate chap, that Zero

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A save feature would have better but oh well
A save feature would have better but oh well

Remember the old NES Mega Man password screens? Yeah, I know you do. I always found them to be a bit cumbersome and clunky. Thankfully, in Mega Man X, like much else of the game, it’s as smooth and user friendly as you could hope for.

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Select from any one of eight stages. It’s this wide open exploratory nature about the Mega Man games that I always enjoy and appreciate. If you couldn’t beat one level, you could try another instead of being stuck on the same one for days and days on end. The levels here aren’t innovative or anything, with your standard forest, snow and water levels for example. But they’re all a blast to play through.

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For the first time in Mega Man history, the bosses are no longer [Noun] Man. Now they’re all based off some type of animal. I thought this was a cool and necessary change to further separate it from the NES series. Here are the eight robot bosses, respective to the stages above. And yes, they do remind me a lot of my old favorite toy lineup from the ’80s… BATTLE BEASTS. Launch Octopus, Armored Armadillo, Spark Mandrill, Storm Eagle, Boomer Kuwanger, Sting Chameleon, Flame Mammoth and the [Chill] Penguin.

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Look, it’s Launch Octopus and Armored Armadillo! Well, not really,  but, well… actually… kinda! The one on the right is actually really  named Armored Armadillo — strange but true. I wonder if Capcom had any existing knowledge of this back when they created their own Armored Armadillo…

They were all the rage back in the late '80s
They were all the rage back in the late ’80s

Remember Battle Beasts? If you grew up in the ’80s then you should. My favorite toy lineup, they sold in packs of two and were miniature two inch animal warriors. Their gimmick? Each beast had a stamp in the middle. When rubbed it’d reveal either wood, fire or water. The idea being that each has a strength and weakness. It essentially plays like Rock Paper Scissors. There was nothing better than walking into KB Toys or Toys R Us back in the late ’80s and seeing an entire wall blanketed by Battle Beasts. Well, one sad day I rushed to the usual spot where they sold them and it was just… GONE. I combed through the aisles to no avail. Finally, I had my dad ask a worker and to this day I still remember his haunting words: “Sorry, Battle Beasts are no more.” NO MORE!?! How could this be, why?! As a kid I just always assumed they would be around forever. I mean seriously, do you know how many different animal species exist? Hell, the brand should still be going strong today. Alas, that day I learned a valuable lesson. Perhaps it was the first time in my young life that I realized… nothing lasts forever. And that all good things must, eventually, come to a bittersweet end… whether you want it to or not. It’s a day I’ve never forgotten.

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As silly as this may sound, or maybe not, one of the small pleasures in a Mega Man title is picking a boss and seeing its little introductory bit to said boss. I don’t know why but I swear it’s one of gaming’s sweet small pleasures ^_^

One of the few things Mega Man X didn't quite nail
One of the few things Mega Man X didn’t quite nail

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A bit clichéd but it did add a nice wintery atmosphere
A bit clichéd but it adds a nice wintry atmosphere

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Remind me of the bats from Wood Man's stage
Remind me of the bats from Wood Man’s stage

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X’s ability to jump ON and OFF walls created a brand new experience for the player. This newfound skill opened up endless possibilities. Get to the capsule! [Don’t you mean choppa? GET TO DA CHOPPA!! -Ed.]

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Capsules are scattered throughout the game. Each one gives X a major boost. As the game carefully plotted out in the introductory stage, there is a real palpable sense of X growing stronger and stronger, bit by bit, until he’s powerful enough to take on the evil Sigma himself. Capcom did a swell job of building this story.

And of course, the controls were super crisp
And of course, the controls were super crisp

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Scaling and jump off walls expanded the game's world
Scaling and jumping off walls expanded the game

So even though Mega Man controlled more smoothly than most other characters of the NES era, I still felt he was a little bit stiff. Sure, he could jump with the greatest of ease and yes, you had a decent amount of control over the direction of his jumps, but he could not duck and at times he felt a bit clunky. I guess you could argue it’s realistic seeing as how he is a robot, but damn if his newfound abilities in Mega Man X doesn’t make him a total flipping badass! The ability to scale walls and slide down them is just too sweet, not to mention practical.

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X gazes down at this heart thumping green mile
X gazes down at this heart thumping green mile

The classic boss gate runway of the Mega Man games have always stuck with me. They do a good job of building up the anticipation as well as the tension. I just love the way the doors expand in slow motion while the screen scrolls to the right. One could almost think of this harrowing stretch as a “green mile” of sorts! Hell, it often is for first timers… until you can figure out the boss’ pattern.

