Originally released in the arcade on December 11, 1989, Gradius III served as one of the launch titles for the Super Nintendo in North America circa August 1991. I’ve always had a fondness for the classic space shooter, or SHMUP as it’s come to be known. In my view, the SHMUP is one of the purest genres. I’d put it right up there with platformers and beat ‘em ups. There’s something simple yet beautiful and exquisite about being a one man army defending the galaxy against a horde of enemy ships and giant nasty bosses. It just takes me back to my childhood and a great era in gaming where classic side scrolling shooters ruled the day. Gradius III does well to recreate those memories and conjures the feels of those halcyon days.
VIC VIPER, ROLL OUT!
Introduction was simple and brief, but got you pumped up to save the universe.
Unfortunately, that 2 player option isn’t co-op. But on the bright side, you’re given some options [I C WAT U DID DERE -Ed.] with regards to your power-up system. I love it when games give you options; it’s always fun to tinker around with and find out what suits you best.
LEVEL ONE
Ahhhh, that classic first stage and those early opening moments. Combined with that impeccable music, it’s ultra nostalgic and never fails to bring a smile to my face. My mind was blown the first time I saw the massive dragon flying out of the sand.
Speaking of unforgettable and memorable, how about seeing that humongous boss at the end of stage one for the very first time? As I’ve stated before many times, no one could do bosses like Konami back in the day.
LEVEL TWO
Stage two opens up with bubbles galore. I’ll never forget the first time I popped the bigger ones, splitting them into smaller bubbles. Yet another mind-blowing moment for its time.
Konami does it again. Not only did their bosses have the best design, but the level of detail that went into each one truly made the bosses feel alive and real.
Breaking down its defenses and shooting at its giant eye always struck a chord with my imagination. The boss fights in Gradius III are so much fun.
LEVEL THREE
Halfway through this stage, the music shifts from an upbeat tune to one far more dramatic and foreboding. It was a cool effect. The boss can be pretty tough and blowing it up felt oh so satisfying.
LEVEL FOUR
Easter Island heads (AKA Moai) litter the playing field. Things can get messy and heated fast if you don’t respond in a timely matter.
Appropriately so, the boss of this level is the mother of all Easter Island heads.
LEVEL FIVE
Navigate your way through this fiendish, fiery hell. For your troubles, you’re greeted by a pair of fire dragons at level’s end. Lucky you.
LEVEL SIX
Things begin venturing into the downright bizarre as you transition from the reaches of outer space to this dangerous plant world. A massive nightmare of a creature guards this stage, and it moves in a very unsettling way. Despite the slowdown, this blew my mind as a kid back in the early ’90s.
LEVEL SEVEN
Action really picks up speed here as the screen scrolls faster than normal. You’ll have to work your way through tight corners and narrow spaces.
Watch out for blue balls… [You were waiting to say that, huh? -Ed.]
LEVEL EIGHT
Gauntlet time — you’ll face off with FIVE bosses!
Konami couldn’t decide on which one boss to keep for this level so they said screw it, let’s throw all six at the player. My theory, anyhow.
BOSSES R US! Say hello to boss number four and five of this stage.
LEVEL NINE
Infiltrate the enemy base and rage against the machine.
Nothing says SHMUP like a good old screen filling boss accompanied by some dramatic, epic sounding music.
LEVEL TEN
Brings back memories of Life Force (AKA Salamander), eh?
Blowing through the field in these type of games never gets old. At last we come to the end boss, and what a sight for sore eyes he is. Vintage Konami. No one did bosses like they did.
OPTIONS
The Gradius series is known for its options (helpers) but Gradius III also excels in offering the player a plethora of options. Not only are you given a choice of which weapon lineup you wish to use but the game even allows you to fully customize your choices. You can form your dream team so to speak and mix and match to your heart’s content.
WHAT THE CRITICS SAID
Gradius III on the SNES has a mostly favorable reputation, but is mainly criticized for its (immense) bouts of slowdown. Although to be fair, the 1989 arcade had its share of slowdown as well. I didn’t mind the slowdown so much as it actually helps more than it hinders. Slowdown is just more forgivable when that’s the case. EGM gave it scores of 8, 8, 8 and 8. Super Play rated it 82%. Being a launch title in North America, Gradius III is one of the more nostalgic games in the SNES catalog for many folks, myself included.
CLOSING THOUGHTS
There’s a reason why so many folks hold Gradius III in high regard. While it’s certainly not the best playing shooter on the Super Nintendo, there’s an undeniable charm to it that has left a lasting impression on those who initially played it back in 1991. The graphics were amazing for its time but it was the stellar soundtrack that completed the package, ensuring that Gradius III would always have a special place in our gaming hearts. Even to this day, I can still hear the tunes playing in my head. Whenever I think of classic space shooters, Gradius III always immediately comes to mind. It’s a game I find myself revisiting rather frequently throughout the years and one that never fails to make me smile.
CASTLEVANIA. The mere mention instantly conjures many warm memories for gamers of all ages. Hell, the name is nearly synonymous with the NES and classic gaming itself. Play through any of the pre-N64 renditions and it’s easy to see why this beloved franchise has been lionized by so many fans throughout the years. The epic NES series naturally transitioned to the SNES with the epochal Super Castlevania IV in 1991. Dracula X was the final 16-bit Castlevania game as we know it. Being that it’s Halloween season, let’s grab our magical Belmont whip and take a closer look…
A GOLDEN AGE
When I got back into all things Super Nintendo in early 2006 (January 17 to be precise), I was lucky to be at the right place at the right time. Early 2006 was a great time to be buying SNES games by the truckload. Many didn’t cost more than $10 shipped, and a ton literally went for as cheap as $5 shipped. Titles were not only cheap but they were plentiful as well. However, even back in 2006 there were a few key titles that commanded $40+ even cart only. Castlevania: Dracula X was one of those games, but I was fortunate enough to nab a copy for exactly $40. I beat the rush and nostalgia train by several years, and boy was I thankful about that. These games now command a small fortune and I would never have assembled my collection if I got back into the SNES scene post-2012 or so. Timing is everything.
LOST IN THE SHADOWS
Nearly 26 years ago today, Super Castlevania IV arrived on the Super Famicom and made its mark as one of the all time Super Nintendo greats. Japan received it on Halloween 1991 (how fitting) while North American audiences got it in time for Christmas ’91. Konami showcased the raw power of the brand new SNES and it left a lasting impression to say the very least.
I reviewed Super Castlevania IV back in October of 2008, nearly 10 years ago. Man, time flies! This was a massive effort that took many hours piecing together, and it’s one of my personal favorites. The liberal plot re-imagining used shots from Halloween 4: The Return of Michael Myers. It really fitted in well! That whole review has a crazy Halloween vibe to it. I think it stands as one of the best reviews I’ve ever created and I’m super proud of how it all came together almost a decade ago now.
Growing up, Halloween was one of my favorite film franchises. I still recall watching the first one in 1989 as a wee six year old thinking that Halloween was a movie about kids trick-or-treating. Later that night, I had a lucid nightmare that Michael Myers was stalking me in my bedroom! I became a fan for life — go figure! Every Halloween I try to watch at least one of the Halloween films as well as play games like Super Castlevania IV.
These images, which I splattered throughout my Super Castlevania IV review nearly 10 years ago, really evoke the spooky and atmospheric pulse of the Halloween season. It’s a fond trip down memory lane for me. I hope you enjoyed the Halloween 4 Simon Belmont intro as much as I had fun making it. After all, Halloween isn’t complete without a little Dr. Loomis and Michael Myers action! [That sounds like a fan fic someone already wrote -Ed.]
My initial impressions with Dracula X were certainly not too favorable. Here’s what I wrote in my gaming journal: Super Castlevania IV this ain’t. Hey where’s my up and diagonal whip? Where’s my rotating whip? Why is the attack shorter on time? Why does Richter walk up stairs like he just crapped in his pants, eh?
So, yeah, not too good first thoughts. But don’t judge a book by its cover right? After some help and motivation from various gaming pals, I marched on determined to see if the game would get better. After all, it’s not how one starts but how one ends. Let’s delve deeper into Dracula X…
THE STORY GOES…
The moon hovered ominously over the village… something afoul was brewing…
An evil DARKNESS had befallen the land, giving rise to sinister vampire legends. Until now the people of Transylvania had grown accustomed to their nice peaceful existence, secure in the knowledge that their famed hero, Simon Belmont, had sealed the fate of one, Count Dracula, several hundred years prior.
But as we all know, peace doesn’t last forever. People became complacent in their security over time. Then late one night at the witching hour, wicked townsfolk possessed by the darkness gathered in secret holding demonic séances in an attempt to bring back the Prince of Darkness… Sir Dracula!
Night after night they chanted relentlessly, calling out to revive Count Dracula. While everyone else had already retired for the evening, these heathens scurried out from their dark holes to convene in an ancient abandoned abbey.
Thunder rumbled across the night sky as lightning cracked the abbey. From the dead rose the Prince of Darkness!
Dracula plotted to exact revenge upon Richter Belmont, the descendant of the family that destroyed him. The Prince of Evil viciously attacked the town with his unholy legion. In a single night, lives young and old were wiped out. This time Dracula brought some brand new toys. True abominations, towering monsters of destruction and nightmares ravaged the village. The townsfolk never stood a chance — it was a blood bath.
Dracula was more ruthless than ever before. He kidnapped Richter’s girlfriend, Annet, as well as her little sister, Maria. Imprisoning them in his vile castle, he awaits Richter’s inevitable arrival.
Richter, burdened by his destiny, left for Dracula’s castle with his legendary ancestral whip in hand. Not only that but the stout determination to save his loved ones and the resolve to send Dracula to eternal damnation once and for all.
As the full moon casts an eerie glow overhead, Richter Belmont gazes at Dracula’s castle ominously looming in the distance. He knows once inside that there’s a chance he might not make it out alive. But he’ll boldly risk life and limb in order to save his girlfriend Annet and her sister Maria. The chilly night air sends tingles up and down his body as if someone took electrical wires and brushed them against the back of his neck. There is much terror and pain before him, but this is the life of a Belmont… the destiny of Richter Belmont!
THE CAST
THE SUB-WEAPONS
THE GAME
Richter Belmont’s less than athletic control can be a bit off putting at first but thankfully, having a sub-weapon like the axe certainly evens the odds up a bit.
And what would a Castlevania game be without bloody annoying bats that fly and swoop at ‘cha? This is definitely where you’ll miss the incredibly versatile whipping skills of Simon Belmont. Without question this makes Dracula X harder.
The skeletons in Dracula X are a bit more nimble than the ones we saw in Super Castlevania IV. The ones here tend to leap around like Mexican jumping beans.
I’ve heard many complaints over the SNES version of Dracula X, but here is one major win. Remember how frustrating it was to lose your favorite sub-weapon by accidentally touching another one? Dracula X gives you a few seconds to pick up your previous weapon should you grab (accidentally or not) another weapon. Brilliant.
Believe it or not, this guy ain’t a boss! In fact, you can’t even kill it. All you can do is walk as briskly as you can (‘coz you know, Belmont boys just don’t run). This is a neat twist on forced scrolling. Of course, you’ll be required to make some pixel-perfect jumps, which if successful, will land Richter right on the edge of the platform. Get used to it.
Level two opens with a bang as your ears are suddenly treated to a familiar tune. If this doesn’t get you feeling all tingly inside, you are without pulse.
Murderous merman and bridges that break — all classic staples of the famed Castlevania franchise!
The drawbridge lowers as you reach the end… it’s another nod to Super Castlevania IV fans!
I love this barrel chucking enemy. In general I just love when games add a wrinkle or two to their bad guys. Little touches here and there helps to spice a game up.
And of course, what would a Castlevania game be without a haunted castle hallway?
Their shields are no match for your knives. I like how you can pick this fool off safely from this perch.
A new feature in Dracula X is the Weapon Crash. This allows Richter to launch an all-out assault of his sub-weapon. It inflicts more damage but eats up more hearts, too. Each Weapon Crash is different and has its own strengths and shortcomings.
The Spear Men are a true menace. It could easily be Game Over if you find yourself surrounded by a couple of these purple bastards.
In true Castlevania fashion, certain blocks can be destroyed. This may unlock hidden goodies such as meat. So swing your whip around — you never know when you might find a breakable block.
This gigantic vampire bat is the second boss you’ll face. He looks rather nasty but his bark is bigger than his bite. Whack him down to size. Literally.
Although Richter doesn’t control as well as Simon did, he does have at least two moves on Simon: backflipping and the moonwalk. Both come in handy at various points, as you can imagine. F’rinstance, moonwalking does wonders here.
How I loathe those bloody annoying Medusa Heads. Use the Pillar Bones to give yourself a boost.
ARRGGHHH! The Spear Men are almost as annoying as the Medusa Heads. By the way, it’s amazing how they can poke a spear through that thick block but I digress.
You gotta love moments like this. You know the programmers had some fun here. I’ve always preferred the cross AKA boomerang but Holy Water has its uses as well
Super Castlevania IV features 11 stages while Dracula X has nine, but you can only trek through seven at a time. Levels four and five have two different levels you can take, depending on what you do (or don’t do). And this will also change the outcome of the game. Yes, there are three possible endings: best, OK and bad. Nice!
You’ll secure the best ending only if you can save both Annet and Maria as well as slay Dracula. It’s a tall task. If you lose a life, the key is lost for all eternity!
Unintentional humor abounds when Richter’s arm goes straight through the door. Oops!
Remember how Super Castlevania IV grants you a brief moment of invincibility after taking damage? Not so here. Like I said, everything is harder in this game by a considerable amount.
Sweet background. I’m a sucker for anything ancient ruins. This is the alternative level five by the way.
This huge pile of Bone Pillars, while intimidating, is no match for Richter Belmont. The final showdown is almost at hand. But before you can take on Dracula, you must first contend with an old friend named DEATH. They don’t call him that for nothing, believe you me. It might be Richter’s fate as well as your controller’s as well, if you get my drift.
To say that Dracula X is a difficult game is a gross understatement. It will test your will, possibly breaking it too. At times I was cursing like a sailor. It’s not really my style but the pixel-perfect required jumps, swooping bats, Medusa Heads, and Richter’s somewhat stiff mobility led to many moments of frustration.
BREAKTHROUGH
After beating Super Castlevania IV for the first time ever back on April 29, 2006, I decided to fire up Dracula X the very next day. I was enjoying it somewhat at first until I made it to the boss of level four. He’s got two forms. Frustrated, I vented on a gaming board and it was there that an old internet pal urged me to stick it out with Dracula X.
He defended it, saying it’s got a stilted gameplay system that forces you to be absolutely perfect if there is any hope of win. Somehow, the sentence stuck with me. I decided to stick with Dracula X, and that fateful night finally defeated the Cloak boss.
I would go on to face DEATH who absolutely destroyed me more times than I dare count, but then I got locked into the proverbial zone. I ended up perfecting his ass and went on to defeat Dracula for the very first time. I don’t think I could ever accomplish that again. It was exhilarating.
By the way, a special shout out to this bad guy. He’s not a boss but he’s one of my favorites. It’s a shame that he only appears once. He’s sort of like the Abobo or Andore of Dracula X.
Many claim the Dracula showdown in this game to be among the toughest in the franchise. Initially, I would agree. But not so if you know where to position yourself properly…
WHAT THE CRITICS SAID
Almost everyone adores Super Castlevania IV, but the same can’t be said for the SNES version of Dracula X. It’s been knocked over the years and its reception is a mixed bag. When compared to the superior PC-Engine original, the SNES version falls short. You’ll find just as much criticism as you’d find praise for this game.
However, Dracula X fared slightly better with most gaming publications. EGM gave it scores of 6.5, 6.5, 7 and 7. GameFan gave it ratings of 82, 84and 93%. Super Play rated it 80%. So while it didn’t quite live up to the lofty Castlevania standards set before it, it still earned fairly respectable marks.
CLOSING THOUGHTS
Not having played the PC-Engine import, I’m unable to compare the SNES version. This is perhaps a blessing in disguise. However, coming off the heels of playing through Super Castlevania IV, I had to put that aside and judge Dracula X on its own merits. The game grew on me before I knew it. Do I wish we got a proper Castlevania sequel with 1995 SNES trimmings instead? Of course. But so many times I feel we can focus too much on what wasn’t instead of enjoying what is. And Dracula X is, in my opinion, a fine action adventure. Once I adjusted to the difficulty level and the stilted control of Richter Belmont, I found myself inching closer to Dracula step by step as I disposed of his cronies one at a time. Most importantly, I found myself having a pretty good time.
Being that it’s Halloween time, I’ve been replaying the two Super Nintendo Castlevania games all month long. I’ll always love the first game and I’ve come to appreciate the second one over the years. Taken for what it is and judged on its own merits, there’s plenty to like. While not the Konami swan song we were all hoping for in their final Super Nintendo Castlevania offering, it’s still a pretty good game at its core. One that is worthy enough to be in any Super Nintendo library and deserving to be played every Halloween season or so. If you’re looking for a challenging action game with awesome music and a wickedly macabre atmosphere, then you’ve found a pretty good candidate here. Stick with it and you might find you’re glad that you did. Finally, two tips to help enhance your Dracula X experience: 1). Turn off all the lights and 2). Tell yourself it’s not the PC-Engine original or a sequel to Super Castlevania IV. Happy demon slaying and happy Halloween!
Although it was released in 1995, Nosferatu had been in development for years prior and was originally scheduled to be released much earlier. It can best be described as Prince of Persia meets a mix of Castlevania and Splatterhouse. There weren’t a great deal of dark games on the Super Nintendo. So as a fan of the macabre, this was one game I definitely had my eye on back in the day. The lovely magazine previews made it seem like a can’t miss affair. Did it live up to the hype I created inside my gaming heart all those years ago? Sadly, especially considering the lengthy delays, the answer is an emphatic NO. But that doesn’t mean it’s not without some merit. Since we’re in the middle of Halloween season, I can’t think of a better time than now to take a closer look at what SHOULD have been one of the Super Nintendo’s unsung treasures.
WHY SO LONG?
Man, do I remember the magazine previews for this game. I would just stare at the previews in awe, thinking to myself back in the early-mid ’90s, “All these cute and colorful SNES games are nice and all but where are the darker, more mature titles at?” One glance at this game and it was like Seta had read my mind. But Nosferatu remained in developmental hell year after year. You began to wonder if it would ever see the light of day. After years of delay, Seta finally released it in October of 1995. Better late than never, right…
I wanted so badly to play Nosferatu back in the day but I somehow never did. My brother and I bought an issue of SWAT Pro Magazine once and it featured an amazing eight page breakdown of Nosferatu. I must have read those eight pages over 100 times. From the macabre visuals to the maze maneuvering, it looked like a game tailored made for my monster and adventure loving heart. Sadly, as I said, I never got around to playing Nosferatu as a kid. It came out pretty late in the Super Nintendo’s lifespan — by the fall of 1995 I was more concerned with navigating the murky waters of junior high than keeping tabs with the latest SNES releases. I eventually donated my SNES to my cousin David in ’98 or ’99. But things came full circle when I repurchased the system on January 17, 2006. Nosferatu was one of the earlier games I bought (February 8, 2006). At long last, it was time to quell a childhood curiosity that had stood for over 10 years.
Cool looking monsters, right? Sadly, you don’t see any of these huge beasts in the game. And see how our hero looks like he’s firing some sort of voodoo projectile at the two-headed behemoth there? Looks pretty rad, right? But nowhere in the actual game is it found! Who knows why, but seeing these early shots bring a tear to my eye knowing what could have been…
THE STORY GOES…
GAME BASICS
Nosferatu features a very basic power-up system. Kyle’s fighting prowess increases as you collect crystals found via treasure chests or slain beasts. Sadly, the gems are rather scarce and it’s far too easy to lose them, especially when facing Frankenstein or those damn floating eye balls.
Collect these items as you go along to aid you in your quest. Be sure to explore everywhere. The green gem is highly valuable since it adds new bars to your life. You’ll need every last one!
The first stage is simple, introducing you to the game mechanics by putting you at ease and setting the somber mood proper. Later stages, however, have branching paths to wade through.
Hmmm, shall I take the brightly lit stairs leading up or the dark stairs leading down filled with beastly growls? [For you, take the dark stairs leading down… -Ed.]
LEVEL ONE
Animation is pretty top-notch stuff. I love the detail of the prisoner reaching out there…
Pocket the treasure and quickly high tail it! Something is definitely not right here…
Attention to detail is surely impressive. You gotta love the female begging there. Dare enter the dark room there?
Better time this correctly or else!
Kyle’s got bigger problems to worry about than falling… such as Frankie’s fists!
Ah, out of the decrepit hell hole and you find yourself on the outskirts of the forest on a cool chilly night. If you guess this is the prelude to the first boss battle, then you my friend are correct.
LEVEL TWO
This guy is super annoying. You can only jump kick him to death. Not bad until you factor in it’s hard to do that. If you are carrying gems, you’ll lose a few when he knocks you down. Cheap as hell…
I couldn’t get away!
Reached out a hand to touch your face. You’re slowly disappearing from my view. Disappearing from my view.
And I ran. I ran so far away. I just ran. I ran all night and day. I couldn’t get away!
These little moments where the action speeds up and the sense of urgency increases is where the game delivers most.
Puzzles aren’t very taxing. Push a block to activate the switch which opens the door there. Nonetheless, it adds some flavor instead of being your typical platformer.
Nosferatu has some nice cutscenes. I love how we catch a very brief glimpse of the vampire himself, watching and stalking Kyle from his tower…
LEVEL THREE
See that little opening there up top? This is a pretty cool spot where you need to stop and ponder first before jumping and going at it all gung-ho. It’s hard to explain but it’s moments like this that I love navigating.
WAYS TO DIE
TIPS
Inch your way by walking instead of running. This allows you to see things and obstacles to come.
This handy cheat saves this game somewhat. It allows you to sample the later levels which the programmers at Seta made damn difficult to reach naturally. Levels 4-6 are INSANELY brutal. Even on Easy, it ain’t. Far from it! Part of it is due to the stiff control. Here are some other great cheats:
Maximize Health: Do spinning kick, pause, Up, X, right, A, down, B, left, Y
Maximize Power Crystals: Pause, Up, X, right, A, down, B, left, Y
[GAME GENIE]Don’t Lose Crystals When Hit: C265-3DBD
[GAME GENIE]Almost Infinite Energy: C9BA-1F04
WHAT THE CRITICS SAID
To nobody’s surprise, GameFan once again went semi-gaga over a game that both EGM and Super Play were both less forgiving and a bit harsher toward. That is the case 9 times out of 10. Expect GameFan to dole out the more generous scores while EGM and especially Super Play were harder to impress. EGM scored it 6.5, 6.5, 7.0 and 7.0. GameFan gave it ratings of 80, 85and 88%. Super Play rated it 75%. Nosferatu is a mixed bag among SNES fans. Most tend to dig its macabre and ghoulish atmosphere, but it’s hampered by stiff gameplay and an absurdly high level of (cheap) difficulty.
CLOSING THOUGHTS
I vividly remember drooling at all of the Nosferatu previews and screenshots back in the day, thinking to myself what a cool and awesome game it must be. It looked like an enticing hybrid of such beloved games like Prince of Persia, Castlevania and Splatterhouse. “How could this game be anything but fantastic!?” I thought. Fast forward nearly 15 years later to the year 2009. I finally quelled my Nosferatu curiosity and I’m sad to say it fell way short of my expectations. Although I try my best to play a game for the very first time with a blank canvas in mind, admittedly I do enter select video games with certain hopes. I thought to myself that Nosferatu would surely be a “hidden gem.” I came into it believing it would play like a game that deserves no less than a strong 8 out of 10 score. Sometimes a game will meet my expectations. Other times it may even exceed. And then sadly, there are times where the game falls below par and you shake your head at what a missed opportunity. I wish I could tell you Nosferatu belongs somewhere in the first two categories but it plops itself into the tragic, heartbreaking third category. That’s not to say Nosferatu isn’t without its good points. The graphics are pretty cool and although the scenery appears somewhat repetitive, the visuals really give this game a unique and somber mood that fits in perfectly with this time of the year (Halloween season). The music suits it well and adds to the atmosphere. And unlike other similar games on the SNES, Nosferatu scrolls rather than flicking between screens. When fighting the monsters, the third and final right cross from Kyle results in a semi-slow motion cinematic blow, which only adds to the Hammer Horror B-Movie feel.
It’s a shame then that the controls aren’t nearly as responsive as one would hope. The rotoscope animation is lovely but controlling Kyle is a bit of a pain. To run you double tap but it’s way harder than it oughta be. Why not make “R” run? In the later levels there are tough traps and cruel enemy placements galore that, combined with the less-than-stellar control, makes the game far harder than it should be. The sick looking demons and set pieces are top-notch for the most part but you just wish the game plays as well as it looks. The gameplay isn’t innovative — it borrows heavily from past games in the genre and the puzzles aren’t that taxing. But the lack of control and insane difficulty really puts a damper on things. I wanted to like Nosferatu so much. On the surface, it looks like it has all the makings to be a great obscure gem that somehow fell through the cracks. But then you play it and you realize why nobody ever really talks about it (outside of Halloween season). I still like it and it’s certainly a game I’ll pull off the shelf every October for a go or two… well, at least for the first two levels, anyhow. But there will always be a part of me that can’t help but think, “Oh what could have been.” Especially given all the delays. Oh well, you can’t win them all. While Nosferatu has its moments, I’m sad to say that all things considered it’s probably my most disappointing Super Nintendo game of all time.