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Capcom nailed the drama aspect of the boss battles. After the runway, the boss drops out of the sky while a long energy bar fills up. This allows you enough time to sweat it out while the boss throws a taunt or two your way. Your finger is on the trigger ready to fire as soon as the battle commences. Good stuff.

"FREEZE! ... HAMMER TIME!"
“FREEZE! … HAMMER TIME!”

Although the game can be defeated in a non-linear fashion, there’s usually a boss everyone likes to tackle first in any given Mega Man game. For this rendition, the winner is the Chill Penguin. He can be defeated rather easily with the X-Buster. But at least Mister Chill Pill isn’t without some ahem, cool attacks.

[Please, no more bad ice puns. NOT COOL -Ed.]
[Please, no more bad ice puns. NOT COOL -Ed.]
For purpose of effect, I took the hit here to show off this attack in full

[Yeah sure you did -Ed.]

I wish Super Metroid's wall jumps were as easy to do
Yep, the Blue Bomber sure loves Parkour

The ability to jump on and off of walls, as well as sliding down them, created for a host of new gameplay opportunities never before seen in any previous Mega Man title. In particular, it brought a much needed breath of fresh air to the boss battles, as now you had even more strategy and options to evade the frantic enemy onslaught.

Need some good hand-eye coordination here
Need some good hand-eye coordination here

And, not one to just be defensive, sliding down walls also gave you the sweet option of charging your X-Buster for a mega attack upon descending. BOO-YAH!

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After toying around with Chill Penguin for a bit, it’s time to put him on ice with a well placed mega charge X-Buster shot. Look at that serious swath.

I made it close for dramatic effect, y'see [Riiiight -Ed.]
I made it close for dramatic effect, y’see [Riiiight -Ed.]
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Each boss has a weakness. Find out which to use
Each boss has a weakness. Find out which to use

All of the weapons serve different purposes. Some were ideal for certain situations. You had to tinker with the game to find out the pros and cons. And now having the luxury to switch between them with the Super Nintendo shoulder buttons? Sick!

Stealing boss weapons is a classic staple of Mega Man
Stealing and using boss weapons never gets old
X can also do powered versions of these weapons!
X can also do powered versions of these weapons!

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I think I may have a slight affinity for the mid bosses over the regular bosses. I like the fact that they varied in size and shape, usually much bigger than X. I also like that there was no energy bar (it added to the drama). Sure you couldn’t steal their powers, but when they’re as cool looking as this guy here, you don’t really care about that.

Hmm, call it a hunch but... what about that lone eye...
Hmm, call it a hunch but what about that eye…

Your shots sail off his armor harmlessly. You’re going to have to find a different point of entry. I love the visual of your bullets bouncing off his titanium armored body.

Now claim your latest add-on prize: new body armor!
Go get your add-on prize: new body armor!

[Pretty sure Thomas Light doesn't speak like that -Ed.]
[Pretty sure Thomas Light doesn’t speak like that… -Ed.]
I call this enemy "ROCK MAN" [HAR HAR -Ed.]
I call this enemy “ROCK MAN” [HAR HAR -Ed.]
My favorite Mega Man regular enemies are any of the bipedal robots. I kind of wish the series saw more of them quite frankly. There’s something awesome about blasting the holy hell out of them. This guy here being a prime example. PELT AWAY!

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Shielded robots were a pain in the arse
Shielded robots were a pain in the arse

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Nice try. No mas
Nice try. No mas

Damn indeed. Back in the day my gaming crew used to speculate about how you could ravage the top wall down and enter this boss fight with armor suit intact. It sure was a fun thought. Sadly, that’s all it ever was, but it was a sign of the times. The memories you created with your gaming buddies pre-internet were sacred. Whenever I come to this point in the game part of me can’t help but reminisce of the good old days of early 1994 when life was that much simpler and so too were the video games.

Sting Chameleon is one of my favorites
Sting Chameleon is one of my favorites

A boss fight could go horribly wrong if you didn’t have the right weapon. If you had the right one though, the pendulum swings the other way. It certainly made for some serious note taking jones.