Graphics: 8.5
Sound: 8.5
Gameplay: 6
Longevity: 6
Overall: 6.0
It’s late in the evening; she’s wondering what clothes to wear.
She puts on her make-up and brushes her long blonde hair.
And then she asks me, “Do I look all right?”
And I say,“Yes, you look wonderful tonight.”
We go to a party and everyone turns to see
This beautiful lady that’s walking around with me.
And then she asks me, “Do you feel all right?”
And I say,“Yes, I feel wonderful tonight.”
I feel wonderful because I see
The love light in your eyes.
And the wonder of it all
Is that you just don’t realize how much I love you.
It’s time to go home now and I’ve got an aching head,
So I give her the car keys and she helps me to bed.
And then I tell her, as I turn out the light,
I say,“My darling, you were wonderful tonight. Oh my darling, you were wonderful tonight.”
Today is Friday the 13th. This is considered an infamous day that may bring bad luck and misfortunes more than your average day. This next game could not be reviewed on a better day. Ghoul Patrol is the unnamed “sequel” to Zombies Ate My Neighbors, one of my favorite two player SNES games back in the day. Growing up, Ghoul Patrol was one of those games I always wanted to play but never did. I finally quelled that curiosity seven years ago (October 2010). I wish I could say it was a worthy follow-up but sadly, it falls a bit short of that. It’s not terrible or even bad by any means, but it’s a rather forgettable effort that should have been so much more.
ZOMBIES ATE MY NEIGHBORS
In the fall of 1993, Zombies Ate My Neighbors thrilled 16-bit gamers and proved that there are few things more satisfying than killing zombies and mummies alongside your best friend. ZAMN graced the covers of gaming magazines, earned high scores and accolades, and there was no end in sight to its popularity. It became something of a cult classic. A two player zombie romp, players were madly thrust into numerous B-movie inspired levels battling mutant spiders, werewolves, evil dolls, martians, chainsaw wielding masked maniacs and even a towering titanic toddler. It was a brilliant pastiche of various gaming genres; hell, you could even say survival horror. Along the way there’s plenty of camp, gags and dark humor that endeared itself to gamers all around the world. Not only was it one of the best SNES games released in 1993, some say it’s one of the best (two player) SNES games ever made.
Containing over 50 levels of sheer mayhem, I love how each level has a clever name of sorts. This one, I Was A Chainsaw Maniac, is my favorite one. Set in a giant crate factory, you must locate several keys in order to rescue cheerleaders and drooling babies. It sounds easy until you factor in all the unrelenting masked maniacs out to get them (and you)! Nothing gets the pulse beating quite like hearing the revving of chainsaws in the air and seeing two burly mad men give chase as you zip, bob, dodge and weave through the hellish factory! Good times.
Back in the day, my best friend Nelson and I played the crap out of this game. We would huddle around my 27 inch Sony TV, shouting and laughing. Such was the diverse range of emotions ZAMN delivered. One second you could be bowling over in laughter at the slightly perverse humor, and the very next second screaming in pure anguish as innocent lives perish at the hands of the various monsters. I can’t think of too many games that takes you on such a wild roller coaster ride as this one does. It’s still good as a one player game but the real magic happens with two. Even to this day, it’s one of the most beloved games on the SNES. Like the many horror movies it freely borrows from, Zombies Ate My Neighbors has developed quite the cult following over the past quarter century. I can’t help but smile whenever this game happens to cross my mind. It just reminds me of a simpler time. A time where you and your best pal spent the weekends gaming and didn’t have to worry about bills or work. Needless to say, a sequel sure would have a LOT to live up to.
GHOUL PATROL
A “spiritual sequel” of sorts to Zombies Ate My Neighbors, Ghoul Patrol features Zeke and Julie in a brand new adventure. I was so curious about Ghoul Patrol back in 1994 but I never got to play it. One vivid memory of Ghoul Patrol that stands out to me to this day came some time in 1995. I was at Software Etc. when I spotted this game marked at the low price of $19.99 — all the other SNES games were $50+. I couldn’t believe my eyes! I even flagged down an employee to confirm. “Is Ghoul Patrol really selling for just twenty bucks?” The clerk nodded. At a time when SNES games were going for $49.99 up to $79.99, $19.99 just seemed crazy! Unfortunately, I didn’t capitalize on the deal but I remember going home that day with the game on my mind. I mean, being the “sequel” to Zombies Ate My Neighbors, it was already on my mind. But on top of that, $20?! My young mind rationalized that maybe the game had only like three levels… I don’t know… like a “shareware” version or something. Or worse — what if the game totally blows? I remember thinking immediately, “No way. That’s just crazy talk!” Fast forward some 15 years to October 2010. I finally played Ghoul Patrol. While it doesn’t totally blow, a big part of me is glad I never got to play it back in the day. I’m not sure 11 year old me would have been able to handle the disappointment…
THE STORY GOES…
THE GHOUL PATROL
WEAPONS
The first game had a ton of weapons and they were all rather silly which added to the zany campy fun. Chucking silverware and tomatoes aren’t exactly serious weapons. In Ghoul Patrol though, you only have five weapons and there’s no humor behind any of them. But due to having only five weapons, you thankfully don’t have to scroll through 87 weapons. Another good thing: the crossbow has unlimited arrows. Ammo in Zombies Ate My Neighbors was always an issue of concern but never here in Ghoul Patrol.
WORLD ONE: THE METROPOLIS
Although the victims aren’t as charming as the neighbors in the first game, this unlucky old bloke is quite a hoot. Some folks just have all the (bad) luck, eh?
Each world contains three or four stages followed by a gigantic boss. This is another big difference from the first game. Ghoul Patrol is much more straight forward while Zombies Ate My Neighbors had all sorts of secrets. The somewhat stiff control makes a clean boss fight sadly suicidal. Thus, boss battles are of the gimpy “consume invincible potion and hack away” sort. The first boss is a towering robotic warhead. Use your items to defeat him.
WORLD TWO: ANCIENT CHINA
Each time period has its own unique victims. As stated earlier, they’re just not as charming as they were in the first game. They’re just… kinda there. Sure it’s a small thing but it all adds up in the end.
When keys run low, the time taken to secure the next one can make all the difference between life and death. Although you should be fine on keys if you’re playing from level one. If you’re continuing off a password however, then all bets are off. The enemy AI here isn’t as relentless as it was in the first game. Those samurai skeletons are pretty savvy but most other enemies kind of just meander around, even with victims in the vicinity. A bit odd but it benefits the player for sure.
The second boss is the Demon Warlock. The bosses definitely look nasty but they’re all essentially the same. Time to power up!
WORLD THREE: CRAZY CARIBBEAN
WORLD FOUR: MEDIEVAL MADNESS
A friend can join the fray. As a one player game, I find Ghoul Patrol more manageable than Zombies Ate My Neighbors. Not saying I like the “sequel” better but the enemies aren’t as ruthless at killing victims, so I actually get more game time out of the one player mode in Ghoul Patrol than I do in ZAMN. Two player mode is fun but it doesn’t hold a candle to two player ZAMN. And as you can see here, the later jumps in Ghoul Patrol get a bit ridiculous! It certainly put a damper on things as the jumps bring back haunting flashbacks of NES Double Dragon…
After defeating Sir Raleigh MacSpirit, you’re off to the final world: Ghosts and Demons Land! It’s a world flowing with lava, Grim Reapers and that “funky Demon dude” that you’ve unleashed from an eternal slumber.
GAME OVER, MAN!
Zombies Ate My Neighbors featured a purple slime sliding down the screen whenever you Game Over. It was supposed to be red for blood but Nintendo nixed that. Ghoul Patrol has a black slime rolling down. Hey, at least it kept to tradition somewhat.
ZEKE’S BIG ADVENTURE
I instantly fell in love with Pee Wee’s Big Adventure when I first saw it back in the late ’80s. It’s a bit kooky to say the least — it’s got chills, thrills and plenty of cheap frills. In that way, it has a bit in common with Zombies Ate My Neighbors. Both have a good amount of charm and both are cult favorites. So why am I bringing up this old Tim Burton film, aside from my own sick perverse pleasures? Ghoul Patrol pays homage to the epic Pee-Wee movie! What, you don’t believe me? You say there was absolutely NOTHING from the game that in any way, shape or form gave a nod to the 1985 cult classic? LOOK AGAIN!
Zeke: “Please don’t kill me — WAIT! Don’t I get a last request?” *activates the jukebox*
Of course, the best scene hands down is the infamous Large Marge highway truck scene. It gave me the heebie-jeebies as a kid. I love Pee Wee’s comment “Some night huh?” as he boards the terror truck. The payoff came with this creepy shot. The proceeding diner scene sealed it as one for the ages. The whole “HER GHOSSST” line did me in. And the way the one guy said, “It was 10 years ago… ON A NIGHT JUST LIKE TONIGHT…”
WHAT THE CRITICS SAID
Ghoul Patrol, unlike Zombies Ate My Neighbors, didn’t grace any gaming magazine covers. Nor did it earn any “Game of the Month” honors. People weren’t singing its praises from the rooftops. Nevertheless, it didn’t do too badly in the presses. EGM gave it ratings of 7, 8, 8, 8and 8. GameFan scored it 70, 78 and 79%. Super Play rated it 82%. I have yet to meet one person who prefers this game to its predecessor. It is objectively nowhere near as good or memorable.
CLOSING THOUGHTS
Some may say it’s a bit unfair to compare Ghoul Patrol to Zombies Ate My Neighbors but it goes with the territory. And as such, Ghoul Patrol falls short. It’s missing the camp, charm, frenetic sense of urgency, secrets and that inexplicable “Ooh, I can’t wait to see what’s next!” factor. Ghoul Patrol is instead played straight forward and seriously which just doesn’t work for me personally. That’s not to say it isn’t a decent game. I believe that it is. Viewed entirely on its own, it’s decent enough to provide a solid weekend or two of ghoul-blasting mayhem. Graphically, it fares better than Zombies Ate My Neighbors. The huge bosses are a sight for sore eyes and their level of detail go beyond anything you saw in the first game. Zombies Ate My Neighbors smokes Ghoul Patrol in every other area. But that’s not to say I didn’t have fun with Ghoul Patrol. I like the ability to run, jump and slide. Still a shame though that LucasArts didn’t implement a much needed lock or strafe feature, which the original game could have benefited greatly from having as well.
Speaking of missed opportunities, Zeke and Julie still don’t play any differently. To make matters even worse, control is less responsive than the first game. It almost feels like you’re caught in mud a bit. This causes some frustration as you’ll eat unnecessary damage from the quick ghouls and whatnot. Also, it was a poor design choice to make the run button the same as the shoot button. Yikes. Who thought that was a good idea? But hey, taken for what it is, Ghoul Patrol provides a decent two player zombie romp. It’s a bit more forgiving than the original, which was balls tough. The enemies here (for the most part) don’t chase down the victims you need to save and the victim count doesn’t drop for the next level. In other words, the game does not penalize you for lost victims. Trust me, I’m not complaining about that! It’s really not a bad game at all. Just don’t expect the camp, charm or playability of Zombies Ate My Neighbors and you’ll be fine. Like any decent movie or game sequel, Ghoul Patrol won’t win any awards but fans won’t exactly curse its existence as much as they will express a certain level of overall disappointment. But that doesn’t mean they still can’t enjoy it to some degree. And being that it’s Halloween season, Ghoul Patrol is a welcomed two player foray into the macabre. Sure you could just play ZAMN instead but variety is the spice of life, is it not?
Remember all those great late night horror movies? And how you stayed up to watch them even when your parents told you not to? Remember how you told yourself you wouldn’t look away? And how, when the scary music hit, inevitably you found yourself always cowering behind the family sofa? If you do, then this is the game for you! Relive all your favorite horror B-movies in Zombies Ate My Neighbors! Being that it’s October and Halloween season, I can’t think of many other SNES games I would rather reminisce about right now than this one. But has it stood the test of time nearly 25 years later? Let’s take a closer look…
A QUICK HISTORY LESSON
Originally titled MONSTERS, LucasArts flaunted its eclectic game at the Winter CES in January 1993. Incorporating elements from various gaming genres; run ‘n gun, action, adventure and puzzle to be specific, MONSTERS is a clever pastiche of all the horror movies you’ve ever seen, from the supernatural Hammer Film efforts to the timeless rubber-suited alien invasion shockers of the McCarthy-ite era. It borrows freely from such directors as George Romero, John Carpenter, Roger Corman and a host of others. Everything from the 1950s to the early 1990s…
Now throw all of that into a two player game with a quiet American suburb as its backdrop and some kickass tunes. It was clear that LucasArts had one of the most memorable SNES efforts of 1993.