BEFORE GAMEFAQS OR YOUTUBE

Nice guide that goes for a decent penny
Nice guide that goes for a decent penny

I bought this guide back in 2006 when it was going for peanuts. Now like most SNES items, this strategy guide has skyrocketed in price (costing over $50). It’s a decent and cool little guide but it’s not worth it at that asking price. I love how it’s got my favorite mid boss on the cover there. RT-55J looks a bit like Auto (who was introduced in Mega Man 7) but there’s no proof that the two are connected. Nevertheless, I find it awesome how there’s one mid boss hanging out with all the main bosses on the cover. Maybe ole Stratton was a fan of RT-55J, too?

BEST.SECRET.EVER
BEST.SECRET.EVER

Speaking of tips and tricks, remember the Hadoken easter egg? It was brilliant. Back in the day this was one of the coolest secrets around. Capcom pulled off some other shenanigans, like seeing ole Chun Li in Breath of Fire, but nothing ever quite topped this one since it affected gameplay.

Throwing a flag. The Power Trip should be maxed out
Throwing a flag. The Power Trip should be at max
Enter this password first
Enter this password first
Then select this stage
Then select this stage
Dr. Light with the karate gi and headband!
You’ll find Dr. Light with a karate gi and headband!
The iconic Hadoken is now yours
The iconic Hadoken is now yours

Not just a mere cosmetic fan service, the Hadoken is death dealt at its finest. It will take out any enemy or boss in just one hit, sans the final form of the final boss. Now that’s what I call playing with SUPER POWER. It’s done with the same down, down forward, forward command as in the Street Fighter II games. There is a half second charge time that leaves you vulnerable, but damn is it worth it. It’s yet another brilliant aspect that only helped to further cement Mega Man X‘s well deserved place in the pantheon of great Super Nintendo games. It’s not quite in that ultra elite Mount Rushmore discussion, but it’s certainly up there.

WHAT THE CRITICS SAID

Mega Man X has etched itself into Super Nintendo lore
Mega Man X has etched itself into Super Nintendo lore

Mega Man X scored rather rave reviews, although a bit lower than most of its fellow classic brethren. EGM made it Game of the Month in their January 1994 issue (#54) when they rated the game with marks of 9, 9, 9 and 9. GameFan was the one that shocked me a bit as they only doled out ratings of 89, 89, 87 and 82. Keep in mind this is the same magazine that gave Clay Fighter a whopping 97%! Super Play Magazine rated it a healthy 88%. In issue #100, Nintendo Power placed Mega Man X on their top 100 games list at #58. The game’s legacy is firmly cemented in gaming history. Fans often cite it as one of their favorite Mega Man games of all time, and it is highly revered in practically every retro gaming circle I have ever seen. Platforming blasters just don’t get much better than this!

AND THE SURVEY SAYS… X MARKS THE SPOT

[If only you included Mega Man & Bass in that poll, too... -Ed.
[If only you included MEGA MAN & BASS, too… -Ed.]

Several years ago I ran a survey asking which of the four traditional SNES Mega Man games people most prefer. The results weren’t surprising — Mega Man X won by a landslide. It had 55.56% backing it, while Mega Man X³ came in second with 26.67% of the votes. Mega Man X² and Mega Man 7 were tied for last with 8.89% each. While I enjoy all of the games, there’s something about the original that just can’t be beat. And in most circles, that seems to be the consensus. Like Mary, there’s just something about Mega Man X that hits the mark.

CLOSING THOUGHTS

Can you stop the sinister Sigma and his Mavericks?
Can you stop the sinister Sigma and his Mavericks?

There’s no denying that Mega Man X is a bonafide SNES classic. Not only did it bring the Blue Bomber back in style but many still consider this one to be the finest hour in the entire Mega Man series. What made this game so epic? We can start off with the spiffy 16-bit visuals — up until that point Mega Man never looked better. While the tunes aren’t Mega Man 2 legendary, they’re still a treat with excellent tunes littered throughout. It plays enough like the old 8-bit Mega Man titles but has enough new features to give it its own unique feel. The control was flawless. Silky smooth and responsive. In a nutshell, take the 8-bit Mega Man which you love so much, add in 16-bit trimmings, and what you get is an absolute classic action title and one of the most beloved Super Nintendo games of all time.

Capcom made us wait a while but it was worth it
Capcom made us wait a while but it was worth it

For anyone who grew up holding an 8-bit Nintendo controller in their hands, Mega Man games have given us countless memories. Mega Man X exploded onto the 16-bit generation with style. From the start, the game puts you in total control of X. He dashes, scales walls and blasts with the best of them. Mega Man and the SNES controller was a match made in Heaven. While the game may lack in challenge, it’s forgivable given how much fun it all is. Like fine wine, Mega Man X has aged gracefully thanks to its timeless gameplay and protagonist. As long as bad robots roam the earth, and Super Nintendos function like the Hondas that they are, Mega Man will always be around to protect and serve. And serve us he has. For nearly 30 years now, he’s been providing us with countless memorable moments. Tunes and images forever etched into our gaming hearts. We can still hum certain Mega Man tracks. We still remember certain boss patterns. And we still love the Blue Bomber after all these years. Thanks for the memories, ye ol’ blue chap. Rock on.

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

Overall: 9.0

Gold Award
Gold Award

 

 

 

To quote the Kite Runner: "It was a way to be good again"
Mega Man X was one of the first titles I picked up
Simply freaking badass
Remember shooting its head clean off? SICK :)

F-Zero (SNES)

Pub and Dev: Nintendo | August 1991 | 4 MEGS
Pub and Dev: Nintendo | August 1991 | 4 MEGS

26 years ago, on a cold morning in Japan, the Super Famicom launched with Super Mario World and F-Zero. Can you believe today marks the 26th birthday of F-Zero? What better time to look back on the game that was than now? I have fond memories of F-Zero — it was the first SNES game I ever played. A futuristic high speed racing game, it blew away gamers with its Mode-7 graphics. Tonight let’s pay homage to an early SNES classic.

And while the graphics were amazing for its time, perhaps it was the incredible sense of top speed that really left us all speechless. I don’t think there was anything like F-Zero on the home consoles back in August of ’91. You had to experience the game back then to truly appreciate it. It’s one of those games you play for the first time and never forget. Ask anyone who played it back in ’91 and they’ll probably have a memory to share with you. And since you asked so nicely, here is mine…

  • The year: 1991
  • The month: December
  • The spot: Beautiful Lake Tahoe, located along the border between California and Nevada, west of Carson City
It was a vacation trip for the ages
It was a vacation trip for the ages

I was eight years old, on vacation with family and friends. You know, back in the good old days when folk had time, my family developed a strong friendship with four families. Together, between the five of us, 10 parents and 16 kids, we had some of the most legendary sleepovers in the history of such. 11 boys and 5 girls, ranging from birth dates of 1977 to 1987. Growing up, those were my brothers and sisters.

In December 1991 the parents wanted to go skiing at beautiful Lake Tahoe. We rented out a huge cabin where all 26 (!) of us stayed. It was insane, needless to say! One of the guys, Tommy, brought along his newly acquired Super Nintendo. He lugged three games along with him: Super Mario World, Final Fight and of course, F-Zero.

I found myself alone. All alone...
I found myself alone. All alone…

That Sunday morning I woke up to an empty cabin, with weird noises coming from the house in every which direction. I tip-toed downstairs timidly and yelled out the names of my family and friends.

No answer… except for the hissing of the house. I felt a chill creep up and down my spine. Some thing felt terribly off.

As I made my way to the kitchen, I found a note on the fridge.

  • Steve,
    We all went out for breakfast. We’ll be back soon. You had a long night last night, and I wanted you to get the extra rest. Make yourself some Honey Nut Cheerios, and don’t watch too much TV.

    Love,
    Mom

How could they? Without me? THE HEATHENS!

Ever feel like someone or something is watching you?
Ever feel like someone or something is watching you?

The cabin continued to groan and creak. It was freezing too! And I couldn’t help but feel… a presence in the house. I shivered as I stood prisoner in that cabin from hell.

OH HELL NO!
OH HELL NO!

It was the uneasiest feeling I ever had up to that point in my young eight-year-old life. I sat there in the kitchen and living room section of the house, petrified to go down the hall to use the restroom, much less head back upstairs. Hell, I passed up drinking that ice cold can of 7-UP I spotted in the fridge out of fear of having to use the restroom. Hey, if you saw that demonic hallway, you wouldn’t either…

I was all alone, or was I...
I was all alone, or was I…

I’ve never seen a ghost before in my life. And I hope that I never will. But have I ever felt the presence of one? If I ever did, that cold dreary December morning of 1991 definitely was it.

But I was a resourceful kid. Whenever I was alone and felt apprehensive, I’d turn on the radio or TV. My theory: the spirits would hear that I’m not alone, and therefore, they’d find someone else to mess with. So I turned on the TV and one of the WWF shows came up. It made me think of home sweet home, and for the next half hour, all was good.