All they needed was a publisher. Konami was the winner when the dust settled, having acquired the rights to MONSTERS. Only now it was no longer to be known as such… thankfully it was rebranded as Zombies Ate My Neighbors. And the rest is history.
DO THE MONSTER MASH
Growing up, my best friend Nelson and I loved (and I mean LOVED) monsters. In the early 1990s my dad bought this monster book for me at Suncoast of all places. I fondly remember spending that entire evening flipping through the book with my best pal, Nelson. We loved those campy old Godzilla flicks, we loved horror movies (the Halloween series in particular) and we drove people nuts with our constant monster chatter. We believed in ghosts, aliens, Big Foot and the Loch Ness Monster. Hell, we even did Bloody Mary one time. So when we saw magazines such as EGM and GameFan previewing Zombies Ate My Neighbors in the late summer of 1993, it was as if the game was made specifically for Nelson and me. It was on an idyllic Saturday in September of ’93 that I rented and brought home Zombies Ate My Neighbors. I immediately called Nelson and before I could even hang up the big guy had rode his bike over. This was big time. This was serious business. This was indeed a happening.
Nearly 25 years later, I still remember the swirling title screen as if it happened only yesterday. It was cheesy, sure, but right away the game set the mood proper.
Zeke and Julie play exactly the same, which is a bit of a shame when you think about it. For example, Zeke could have been stronger (two extra energy bars) while Julie could have been slightly faster. Nonetheless, it’s a riot with two players and the game almost has to be experienced in this way.
A LOOK AT SOME OF THE 55 LEVELS
Zombies Ate My Neighbors is filled with nods to classic horror movie icons, such as Chucky from Child’s Play. A supernatural horror movie, Child’s Play follows the exploits of the “Lakeshore Strangler,” Charles Lee Ray. Moments before croaking in a toy store, Charles Lee Ray does a demonic ritual to transfer his soul into one of the “Good Guys” dolls.
It was good campy fun that frightened the shit out of the five year old me back in 1988! Coming up on 30 years? GAWD DAMN!
On a side note, the Child’s Play franchise continues to this very day. The latest entry in the series, Cult of Chucky, is released officially on October 20, 2017. I’ve seen it and found it to be only OK, but it’s pretty cool nonetheless to see the old Chuckster still kicking and screaming nearly 30 years after his initial appearance.
The Zuni Warrior doll first appeared in Trilogy of Terror, which aired on ABC in 1975. A sequel was made nearly 20 years later. Trilogy of Terror II aired on October 30, 1996. I remember staying up to watch it. The little guy even graced the cover of TV Guide that week. Possessing the spirit of a Zuni Warrior, he springs to life to kill if the gold chain adorning his neck ever comes off. Lots of camp value and a true guilty pleasure on a stormy night!
Tommy the Evil Doll, in another nod to Chucky, may give chase even after death! Remember the apartment finale from the first film? Or the factory finale in the sequel? Cinematic masterpieces! Er, maybe not, but you really oughta watch them if you haven’t already, if nothing else but to appreciate ZAMN even that much more.
Back in the early ’90s, Nelson told me a story that resonated with me so deeply I’m crazy enough to retell it on a Super Nintendo gaming blog a quarter of a century later. In our old hometown, according to Nelson you see, there was a maniac on the loose. On the prowl. Believed to be… at large. Again, according to Nelson, mind you. This maniac wore a white hockey mask and wielded a deadly chainsaw. He was… THE MASKED MANIAC. Of course, I knew Nelson was just bullshitting, but there was a small part of my nine year old being that latched on to the story. The Masked Maniac became our little inside joke over the years, and these days whenever it gets brought up, we still laugh about those good old days… to be young again, eh? Anyway, so imagine our shock (and delight) when we first came face to face with Stanley Decker. HOLY CRAP!
Chainsaw Hedgemaze Mayhem legitimately spooked me as a 10 year old kid playing this back in late 1993. Wherever you go, Decker pursues you relentlessly. And not just one but several. The first time I saw one cutting through the hedgemaze I nearly crapped my pants. Very few levels have ever made me feel as tense as this one did, especially back in those olden days.
Stalked wherever you go. The AI was absolutely relentless, like ants on sugar.
Killer man-eating plants and debris nearby? Call upon the ever handy weed whacker. Just a shame it uses up “ammo” so fast. Rescue the cheerleader down there before they can get to her.
Pyramid scheme? More like pyramid scare! Am I right? Sorry, I’ll see myself out.
I always got a kick out of seeing what lies behind those clumps of dirt. Sometimes you get something good, other times not so much. This is also the first level that takes you outside your suburb. It’s good to see the variety. Expect to see a lot more.
[Something tells me we would get along, Dr. Tongue -Ed.]
One of the most memorable villains in 16-bit history, this baby is nothing but bad news. He’s double tough, fast and annoying as hell. Forget about using your water gun here. Even the almighty Bazooka doesn’t work well — it’s just too damn slow. No, the best way to handle this gigantic goober is by…
Somehow, Zeke manages to rip off one last shot from his bazooka cannon in this life or death tussle.
Relax, Snoop. Your stash is safe. Fo shizzle. [Don’t EVER say that again -Ed.]
Do you remember watching this film in the mid-late ’80s? I do. The plant gave me the creeps. The shit the ’80s got away with!
Doctor Tongue, you’ve got it all wrong. Pimpin’ ain’t easy.
Interesting flick, this one. I remember watching it on TV in the late ’80s. They were hyping the national broadcast debut of the film on the TGIF lineup during the commercials. Years later, around 1997 to be precise, I was introduced to the wonders of the internet. There I poked around for the title of this film as it had slipped my consciousness over the years. All I remembered was there being red, yellow and blue alien-like monkey creatures and some pool scene. Bless the internet — 23 minutes later my memory was validated. I knew I hadn’t gone bonkers (yet), and I dropped by the local rental store to relive a blast from the past. Er, let me just say some things are better left in the past!
Terrifying to the bone? I don’t know, Doc, have you ever seen teenage girls at the mall before? It’s more like their play pen…
What’s worse than facing Tommy or Decker? Facing them both at the SAME time. It makes for some tense moments and as a kid it was the closest thing to a dream (nightmare?) Child’s Play-Friday the 13th crossover as you were gonna get!
[Sounds like an exciting Saturday night -Ed.]
Too bad we don’t get a Freddy Krueger-inspired monster, though.
TREMORS was a fun little horror comedy monster film that ushered in 1990 with a bang. The movie centered around a small Nevada town being hunted by a group of large burrowing man-eating monsters dubbed “Graboids.”
Tremors developed quite a cult following for its simple, easy-to-get-into premise and memorable characters. It spawned several sequels, but the original will always be #1 and fondly remembered by B-Movie fans everywhere. For what it’s worth, Tremors currently has a very respectable 7.1 rating on IMDB. Besides, it’s got Kevin Bacon. And if there’s one thing everyone can agree on: you can never go wrong with a little bacon.
Zombies Ate My Neighbors was almost meta at times and it was one of the earliest games that I can remember feeling like it broke the 4th wall…
GAME OVER, MAN!
I loved (and hated) the way the purple ooze would slowly drip down your TV screen each time you bit the dust. Of course it couldn’t be red…
PAYING MORE HOMAGE
It was clever, it was neat, and at the time it was a breath of fresh air. It never took itself too seriously and it was fun with a capital F. Just making it to the next level just to read the next zany title was all part of the game’s charm. And seeing with your friends who got the various references and who didn’t. The ones who didn’t were unmercifully mocked, naturally. Good times.
MY PERSONAL FAVORITE LEVEL
With over 50 levels, you have no shortage in choice. I absolutely adore this stage. Nothing beats the rush of dodging, weaving and outwitting Stanley Decker and friends, all set in a giant crate factory warehouse. This level feels like the grand finale of a horror film — except this time you get to decide how it all plays out!
Upon further review it’s clear why Decker is so effective. Is it his raw, brute strength? No. Is it his sharp, loud chainsaw? No. Is it his deadly ass crack? Most definitely. It’ll get ya every single damn time.
TIPS
This is not an easy game by any stretch of the imagination. In fact, due to a high potential shortage of weapons and neighbors to rescue, the later levels can be downright BRUTAL. So then, some tips for ya…
Keep an eye out for suspicious looking shrubbery. If you spot a hedge facing out of the screen, try firing your Bazooka. Chances are you’ll find a handy item for your troubles. Likewise, the grilled windows in the malls can be blasted to bits. You can see whether there’s anything of worth behind windows. Be thankful for small favors!
If enemies get to the neighbors before you can — sometimes you’ll just hear a nearby scream indicating a neighbor’s demise off screen — then you need to try a different route. Perhaps one that may even take you through walls and over rooftops… hint hint.
Speaking of the neighbors, the more points you earn the more bonus neighbors you’ll rack up. If you already have 10 neighbors, you’ll get an extra life instead!
It doesn’t take much to kill the Martians but they are agile bastards. They also shoot fast and if nailed, you (or the neighbors) will be imprisoned in a bubble. Plus, Martians tend to hang out in packs which makes them 10 times as worse. Keep your guard up and keep moving!
One tip that really helps with Martians is shooting them at an angle. This eliminates the chance of their bubble gun damaging you (their shot only goes straight). Keep in mind though, you have to be running about in order to shoot from an angle. This game really could have used a strafe and lock button.
The same strategy applies for zombies. You’ll find them clawing their way up from the ground beneath your feet if you remain idle for even just a few seconds.
Check under giant plants for any additional items (usually keys). It’s very easy to miss them. To check, of course, means to kill these plants.
Some weapons, like fizzy cans and tomatoes, can be thrown over walls and other obstacles. Over the counter, through windows, over desktops, etc. This lets you eliminate foes from a position of relative safety before dashing in, or in some cases dashing out.
These tiny spiders are easy to kill but sometimes hard to spot. The surroundings may obscure their position so tread carefully. And always keep in mind that every second wasted could mean the life of one of your bratty neighbors!
Thanks to their agility, spiders are a major pain in the butt when you’re busy battling the bigger baddies! Be weary of spiders swooping in like vultures to sap your precious health.
Don’t waste your time looking for weapons until you’ve saved all the neighbors. Try using a pair of Speed Sneakers at the start of a new level to bomb around the stage and rescue the victims before the monsters can get to them.
Use the landscape to outrun pursuers. Being chased and have to cycle through your inventory to find the right weapon? You’ll need all the time you can buy. So duck into houses, nip through gaps and generally weave about to make life tougher for the incoming undead.
As long as you have one neighbor to save, the game goes on. However, for each neighbor lost, the neighbor count on the next level goes down a notch. Having only one to rescue becomes impossible in the later stages.
The inflatable clown decoys come in very handy but only work on some of the dumber monsters.
A slime blob attached to your head eats up three health points. Be sure to use the medi-kit (if you have one) when you get down to your last three energy bars in any area that has been compromised by slime blobs.
There are bonus levels galore! Can you find them all? Day of the Tentacle, f’rinstance? Can you reach MARS NEEDS CHEERLEADERS with the full complement of 10 neighbors? Also, look for bonus ?-boxes throughout the game. Can you find the son of Dr. Tongue?
Save your monster potions for bosses or really hairy situations.
GAME GENIE CHEATS
While the game provides you with a password every fourth level, it’s still a damn tough cookie. These cheats may come in handy if you just want to mess around:
Ancient Artifact
—
This talisman produces a fire that encircles and protects you, destroying the monsters it touches. Hold down for sustained use. Great on werewolves and everyone, really, but it eats up ammo fast.
Weed-eater
—
Mows down deadly ground debris as well as the monsters. Particularly effective against plants, werewolves and spiders
Fire Extinguisher
—
Freezes baddies temporarily. But can kill Jelly Blobs.
Martian Bubble Gun
—
Captures enemy in a bubble. Try it on ants…
ALTERNATIVE TITLES
Monsters!
Grave Consequences
Zombie Invade Suburbia
Zombies Need BBQ Sauce
Suburban Zombie Bake-Off
Don’t Build That Mall Here!
Ghouls Just Wanna Have Fun
Please Don’t Feed the Zombies!
My Zombie, Make BIG Mistake
The Zombies Wrong Turn At Alpha 6
Michael Barone and the Zombie Hunters
Return of the Teenage Son of the Bride of a Zombie, Part 2
ALTERNATIVE BOX ART
I much prefer this to the one we got. Needs some Julie, though.
WHAT THE CRITICS SAID
Zombies Ate My Neighbors turned out to be one of the most notable 16-bit games released in 1993. The critics ate it up. For its time especially, it was considered a work of art. Brilliant, ingenious and a tribute to all B-Movie horror fans everywhere. After all, when Anita Placetohide endorses your game, it simply doesn’t get any better than that.
I still vividly remember the GameFan issue with the Zombies Ate My Neighbors cover. Zombies, killer dolls, chainsaw wielding masked maniacs and titanic toddlers — what’s not to love? LucasArts had a mega hit on their hands. EGM rewarded it with “Game of the Month” honors, doling out scores of 9, 9, 9 and 9. GameFan scored it 88, 89, 90and 93%. Super Play rated it 89%. Konami was wise to slap their name to this product. Even to this day, some people still confuse Konami as the developers to ZAMN. Hell, look at the GameFan cover above. But I see you, LucasArts. I see you…
CLOSING THOUGHTS
I have to admit, Zombies Ate My Neighbors strikes an incredibly nostalgic chord with me. I remember spending countless evenings playing it with my best friend, Nelson, all throughout the fall of 1993. If you were a fly on the wall back then you would hear our hooting, hollering and cries of joy and agony as the game punished us as much as it rewarded us for our perseverance. ZAMN is a veritable melting pot of all those great (and not-so-great) B-Movies, low budget affairs and rubber-suited cheesy flicks we grew up on as kids. I think back to that fall of ’93 very fondly. Nelson and I were huddled around my 27 inch Sony TV monitor blasting Martians, mummies and mushroom men back to the stone age. All those sinister bedraggled figures shambling towards us through the half-lit haze… there’s something beautiful about it. Intensely atmospheric, ZAMN does a great job of sucking you in and may well provide for some sleepless nights…
The sheer joy of popping a zombie’s melon with a salad fork, or saving the teacher right before ole Tommy boy can chop her to pieces, is a great feeling. On the other hand, the pain of Frankenstein’s electric personality, or thinking you’re in the clear to rescue that cheerleader right as Decker comes out of NOWHERE, is absolutely crushing. There are so many mood swings one will encounter while playing through any given level in this game, and that is something that cannot be said for many games to the degree in which ZAMN pulls it off. You’ll go through the ups and downs, the peaks and valleys. You almost feel like you’re Zeke yourself, right down to the geeky 3D shades and Punisher t-shirt. OK, maybe just me then. But there’s no doubt ZAMN becomes super bloody fun when playing alongside a like-minded friend.
It’s not perfect, though. The weapons, while there are plenty to pick from, are excessive. Too many of them feel a bit useless and only clog up the inventory. The silverware serves its purpose against the werewolf but the football, plates and tomatoes seem like a waste. It wouldn’t be that bad if cycling through weapons were implemented better. Sadly, you can only switch weapons with button B which means there’s no backtracking through your weapon inventory. Miss the weapon you want by one? Sorry, you’re out of luck. There’s no way to backtrack — you have to cycle through your inventory another time. And no, you can’t pause the game to cycle through your many weapons. I mean, do we really need both L AND R to toggle off the map? A missed opportunity there. It sucks running away trying to get to the right weapon because of some thoughtlessness on the part of the programmers, but maybe that’s just me being nit-picky. A strafe or lock button also would have been nice. As great as this game already is, these features would have made it (in my opinion) one of the top 20 SNES games of all time. You can’t help but feel it’s not QUITE as polished as it could have been.
Thankfully, that’s pretty much where my complaints ceases. ZAMN has incredible atmosphere, it’s great at being a pick-up-and-play game, and the tunes are simply awesome. The music ranges from a carnival atmosphere to haunted houses and ancient Egypt all depending on the level you’re currently on. It’s eclectic and highly memorable. Some of the music and sound effects are firmly embedded in my soul even nearly 25 years on.
And who could ever forget that monster cast? Although it makes me long for even more, the enemies here are among some of the most memorable in 16-bit history. It’s a marvel to see some of those giant monsters muck about with zero slowdown in sight. The giant spider and titanic toddler in particular are a real doozy to behold!
Other than weapon cycling and a lack of strafe/lock option, there’s another way ZAMN could have been enhanced. I wished there were extra modes of play. Imagine if each stage had an exit and it played just like Doom. Saved no neighbors? No bonus points but you still can advance to the next level. The other option would be to kill every monster in a level in order for the exit to appear. This mode would be for the macho action heads out there, or when you’re simply in the mood to blow shit up without worrying about the neighbor count. Of course, that’s just me. The game gets difficult as nails and very unforgiving as you progress — I wished they toned it down a bit or like I said, gave you these extra modes to enjoy. But I digress.
It’s hard NOT to like Zombies Ate My Neighbors. The list of positives run high. It plays well and has a killer two player mode — ZAMN often appears on “Best Two Player SNES Games” list and rightfully so. It features tons of levels and secrets, a memorable cast of villains, terrific sound and a ghoulish atmosphere that will appeal to anyone who ever loved monsters… or still do. Sure it’s not without its flaws but there’s a reason why Zombies Ate My Neighbors is considered a classic and a staple of the vast SNES library. While I admit it has aged perhaps not as perfectly well as I would have liked, it’s still a top-notch effort and one of those games that truly brings out the 10 year old in me still to this day.
Oh and speaking of ZAMN 2, or Ghoul Patrol, proceed at your own risk. It’s actually not that bad but as far as “spiritual sequels” go, it should have been a lot better. Oh well… at least we’ll always have Zombies Ate My Neighbors…
As I write this, it’s Saturday, September 30, 2017. That marks 22 years since Japan was graced by the presence of Seiken Densetsu 3 (AKA Secret of Mana 2). Sadly, it never received an official release in the US. This was due to the fact that by the fall of 1995, the SNES was on the (rapid) decline despite a number of smash hits still yet to come. 32-bit war machines were starting to become all the rage, and it would take months to translate Seiken Densetsu 3. So it was never meant to be. It infuriated dedicated SNES owners who saw previews of the sequel in their favorite magazines but knew they would never get to play a proper translation. Thankfully, the “repro” scene changed that when a fan released a fan translated version of the game. It was a special moment for all Secret of Mana fans who longed to finally play the Japanese only sequel. I really like Mana but I am not one of its biggest fans. However, I’m all about the sequel. It’s f*cking awesome!
THE HEROES
One of the biggest differences between this game and its predecessor is that while Secret of Mana forces you to use a specific character, Secret of Mana 2 gives you a choice of six. After selecting your main character, you pick two allies. The game employs various changes depending on the characters you select. It increases the game’s longevity significantly and is an awesome improvement. Some characters may even fall in love or find themselves embroiled in a lack of mutual respect. It makes the many different combinations you can form all the more interesting and invites you to experiment and beat the game several times.
Each of the six characters represent one of the six countries. The game begins with three countries at war and three as neutral territories. The relationship between the three characters you select for your party will evolve as the game progresses. Also new is remember how in the previous game there were eight different types of weapons? Now each character can only wield their specific weapon. I didn’t mind this as I felt the weapons in the first game were a bit of an overkill and I found the US translation lacking. I much rather have a complicated storyline with layers and a simple weapon system than a complicated weapon system with a basic storyline.
THE STORY GOES…
Combat is improved. Say bye bye to that annoying meter from Secret of Mana. Instead, your character won’t be able to strike for a brief moment. No need for a stinking meter, especially one that didn’t properly ration the damage ratio.
Another improvement: unleash a powerful blow after your bar is full.
Steve’s father, Loki, served the kingdom of Forcena as one of the elite “Knights of Gold.” But at a time in Steve’s young days, Loki went away, never to be seen again… meanwhile, Steve’s mother was battling an illness. After losing his mother, Steve was raised by his aunt, Stella. Though he hardly remembered his father, swordmanship ran in his blood. With this skill, he came to serve King Richard as a mercenary for Forcena.
Steve’s eyes grow heavy and weary as he drifts off into past memories…
Steve’s father goes on to explain how this tribe is the most powerful faction of all. Loki remains confident, however, thanks to standing alongside Prince Richard. Time passes and one night Prince Richard rushes to address Loki’s wife, Simone. Sadly, Loki and the Dragon Emperor both fell into a bottomless pit after Loki rushed in to save Prince Richard from certain doom. Prince Richard and his men stayed for a week after, searching for Loki but to no avail. Simone was crushed but proud of her husband to be a Knight of Gold to the very bitter end.
Although Steve can barely remember his father, he remembers his father’s final words. Steve took the task seriously but was devastated when his mom faced a deadly illness. Simone’s sister, Stella, pleads with her why she didn’t seek help earlier? Simone, with a heart of gold, explained how if word got out that she was sick then surely Loki would have rushed home to tend to her. She didn’t want to be a burden and so she kept things mum. In her dying request, Simone asked her sister Stella to look after Steve and Wendy. Stella honored it to the ends of the earth.
Pandemonium breaks out while Steve is snoozing. A loud commotion awakens him and chaos ensues.
Wizard may not be the most creative name out there but he’s certainly no joke.
Wizard sends a fiery column blast your way to quickly confirm the severity of his powers. Luckily for you, the Wizard tends to other business and spares your life… for now.
Fortunately, one guard managed to escape within an inch of his life, Loki’s son, Steve. It appears as though Altena is sending spies to Forcena. Perhaps an invasion is in the works…
Sibling bickering begins. But underneath it all is love.
Fortune Teller and Steve have their own bickering session as well.
Another huge change in this sequel is changing classes.
Before Steve can leave, Aunt Stella stops him. She knows better than to argue or plead, but she knows she can offer Steve a parting gift…
Continue the legacy of your father.
Additionally, Aunt Stella lets you know that she’ll let Wendy know and to talk to King Richard before leaving. This is a touching moment and symbolizes what Secret of Mana 2 excels in: storytelling and having a TON of heart!
Determined to redeem himself, Steve sets out to find and kill the Wizard.
Combat as mentioned earlier is vastly improved. I found the haphazardly implemented meter from the previous game to be a nuisance. Thankfully that’s gone and now waiting between strikes somehow feels a lot smoother. Battles happen in real time and slain enemies grant you experience points in order to level up. When an enemy is nearby, your character automatically assumes a battle stance. A power bar allows you to deliver an extra powerful blow.
There’s a load of different locales to traverse throughout the journey. It helps keep things interesting. I also like how the characters are well defined and you grow rather attached to each one of them.
Secret of Mana 2 has this epic sweeping feel to it in spades.
Square lends Seiken Densetsu 3 a very slick almost theatrical presentation.
Presentation is such an underrated component of these type of role playing games. A game that nails it can really suck you into its world and take you on a magnificent journey. Secret of Mana 2 got it so freakin’ right.
Peaceful times this ain’t. You find yourself in the middle of war.
[Classic Steve. Thinks he’s so sly but no -Ed.]
Yet another massive change is the brand new day-evening-nightfall transitions. This isn’t merely cosmetics, either. Similar to the Breath of Fire games, certain events can only occur at certain portions of the day (or night, as it were). I especially love seeing your character entering a door during nightfall. It’s super atmospheric, particularly when playing on a late evening with the lights turned off.
Transitioning from early evening to late nightfall is a thing of beauty. It adds a whole new sense of wonder (and strategy) to this game which simply did not exist in the previous game.
Rabites are sleeping, vulnerable to attack during the night, for example. In other instances, certain events can only be unlocked during a certain time of the day (or night). Back in 1995 this was truly mind-blowing. And even today it impresses me. It’s stuff like this that occasionally blurs the line and makes me forget, even if just for a second, that this is a real breathing world.
Leveling up is a classic staple of the (action) RPG. I like how this game makes you pick one category at a time to specifically level up.
There’s some callback to Secret of Mana as seen here with the innkeepers.
Remember the infamous cannon traveling method? It’s back.
Flammie returns to transport you as well, in addition to a brand new sea turtle creature. He looks rather ridiculous but there’s something oddly endearing about him and that includes his bizarre name, Booskaboo.
Traveling at night is always super atmospheric, thanks to being able to see the bright yellow lights down below.
Encounter many different enemies throughout. Best of all, the three player option has been retained. Now this is a sequel done right.
Gigantic boss monsters abound. The action is intense and the visuals are fantastic to boot!
They’re intimidating as hell!
Sending you the best of wishes…
Just in time for Halloween, Secret of Mana 2 is ideal to play around this time of the year.
MAGIC AND MORE
WHAT THE CRITICS SAID
Secret of Mana 2 fared extremely well with most everyone who has been able to play it. Super Play loved Secret of Mana when it came out so it was no surprise that they worshiped and championed Secret of Mana 2 as well. Consensus seems to be that most people prefer this game over its predecessor. It had a better story, more playable characters, improved combat and the list goes on and on. Truly a shame that this game never saw the light of day in the USA. If they really wanted to, they could probably have rushed a translation in time for that holiday season of 1995, but it was probably deemed a lost cause because of how fast the gaming landscape was changing as 16-bit began to wane and wane. Then again, with the amount of characters and dialogue, this probably turns it into a first quarter of 1996 release. Sadly, it was perhaps doomed from day one to stay in Japan.