Then the show ended.

And the haunted house was back.

Not able to locate any cartoons, I glanced down and saw Tommy’s Super Nintendo. F-Zero was sitting pretty in the cartridge slot. I hit power and was immediately engrossed by its high-end futuristic world. It took my mind from thinking about ghosts to intergalactic racing warfare. I played F-Zero and Final Fight until the gang came home. F-Zero was the first Super Nintendo game I ever played.

And I never looked back

As one might say… the rest is history.

WELCOME TO THE FUTURE OF RACING

WE ARE NOT ALONE...
WE ARE NOT ALONE…

As far as racing games go, F-Zero holds claim to having a pretty nice plot. In the 20th century, mankind was gripped by the fear of being invaded by extraterrestrials. They referred to such space crafts as UFOs. Now, to those of us living in this day and age (the 26th century), this sounds like a fairy tale.

Just what exactly did Ezekiel see on that fateful day?
Just what exactly did Ezekiel see on that fateful day?
Basel, Switzerland. August 7, 1566. These men saw  something...
The men gasped and pointed to the sky

Basel, Switzerland. August 7, 1566. These men saw SOMETHING

Back to the current age we go
Current day

It is now the year 2560, and due to the human race’s countless encounters with alien life forms throughout the universe, Earth’s social framework has expanded to cosmic proportions. Now trade, technology transfer and cultural interchange are carried out on an interplanetary basis.

SILVERHAWKS! Underrated cartoon show of the '80s
SILVERHAWKS! Underrated cartoon show of the ’80s

The millionaires who earned their enormous wealth through intergalactic trade, while satisfied with their rich lifestyles, yearned for new entertainment to stimulate their senses. Their wishes were met by a call for a new project based upon a seemingly simple premise: “Why not hold, on a galactic scale, some competition like the F-1 races once held on Earth centuries ago?”

"The 20th century had some good ideas after all!"
“The 20th century had some good ideas after all!”

Everyone jumped at this idea. Rich merchants from cities in the clouds or asteroids with almost uninhabitable environments immediately invested their wealth in the construction of various racing circuits.

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These racing circuits were located as high as 300 feet above ground and held in place by sturdy anti-gravitational guide beams on both sides of the course. The racing machines developed for these tracks used the very latest in super-magnetic technology and were designed to travel without wheels, hovering one foot above the course track.

When the first Grand Prix race was held, people were angered at the brutality of the competition. The organizers had, during construction, placed various obstacles and traps along the raceway. But as time passed and people grew used to these dangers, they soon demanded even more excitement in the race. In time, winning this race meant earning the highest honor that could be bestowed upon anyone in the universe.

People came to call this Grand Prix simply…

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THE RACERS

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PRACTICE (MODE) MAKES PERFECT

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LUCKY SEVEN

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Jump plates make for some major hang time, but sloppy handling here could prove fatal.

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These rough spots will deprive your machine of its speed if contact is made.

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Careful not to slide out — the special coating blocks your magnetic field.

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Talk about cutting it close! Gets the old heart pumping a tick or two faster.

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Not all power pit zones are found in the beginning

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Some of those right angles are downright BRUTAL!

So was it just me or...
So was it just me or…

Ahhhh, GODZILLA VS. GIGAN. How I remember thee. Back in the late ’80s my crazy uncle often took me to a mom and pop video shop called Video Mart. Next to the horror section was sci-fi. I rented this film once and the cover would forever burn itself into my memory. G-Fans have long debated Gigan’s forehead laser thanks to this cover you see here. It never did appear in the movies, that is, until 2004’s Godzilla: Final Wars. Curiously, it also appeared in Toho’s 1994 Super Famicom brawler. Godzilla: Kaijuu Daikessen.

At any rate, NEW WORLD [Order! For life for life! -Ed.] VIDEO’s logo graced the bottom of the VHS cover, and for whatever reasons it was an image that stuck. When I played F-Zero‘s Silence track, I could not believe the similarity! Take a look for yourself.

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Right?! Surely it wasn’t just me… [It was ONLY you -Ed.]

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One path sends you down a deadly explosive mine field. Yikes!

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While the other path is clear. Make sure you hit that jump plate. Otherwise it’s Molasses City!

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Key thing to remember here is ease off the pedal and let your momentum do the work.

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Lots of jump plates are strewn about the course, but beware of the magnets that pull your vehicle down.