CLOSING THOUGHTS
Seiken Densetsu 3, or Secret of Mana 2, is one of the finest action RPGs in 16-bit history. It’s sad that Super Nintendo owners back in 1995 didn’t get to experience this gem, but fortunately fan translations have somewhat rectified past sins. If you enjoy this type of game and you haven’t played Secret of Mana 2 yet, then make it a point to do so ASAP. The visuals are stunning. Seeing still pictures is one thing but seeing it in motion is entirely another. I love the art direction — it’s very Chrono Trigger-esque. Seeing the screen explode in flames is downright breathtaking. I don’t consider myself a graphics whore but Secret of Mana 2 has some of the sweetest visuals I’ve ever seen in any Super Nintendo game. The sound and music is equally as impressive. But the main thing is the game plays like an absolute dream. Whereas I felt Secret of Mana felt a bit clunky at times, this one gets it almost perfectly right. From having six characters to select, smoother combat, more unique bosses and day night transitions just to name a small handful of positive changes, Square shows us how to program a sequel right (and then some).
Secret of Mana has a ton of fans and rightly so. I enjoyed it a lot as well, but I’m not its biggest fan. Although I gave it a rousing 9 out of 10 score, to me it’s a low 9. Something about it always felt a bit missing or lacking. Secret of Mana 2, on the other hand, nails it out of the park. The replay value here is higher than most other games from the genre thanks to the multiple endings and party choices. And if you happen to have two friends on hand, you can even experience the awesome three player mode. A proper sequel should build on everything from the previous game as well as fix its shortcomings. This is a shining example of exactly that. Not only is Secret of Mana 2 one of the finest action RPGs on the SNES, but it’s one of the best SNES games, period.
Today is September 29, 2017. It marks the launch date of the wildly popular SNES Classic Edition. One of the 21 classic SNES games on that device is none other than Secret of Mana. Therefore, I can’t think of a better time than now to review this heralded SNES fan favorite. My brother adored Secret of Mana back in 1993 as did an entire generation of gamers. I didn’t care much for it back then as I wasn’t a big fan of the genre. But my tastes changed (I like to think they’ve matured) over the years and I finally played Secret of Mana nearly 20 years later in 2010. Did the game live up to its massive hype? Let’s take a look…
TIMES (AND TASTES) CHANGE
I went from hating RPGs without cause to loving the genre without abandon. Talk about a major switch. I guess you could say I matured as I grew older, or at least, my gaming tastes did. Right around 2003 was when the shift happened. I came to appreciate the “story telling” aspect of these games, as well as their ability to sweep you away to another land far away. I trekked my way through Terranigma in late 2010 and loved every second of it. There’s nothing like playing an (action) RPG during the cold chilly winter months. There’s just something magical about those early darkening afternoons and bitter cold nights that’s conducive to playing these adventures by a cozy fire. No other genre in my book is more enjoyable to play than the (action) RPG during the winter season. So after finishing Terranigma and being blown away by what a magnificent game it was, I knew my next game had to be the one and only Secret of Mana. Coming back to the Super Nintendo in early 2006 (January 17, 2006) allowed me an opportunity at gaming redemption. There were so many awesome SNES games I missed out on. One of the biggest games I had yet to play was Secret of Mana. The stage was set, then, for one epic adventure…
THE STORY GOES…
THE BASICS
THE CAST
THE ADVENTURE BEGINS
Timothy: Oh hey Steve. What’s up? Funny, we were just talking about you!
Steve: Oh yeah? What were you guys saying?
Elliot: Good things only, of course.
Timothy: WUH OH!
Elliott: I didn’t see that…
Timothy: Neither did I…
Elliott: LET’S GET OUTTA HERE!
Steve, fortunately enough, lands safely in the water. He yells for help but oddly enough, no sign of either Elliott or Timothy. Imagine that. Dazed and confused, Steve dusts himself off and crawls for land in the life-threatening thigh-high water.
Eat your heart out, King Arthur!
Unlike combat in most other action RPGs, you can’t attack repeatedly without suffering the ill effects. A meter keeps you honest.
After swinging your weapon, the meter will deplete and then charge back up to 100%. Any blows delivered before the bar is back at 100% results in reduced damage. This is awesome in theory. Unfortunately, it was mishandled a bit in execution. Even attacks at 95% aren’t much different from attacks made at 50%. If only the damage ratio was more accurate. Oh well.
The sword not only cuts down enemies, but overly long grass blades as well. Shame there are no treasures to be found here, though. A slight missed opportunity, if you ask me.
“Hey Steve!”
“Sup Pradeep. Got anything new for me?”
“Nevermind that Steve, I heard the Elder is looking for you! Better see him ASAP!”
“Oh, that’s no biggie. The old man isn’t upset or anything. Relax.”
“That’s not what I heard… you better go see him.”
“Fine… by the way, why do you keep dancing? I always get motion sickness when I’m around you.”
“Sorry, not my fault. It’s the DAMN tourettes, man!”
“Ooooh Steve, I heard you in BIG trouble!”
“Silly Prudence! Uh, where did you hear that from?”
“Some old lady walking these parts. She’s probably still wandering around here somewhere…”
“You shouldn’t listen to strangers. And I’m not in trouble, you little pop-fart.”
“LIAR, LIAR! PANTS ON FIRE!”
Elliott: Well, if it isn’t our lovely town hero himself!
Steve: Hey guys, what was the deal back there?
Timothy: What are you talking about? The bridge thing? We don’t know what you’re talking about.
Steve: Elder, what’s going on here?
Elder: My apologies, Steve. There’s nothing I can do…
Steve: Whadaya mean?
Elliott: He means, your goose is cooked! Done, finito!
Timothy: Yeah! Hit the bricks, pal!
Elliott: Go on, get outta here!
Elliott: Yeah and don’t ever come back, ya hear!?
Steve: So much for our Thanksgiving plans…
Prudence: Haha, I knew it Steve! I told ‘cha you were in big trouble…
Steve: SHADDUP PRUDENCE!
Jema: Whoa!
Prudence: Duck, cover and roll! No wait…
Steve: AHHHH!!!
Jema: Hey, who is that kid?! I saw him earlier…
*Steve falls down the hole*
Our hero quickly discovers he isn’t alone down there. Meet the first boss, the Mantis Ant!
This is the first of over 40 bosses. Some say it’s overkill. And perhaps that’s so when considering that many of them are just palette swaps. Shame we didn’t get 40+ unique bosses, but hey, what cha gonna do?
Jema: What happened down there?!
Steve: Well –
Elliott: Man, it was awesome! See, this towering mantis monster was about to eat Steve, but then I came swooping in to the rescue. The monster had to be 200, maybe 250 feet tall. But he was no match for the great Elliot!
Jema: Uh-huh…
Elliott: Yeah, I surprise myself sometimes.
Jema: Right…
Elliott: Well, I gotta get back now and tell the others what happened. Bye!
Steve: What a joke…
Jema: What’s your name, kid?
Steve: Uh, it’s Steve.
Jema: My apologies, Steve, for the way I treated you back in the bar earlier.
Steve: ‘Scuse me?
Jema: I know you were the one who pulled the sword out, and I also know you were the one who defeated the great beast down below. Come see me and Luka in the Water Palace later. But first, take care of your business here. We’ll be waiting for you when you’re ready.
Jema: Here he is, Luka, THE ONE.
Luka: That’s it?
Steve: Whadaya mean, “that’s it?”
Luka: I mean as in, where’s the rest of ya?!
Steve: Very funny.
Luka: Only one way to find out. If the Mana Seed reacts to him…
*Steve steps up to the shrine and a blue glow suddenly bursts forth*
All: WHOA!
Jema: You see?! Steve is the chosen one!
Luka: We’re all f*cked.
Steve: Um, this has been one hell of a day….
Jema: I guess it has, eh?
Steve: If you don’t mind, I’m going to Neko’s Inn.
“But probably the cruelest, most heinous act of all was when they gave me Ms. Neko. It took me a whole two weeks before I figured out she was just a blown up farce!”
As Steve prepares to retire for the night, a thick cloud lingers over our hero’s head. Thoughts of saving the world, his lost mom, his “family” banishing him from Potos, and for some reason Steve keeps daydreaming about a girl he’s never met before. As the waning light gives way to dusk, an inexplicable burden has befallen the land. The innocence of childhood has passed, like sand slipping through the hourglass…
Each night Steve is haunted by the same visions. He couldn’t make sense of it but he knew something big was bound to go down. These harrowing images were only the precursor of great and horrifying events to come…
The dreams always started with a vision of a fair young lady. She sported huge ring earrings, red parachute pants and long flowing golden locks. Steve had never seen this girl in real life before but every night she infiltrated his dreams and thoughts. Although he had no clue who she was or even if she was real, he had a sneaky suspicion that if they ever met they would form a powerful team to save the world from calamity and terror.
In his dreams Steve would always see the two of them gazing up high at something truly breathtaking…
It was no ordinary tree. It was the sacred Tree of Mana, a majestic sight and one of the eight wonders of the world. It never failed to leave Steve breathless, even in his dreams. A strange robotic creature stood alongside Steve, but it was a simple mix-up and he would later appear in Chrono Trigger…
Then the dream suddenly shifts. In the robot’s place stands a strange dwarf. Flamingos fly overhead. You can feel a palpable sense of wonder lingering in the air.
The dream shifts yet again. Only this time, there seems to be an element of grave danger looming over the horizon…
Steve: Huh?! NEKO!??! What are you doing in my dream?
Neko: Hey, you’re in MY dream, buddy!
Girl: Stop bickering like two little girls!
Sprite: Steve and Neko sitting in a tree…
Steve: *gasp* THE TREE!
And as just as quickly the dream switches to the sprite befriending a cuddly white dragon. Steve heard about the legend growing up… but surely dragons were just a myth?
Goblin 1: Let’s kill him!
Goblin 2: Let’s eat him!
Steve: Let’s free him!
Goblin 1: Yeah, let’s free him!
Goblin 2: Errr, wait a second…
Steve: Tee-hee… can’t blame a guy for trying.
Goblin 1: Let’s go check on the Rabite burgers.
Goblin 2: Sure. He ain’t goin’ nowhere! HAHAHA!!
Steve: God, it’s been a while but…
Girl: Hey! You!
Steve: Eh??
Girl: Over here, ya git!
Steve: Wow. That was fast. Thanks, God!
Steve: Who are you?
Girl: Does that really matter right now?! I’m here to save your scrawny little ass! Now c’mon, let’s get the hell outta dodge.
Steve: Thanks! Hey wait, you look familiar… *gasps* You’re the woman of my dreams! I mean, the woman IN my dreams…
Girl: *nodding* Yeah, I have to admit. I do get that a lot.
Steve: Oh wow, the destiny and legend is coming true! We’re the ones who will rescue the land and bring peace back to all!
Girl: Uhhh, yeah. Well, I’m off to see my dad. Nice savin’ ya! Maybe we’ll run into each other again some day…
Steve: I hope so! I mean, yeah, you know, whatever, heh.
Girl: Boy, are you weird…
MORE SCENES
Neko: Stevie! Welcome back. Oh, and you’ve brought some new friends!
Steve: Sup Neko. Yes I have.
Girl: Hey Neko, nice little place you got here.
Sprite: Yeah, I dig it too.
Steve: I’ve seen this before somewhere…
Neko: Mi casa su casa!
Girl: Sweet!
Sprite: Bitchin’!
Steve: *gasp* This is my dream come true — it is!
Neko: Oh come on Steve, it’s a nice inn and all but not THAT nice.
Steve: Oh my bad, Neko. I was just going on about something else… nevermind. Hey color me shocked to see you here! I thought this is the time of the year where your cousin takes over so you can head over to the Super Play offices for your monthly “assignments.”
Neko: Yeah, about that. I been doing some meditation exercises, you know, on top of my therapy… and my therapist and I agreed that it just wasn’t a healthy working environment for me over there. So I QUIT!
Girl: Hey good for you!
Sprite: Hi-five with the guy with nine lives!
Steve: About time! Have some respect for yourself.
Neko: Yeah, I even left them a note and all. Those bastards. That’s the last time they beat up Neko!
Not only will you travel all over the world but you will also travel through the four seasons as well. How many SNES games can claim that? I mean, this isn’t SHENMUE but it’s still very cool especially for its time. By the way, I just love playing (action) RPGs during the fall and winter seasons. No better time to be playing these adventure games! Something about those early darkening afternoons and frosty nights that provide a perfect backdrop to playing these games. Speaking of which, check out my Christmas Memoirs if you want to read more about my Christmas-SNES memories. And speaking of Christmas…
There’s much more but I’ll let you discover the rest on your own!
WHAT THE CRITICS SAID
Secret of Mana graced several magazine covers and earned the accolades of mostly everyone who played it. Combining elements from both the RPG and action genre as well as providing a huge world to explore, Secret of Mana won the hearts of many. To top it all off, throw in a unique three player option and its fate as one of the most beloved Super Nintendo games of all time was sealed. This is evident by all the favorite lists the game has made over the years (and decades). EGM awarded it Game of the Month honors with scores of 8, 9, 9 and 9. GameFan gave it ratings of 86, 90, 91and 96%. Super Play rated 94%. They ranked Secret of Mana as the 8th best SNES game on their top 100 Super Nintendo games list (February 1996).
EGM was king and ruler back in the day. My brother was a subscriber in ’94 and I always looked forward to that glorious day each month where the latest EGM issue would be sitting pretty in our mailbox. If there was one thing that my brother loved more than EGM it was definitely Secret of Mana. I remember watching him play it for hours on end. Even though there was a chance for me to jump in, I never did. As I said before, growing up I didn’t care for the genre. Looking back on it now, I wish that I had joined my brother on one of his binge Secret of Mana sessions.
Well, it’s funny how life works. When I finally played Secret of Mana 17+ years later in December of 2010, my brother and I ended up having a little playthrough. We were no longer kids now but we sure felt like it (for two hours at least). Afterward I introduced him to BS Out of Bounds Golf, one of my perennial favorites. He loved it, too. He and I had a cutthroat battle that came down to the last stroke. It was a glorious gaming afternoon. Super Nintendo — bringing brothers together and reminding us of the innocence of childhood
CLOSING THOUGHTS
After hearing all the hype about this game for years on end, it was nice to finally sit down and quell a 17 year folly. Everything about Secret of Mana, from the visuals to the music to the gameplay, screams quality. Sure, the CPU-controlled allies are not too smart but the game is easy enough so their lack of AI never does become a glaring issue. It’s a treat playing this with a friend (or two). It’s not everyday that an action RPG affords you that chance. Secret of Mana is no doubt a Super Nintendo classic but one question remains…
Did the game live up to the massive hype for me? Not quite, actually. While I do like Secret of Mana a lot, I was expecting to wholeheartedly love it. Super Play was obsessed with this game and they made it seem like it was the Holy Grail. The combat system didn’t totally work for me. As I stated earlier in this review, the damage ratio is not to par, which took me out of the game at times as a semi-glaring oversight. Attacking at 90% didn’t produce much damage difference from say, 11%. Also, there wasn’t enough NPC interaction for my liking. The game had interesting dialogue early on but it seemed to go away completely in the middle of the game. There weren’t as many plot developments as I’d like, either. For a long while there I felt like I was just hacking and slashing, leveling up but with no big story advancement. It’s long been confirmed that the game is incomplete; it was originally intended to be released with the ill-fated SNES CD add-on. English translator Ted Woolsey admitted that’s why some areas, in addition to the lack of dialogue, appear to be missing. It’s such a shame because as great as I found Secret of Mana to still be, another part of me felt like it was missing that little something that would have taken it to the next level. Don’t get me wrong, Secret of Mana is certainly worthy of the title “SNES classic” but is it the greatest 16-bit Action RPG ever? Try the sequel Seiken Densetsu 3 (AKA Secret of Mana 2) first before you answer that question!
Back in April of 1992, The Legend of Zelda: A Link to the Past thrilled countless SNES gamers. The excursions and exploits of one, Link, proved to be one of the grandest 16-bit adventure games ever created. The Legend of Zelda: A Link to the Past set an incredibly high bar and took us on a rousing, unforgettable journey. Four short months later, Soul Blazer graced the Super Nintendo. While it’s no Link to the Past, it stands as a remarkably notable action adventure that all SNES owners should experience. So grab your Master Sword, er, Soul Blade, dust it off and enter the adventures of the Freil Empire. The fate of an entire nation depends on you!
THE STORY GOES…
Dr. Leo reluctantly constructed the machine to summon Deathtoll. When Deathtoll was summoned, the King told him he wanted nothing more than to obtain the wealth of the entire world. And to that, Deathtoll presented the greedy King with a most grave proposition…
LET THE ADVENTURE BEGIN
There are five souls to meet up with throughout your journey. These souls will make life easier and are represented by a blue ball encircling the Hero.
Here at the sub screen you can select which armor, weapon, magic and items you wish to use. A total of eight different magic spells can be unleashed. These spells are highlighted below.
Performing magic attacks will cost you some gems. Gems can be acquired by killing enemies and opening treasure chests (but beware of the fake ones which attempt to ambush you). Should you die, kiss all your gems bye bye.
Killing enemies is important not just for acquiring gems, but gaining experience points as well. Your health automatically recovers and increases each time you level up. Whew, check out what a close call this was!
Hitting enemies with the end of your sword will inflict more damage. Very cool, subtle effect!
You can also thrust the sword by holding onto L or R. It’s not as strong as the sword swipe but you can walk backward while inflicting damage. This proves to be quite useful in certain situations.
Kill all the bad guys in each given section to clear the square. Otherwise, the monsters will continue swarming after you. The decimated town or village is restored bit by bit each time you clear a square. Sometimes this leads to a special animal popping up while other times new buildings will be formed. It’s up to you to restore all the towns that have been ravaged by Deathtoll.
Clearing a square at other times may simply open up a closed section directly in the action world.
Another possibility of clearing out a square is it may reveal a bonus treasure chest in the nearby area.
GENERAL GAME FLOW
Changes in town? Yes, as mentioned earlier, clearing squares, or monster lairs, in the action world will piece together the ravaged villages in the town section. Check out an example below…
Did you know that Quintet, the developers of this game, were absolutely INFATUATED with a certain ’80s song? 1985 to be precise. In fact, they were so infatuated that this city building gimmick that runs rampant in Soul Blazer was based off that song! It’s a very obscure fact and one that very few know about. Take a look (and a listen) below, and you’ll see what I mean…
Tesla, eh? I always thought it was that bloke, Marconi. You learn something new each day! And say, how much did it take to rake in Mr. Freeman, eh? [Zero, it was his dying wish… -Ed.]
Dear Edward, I’ve gone back and forth the last few days trying to decide whether or not I should even write this. In the end, I realized I would regret it if I didn’t, so here goes. I know the last time we saw each other, we weren’t exactly hitting the sweetest notes. It certainly wasn’t the way I wanted the trip to end. I suppose I’m responsible and for that, I’m sorry. But in all honesty, if I had the chance, I’d do it again. Virginia said I left a stranger and came back home a husband — I owe that to you. There’s no way I can repay you for all you’ve done for me, so rather than try, I’m just going to ask you to do something else for me. Find the joy in your life. You once said you’re not everyone. Well, that’s true — you’re certainly not everyone, but everyone is everyone. My pastor always says our lives are streams flowing into the same river towards whatever heaven lies in the mist beyond the falls. Find the joy in your life, Edward. My dear friend, close your eyes and let the waters take you home. -Carter Chambers
VILLAGE PEOPLE
The Dream Rod allows you to enter people’s dreams. You can even sneak into the dreams of animals. Who knew animals could even dream? Quintet teaching us educational stuff left and right! It’s all a bit weird but then again, that’s Soul Blazer in a nutshell. Just watch out for ol’ Freddy…
THE GOAT?
I mentioned how weird this game is, right?
Well, it’s about to get even weirder…
Talking goats for pete’s sake! Too weird, EVEN for me!
I HAVE A DREAM…
Um, let’s just move on…
ACTION JACKSON
Venture across the bridge in Grass Valley to forge on ahead. What terrors lurk beyond?
Along the way you’ll meet some jewel fairies. They assist you by offering to send you back to town so you can stock up on supplies, gather more information, save your game and so forth. They also might grant you with experience points, helpful items or simply dispense invaluable advice.
No joke. Some goats will share any secret, provided you have some goat food on hand. As you can see, it’s weird piled on top of weird. And what’s this “swallowed up in a painting” business, anyhow? Hmm. Something to investigate, then…
Entering a teleport marker will whisk you back to the Master’s Shrine. From here you can save your progress, recuperate lost health or head back to town for more clues and items. This is also where you can move to the next town after having cleared the current town’s boss. You may also backtrack (which proves to be necessary at times).
Every Master’s Shrine is the same. Once you’ve unlocked all four blocks, they follow this pattern:
The top yellow tile is used to save the game or to move to another town
The right and left blue tiles will take you to certain areas in the action section
The bottom blue block transports you to town
On a side note, I love the haunting church organ that plays here. It’s awesome.
It’s a sure fire way to die fast. Stay on the conveyor belts and employ the ol’ hit and run tactic! I recommend using the middle conveyor belt only as your attack point. Lure him left or right, wait until he commits, then charge up the middle belt to score some hits. Retreat. Repeat. See below.
You can easily evade his fireball attack thanks to his deliberate delivery. He also has a slow recovery rate so you have plenty of time to score some hits. Always lure him left or right, then attack from the middle. Retreat and repeat!
He’s easy but he certainly doesn’t lack in health points! Be patient, be smart and he’ll be lucky to nick you even once. The thrusting technique will take you longer but allows plenty of control as you can moonwalk while damaging him.
Congrats. You’ve saved the good fair citizens of Grass Valley and have brought restoration to their lives, animals and plants. Now you can graduate to the next town in need of your aid, GreenWood.
But this isn’t goodbye to Grass Valley. More of a see you later. There are a couple lairs in Grass Valley that still need to be cleared and cannot be until you acquire the Zantetsu Sword.
Don’t forget to locate the Master’s Emblem in Grass Valley by the way, as well as pick up the Brown Stone. You’ll need all six stones to open up the gate to the Dark World where Deathtoll awaits.
GREENWOOD
Welcome to GreenWood. Legend has it that this town was developed by a dog named Turbo. He built this peaceful village to offer protection and serenity to all animals. That is why, once rescued, all you’ll find in GreenWood are critters and creatures.
Such as this squirrel, who will ask you for delicious seeds. If you have them and choose to offer it to the little guy, you’ll be awarded with a mighty grand prize… the Psycho Sword!
For over a decade I’ve wondered what “it” is. “Everytime I look around, it’s in my face” as the song by OMC goes. It wasn’t until I played Soul Blazer that I understood what “it” is: the blue soul ball that encircles our hero. Because everytime he looks around, everytime he looks around… IT’S IN HIS FACE!
[I have no words -Ed.]
Classic moment, this is. As Turbo takes you on a quick tour around GreenWood, he asks if you’d like to see what’s on the restaurant menu. This all occurs while the peaceful and serene music of GreenWood is playing. But as soon as you select yes, the music suddenly stops without warning. It’s followed by a dramatic pause before Turbo answers, “YOU!”Of course he’s joking but part of me was hesitant for a second the first time. Nicely done, Quintet!
I love that Turbo dog. [We all saw very disturbing proof of that earlier on -Ed.]. It’s a well known fact but did you know the “sequel” to Soul Blazer is Illusion of Gaia? Though the protagonist to Illusion of Gaia is a different character, there is reference made to ol’ Turbo.
THE SUPER SIX
RANDOM SOUL BLAZIN’
With all eight of the Master’s Emblems in your possession, you’ll earn the Magic Bell. This grants you unlimited magical attacks! You can still defeat Deathtoll without the Magic Bell but it’ll be a much tougher task. Some of the Emblems aren’t so easy to locate. Remember to backtrack to places with sections that you previously could not pass.
You’ll have all six Stones if you manage to get by the fortress. All towns will have been restored. The gate to the Dark World will open and the final battle will begin. Don’t forget to find the Soul Blade and Soul Armor before confronting the demon. Good luck!
THE PERVERSE WORLD OF SOUL BLAZER
WHAT THE CRITICS SAID
Soul Blazer was well received by critics. Many praised it for being a top-notch action RPG, especially during a time where there weren’t many choices being represented on the Super Nintendo. EGM gave it scores of 8, 8, 8and 9. Super Play rated it 89%. Fan reception has also been overwhelmingly positive. It’s rarely acknowledged as one of the system’s best games, but almost everyone I know who has played it has largely enjoyed it. And most people will tell you that it’s one of the “unsung heroes” of the vast SNES library, especially for fans of the genre.
CLOSING THOUGHTS
Super Play pretty much hit the nail on the head when they called Soul Blazer “an excellent and slightly weird game.” The game definitely stands out from the pack due to its odd (but endearing) nature. It’s not quite the epic game Link to the Past is but hey, few games are. Soul Blazer will take you on a fascinating and strange journey. From conversing with goats in Grass Valley to visiting mermaids in the rolling waves of St. Elles, you’ll see and do much before all is said and done. And that’s just the town portion of the game! The action sequences are well done and the balancing act between thumb-pounding action and using your old noggin is handled beautifully. The bosses deserve a shout out as well. Sadly, it’s too bad the game presents minimal challenge.