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Well, 544 now. This pic was made November 2007
"Roads? Where we're going...
“Roads? Where we’re going…
... we don't need roads."  [Oh yes we do -Ed.]
… we don’t need roads.” [Oh yes we do -Ed.]

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“No matter how bad you got it, someone somewhere else has it worse.” Yeah, don’t tell that to this guy.

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Pretty gnarly and dramatic back in 1991. When your car crashes the camera moves forward briefly, then rotates 180 degrees to show you the burning wreckage. Nice.

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You’re given your time results and this nifty option screen at the end of a practice run.

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Check the records menu for… er… records. Brilliant! And so forth.

THE GRAND PRIX

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Alright hotshot. You’ve mastered the seven courses in the practice mode. You’ve crushed your rival more times than you can count. Now it’s off to the real deal: the Grand Prix. Choose from three leagues and difficulty levels.

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R2: Rendering Ranger is a Super Famicom game that commands a ton of dough. It switches from Contra-esque side scrolling run and gun levels to a space shooter. It’s an impressive display of the Super Nintendo’s capabilities.

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Then I think about,

All the years we put in this relationship.

Who knew we’d make it this far…

Then I think about,

Where would I be if we were to just fall apart…

And I can’t stand the thought of losing you.

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TIPS AND NOTES

  • If you start the race with the throttle (B button) held down, you will start off with a powerful dash. However, after the initial boost there will be a momentary stall from which it takes time to begin to accelerate again
  • During a jump, your machine will accelerate as it travels above the course. So to get the best speed don’t avoid the jump plates. Take care, however, to prevent your machine from leaving the side of the course and falling to a crash landing far below!
  • When landing after a jump, press down on the control pad to tilt the nose of your machine upward. This prevents the impact shock of landing from decelerating your machine. You get more lift this way and it’ll help propel you over that extra long and nasty jump on White Land II
  • If a rival machine approaches you from behind you will be alerted by the CHECK mark. Watch for your opportunity to block it from overtaking you
  • If your machine loses its stability and begins to slip or slide you should momentarily release the throttle to restore the machine’s grip. Also keep in mind, for those icy patches simply let your vehicle’s momentum do all the heavy lifting
  • Beat all three leagues on EXPERT and you’ll unlock MASTER. Beat all three leagues on MASTER and a different ending will be revealed…
  • Astro Go Go! is a blatant (and rather poor) F-Zero rip-off. It was slated for a US release under the terrible name of Freeway Flyboys. Having played the game, I can see why it never happened…
  • In their 100th issue (November 1997) EGM ranked F-Zero as the 18th best game of all time

OTHER STUFF

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fzero94Alright, maybe I’m the only one
in the galaxy who ever thought
this, but do you know what this
has always reminded me of?

 

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Uncanny, I say…

F-ZERO COMIC

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WHAT THE CRITICS SAID

  • EGM: 9, 9, 8, 8
  • Super Play: 86%

CLOSING THOUGHTS

Back in '91 this game was mind-blowing
Back in ’91 this game was simply mind-blowing

There are things in life that stick with you forever. I’ll never forget playing F-Zero on a cold, dreary December morning 25 years ago. It was the first time I played the Super Nintendo. I was completely in awe. Although current gen games have long redefine our idea of amazing, nothing will ever strip F-Zero of its simple magic and intense high speed. Maybe some of the magic is gone, but it’s still a quality game. Some may find the rather straight-laced racing a bit outdated, but for my money there’s nothing like making that long jump by just barely clearing the strip line. Or using the speed boost to barrel ahead at 900 kilometers per hour only to hit a jump plate that flings you across the track like a man possessed. Sure it’s lacking the all-important two-player mode, but there’s no arguing its place in SNES history.

Crazy nostalgia!
Crazy nostalgia!

I think we all play games to be awed in some way. We play them to take us far away from the daily grind of our lives, and we play games that are simply fun and evoke a sense of wonder. After all these years, F-Zero has still got it. Though not the perennial classic of a Super Mario World, it is a classic in its own right, especially for its time. I’ll always have a special place in my gaming heart for F-Zero, the first SNES game I ever played. No Super Nintendo library is complete without a copy, if for nothing else, historical value. A great showcase launch title that won the hearts of many, F-Zero is a memorable and noteworthy relic from a bygone era. Happy 26th birthday, F-Zero!

Graphics: 9
Sound: 8.5
Gameplay: 8.5
Longevity: 7

Overall: 8.5

Double Silver Award
Double Silver Award