Graphically, the game does a pretty good job of bringing the towns and temples to life. I love the clouds scrolling overhead in Grass Valley. The dark and decrepit underground chambers in GreenWood are nicely executed. And who could ever forget the fiery blazes of the Dark World? Unfortunately, there are some ho-hum bits scattered in there, such as the islands in St. Elles or the model towns in Dr. Leo’s house (both of which leave something to be desired).
While the visuals are a bit hit and miss at varying times, the music on the other hand is fantastic through and through. A stellar soundtrack puts you right in the heart of whichever region of the game you happen to be in. From the Master’s Shrine’s haunting church organ to the serene and adventurous theme in Grass Valley, the music men behind this game deserve a big round of applause (Yukihide Takekawa, Kazz Toyama and You Himeno). The battle themes are perfectly suited and the dream theme that plays during any dream sequence possesses an incredibly dreamlike quality to it, making you feel as though you’re in a dream yourself!
I really like the aspect of restoring each village to prosper once again. It’s instant gratification. When you clear a monster lair, the game may fade back to town to show you what people, animals or buildings you have resurrected. The liberation of a city is a wonderful feeling. The game plays well and I always wanted to play more to see what denizens or creatures I might unearth next. It kept me going and moved along at a brisk pace. I also enjoyed the various NPC’s scattered about. Some are just silly while others provide helpful tips. Others may tell a juicy story that helps add to the game’s mystique. It made me wish for more character interaction as I don’t think there’s enough.
While I never felt the game did anything particularly special or extraordinary, it was all executed extremely well. More than enough to keep any action RPG fan occupied for a weekend or two. There are puzzles along the way but nothing too tricky I don’t think. It’s just a fun little game to pop in and get lost in. You’ll find many swords, items, armor, magic spells and more in your quest. You’ll help many animal friends in need and traverse a wide range of locales, from creepy dark dungeons (make sure you have the Soul of Light) to the snowy mountains that reside high above the Freil Empire. Hell, you’ll bear witness to a snail race (tough to beat that) and even catch a glimpse of the majestic Northern Lights! And did I mention talking goats?!
It took me 16 hours over two weeks to beat Soul Blazer. A seasoned veteran of the genre can probably do it in 10 to 12, maybe even under 10. The game won’t last you terribly long, but you’ll probably enjoy every last second of it. I’m not sure “quirky” even begins to describe the game. Talking with moles, goats and tree stumps? It’s almost like an acid trip. Soul Blazer is a game every Super Nintendo fan should experience. It’s got a legion of fans for damn good reason. And after finally playing it over 10 years ago back in the summer of 2007, I can see wholeheartedly why. Be sure to check it out if you haven’t already.
August 30, 1995. It’s been a little over 22 years since Killer Instinct came home to the Super Nintendo. Its impending release over 22 summers ago was heavily touted everywhere you looked. Although 16-bit was rapidly on the gradual decline by the late summer of 1995, the home port of Killer Instinct arrived with tons of buzz and hype. Throw Street Fighter II and Mortal Kombat in a blender, top it off with insane combos galore, and you might get something similar to Killer Instinct. And on a personal note, Killer Instinct on the SNES was truly the “last game of my childhood.” As such, it forever holds a special place in my heart. Best of all, considering the hardware limitations, it’s an admirable (if not downright impressive) port!
THE DYING DAYS OF OUR CHILDHOOD
It was the summer before junior high, and my best friend Nelson and I, as always, were determined to make the most of it. A lot was changing in our lives, though. It’s amazing how much things can shift in just one short year. The previous summer saw the best summer of my life. We finished 5th grade and were on the cusp of being the oldest students at our elementary school. All the seniority perks were soon to be ours. The SNES was in its prime and 1994 was an epic summer that gave me some of my greatest memories. Fast forward a year and suddenly the SNES had gone from dominant to rapidly aging, and Nelson and I were gearing for our biggest life transition yet… junior high. I find it fitting that as we were graduating from one school to the next, video games were graduating from 16 to 32-bit. Evolution. You can’t stop time, but you sure can make the most of it. And that’s what Nelson and I did that summer. We stayed up late. We binged on horror movies, junk food and SNES games. On August 30, 1995, Nelson bought Killer Instinct on launch day. Over 22 years later it still remains one of the most vivid memories I have from that awesome summer — the last of our childhood, as it were. We ended it with a bang, for sure.
I remember the release of Killer Instinct like it were only yesterday. I remember feeling that summer like it was a time of transition. 32-bit systems were slowly but surely taking over and it was clear that the SNES was in its waning days. Speaking of transition, Nelson and I were going from elementary school to junior high. It was a crazy time where our world was quickly changing. But on that Wednesday of August 30, 1995, it wasn’t about a changing of the guard. It wasn’t about an uncertain future. Rather, it was all about Killer Instinct. I remember watching Nelson firing up Killer Instinct for the first time on that fateful Wednesday late afternoon. As he played his shiny new game, I found myself lost in the latest GameFan issue. But it wasn’t so much Killer Instinct that I found myself drawn to. It was World Heroes Perfect. World Heroes was my favorite fighting game franchise at the time and I was insanely curious about the latest entry. Believe it or not, even more than SNES Killer Instinct which was right there live in the flesh!
I drooled at the review of World Heroes Perfect as Nelson booted up Killer Instinct. Nelson urged me to watch but my eyes were fixated elsewhere. Finally, after 15 minutes, Nelson was pulling off some sick 20+ hit combos in the practice mode. I finally looked up long enough to take notice. It was then that I truly saw Killer Instinct for the first time. Watching those incredible Ultra combos Nelson pulled off with the greatest of ease was like an awakening to me. I couldn’t help but join in. He kicked my ass hard but I had a blast nonetheless. Looking back on it all, I fondly recall how Nelson and I spent the very last week of that summer playing Killer Instinct to death. It was as if we were trying to hold back the hands of time. Not a bad way to spend the final days of our last summer of sheer unadulterated childhood
All things have a shelf life. As the final hours of our last childhood summer were rapidly ticking down, Nelson and I had one last KILLER (sorry) Killer Instinct romp. Although Nelson and I were worried about where we’d hang out at lunch time and the potential for awkwardness having to change clothes in public, we popped in Killer Instinct to spend the final night of our last summer of true innocence in grand fashion. It’s true that video games can serve as a form of escapism. While tomorrow would bring a litany of headaches and worries, TONIGHT was all about going out with a bang. This was it. The last night of summer. And Nelson and I pushed the closing of that memorable summer to its very limit. We played Killer Instinct until well after dark. Finally, home beckoned as my mom called me to get my ass back to the house. But before I left, Nelson and I exchanged a look — it was a silent pact to never forget these days no matter where life may take us. Junior high was a whole new ball of wax and we were facing an uncertain future. But whatever happens, we were gonna face it together.
KICKING IT OLD SCHOOL
Before I bought boxes and manuals for my entire SNES collection and displayed them properly on the shelf, I had this. This was my SNES resurrection collection from around late January of 2006. Killer Instinct was featured all by itself on one of the smaller lower shelves. Seeing this picture never fails to bring back to mind that crazy innocent time of running from shop to shop and town to town reclaiming bits and pieces of my childhood. Oh and who could forget that Killer Cuts CD that came packaged with Killer Instinct? Rare and Nintendo really went all out!
THE FIGHTERS
Jago wages war in the middle of his Tibetan courtyard. The head of a huge golden tiger statue is proudly displayed. Birds casually pass through in the distance.
Fireball? Check. Dragon Punch? Check. Some sort of thrusting kick? Check. While his Wind Kick may only connect once, it is a good lead-in move to set up a flurry of various combos. Also, it allows Jago to safely pass through projectiles (eat your heart out, Ryu). All this plus Jago’s Laser Sword is another great linker.
Brings back memories of Donkey Kong Country eh? Hey, Rare did develop both. The SNES port had swinging lamps added in. Not bad for a nice little home bonus. That lighting effect was sweet, too!
Fulgore is a beast, er, machine. Ah you know what I mean. He can fire up to three consecutive laser shots, reflect enemy projectiles, possesses one hell of a Dragon Punch and oh yeah, he can even teleport for good measure.
This city rooftop (complete with a shameless plug on Rare’s part) may not look impressive today, but boy did it look badass 20+ years ago. Hell, you can even knock your opponent off the roof at the end of the match!
Orchid has some neat moves. This includes a flashy fireball, some nice combo chains and best of all, she can briefly morph into a fire cat. Her infamous “strip” fatality is faithfully retained as well.
By far my favorite stage in the game. It’s aged like fine wine too! I absolutely love the bits of swirling mist, that blazing orange soaked sky, and even the way the bridge moves and reacts under the competitors’ weight. Good stuff!
Thunder has a neat looking fireball. For a 42 year old guy who nearly tips the scale at 280 pounds, he’s quicker than you might think. His Spinning Axe is a devastating combo attack and he’ll knock you out of the air just as quickly as he’ll come raining down on your ass.
It’s certainly not one of my favorites. There just isn’t much going on or anything to marvel at. On the bright side, you can send your rival spiraling to a gruesome death being that it’s a “roof-type” stage.
Cinder thankfully made the SNES final cut after all the hoop-la that he was going to be scrapped due to (lack of) memory. It just wouldn’t be Killer Instinct without the bastard. After all, who wouldn’t want to play as an ex-convict turned scientific experiment freak? Besides, he’s got one hell of a Flash Kick and a sick torpedo charging attack. PS- Screw you, Ken Lobb, for calling Cinder a wimp!
Welcome to Glacius’ Ice Temple. The stinging cold air is offset by the heat of the battle. Don’t worry, he will gladly shed your blood to help keep you warm and toasty.
Glacius’ fireball bounces along the ground. He gives new meaning to the term “giving you the cold shoulder!” Also beware his stiff Blade Arm and his teleporting uppercut.
T.J. Combo spends his days buried in a gym. The one he frequents is a bit rundown, but it’s got the soul that most of the newer gyms lack. His gym is chock-full with history, blood, sweat and tears. Just the way he likes it!
Combo’s impressive arsenal of tricks include nifty running strikes, a sweet rolling multi-hit attack and a flying knee that changes angles based on the button strength you choose. I love when fighting games offer variations of the same special move based on which button you end up using. It almost feels like it’s two different special moves for the price of one.
This stage is awesome. I love how you can see the reflections of the fighters on the canvas. The blood-stained floor is a lovely and sinister touch all at once.
Riptor has some rancid ass breath! Like most “oddball” fighters, Riptor isn’t the most novice-friendly character on the roster. Use her at your own discretion.
Battle it out in the candle-lit study of Sabrewulf’s castle. What a great looking stage. The portrait hanging to the right is hauntingly realistic. Love the lighting as well.
Sabrewulf’s Flaming Bat actually flaps its wings. You truly appreciate the little details when you see the game in motion. At least I do, anyhow. For an extra boost of power, try howling. And when in doubt, you can’t go wrong slicing and dicing with his razor sharp claws.
Of all the roof stages, this is my favorite one. I’m a sucker for any night time stage featuring a moon in the background. It gets me every single time. As expected, you can knock fools off the roof at the end of a match. It kind of puts a nice bow on things, ya know?
Spinal can absorb projectiles and then fire them back at his opponent. He knows how to swing a mean sword, too. He can even teleport in a pinch.
THE FINAL BOSS
Eyedol is a freak of nature. By the way, if you wish to play as Eyedol then apply the following code:
Select Cinder. At the VS screen, hold right and press L, R, X, B, Y, A.
Eyedol is one tough cookie who dishes out MASSIVE damage. Good luck.
“DANGER! DANGER!”
Spiraling down to a painful demise!
BONUS STAGES
“I’LL TAKE THE COMBO MEAL, PLEASE”
What differentiates this game really is the combo system. You can string together over 25 hits and only have to press a few buttons. Knowing the chain command is key to pulling off some crazy ass combos. There are also Combo Breakers (cue “C-C-C-COMBO BREAKER!”) to break up the action, keeping everyone on their toes. Thankfully, the SNES port includes a handy practice mode where you’ll find yourself busting out 10, 15, even 20+ hit combos soon enough with a wee bit of dedication.
It’s got nothing on Combo City!
Observe. Here’s a simple five hit HYPER combo from Jago. I love the part where Jago’s kick sends Spinal reeling. While Spinal’s still hanging in mid-air, bust out Jago’s fireball to show him who’s boss!
WHAT THE CRITICS SAID
The SNES port received major hype in the late summer of 1995. The port had some fans split. You had one camp that ate it up and thought to itself, “How was Rare able to squeeze so much of the arcade spirit into a relatively tiny 32 MEG SNES cartridge by comparison?!”But others say it didn’t come close to replicating its arcade original. Killer Instinct didn’t exactly garner the best of scores. EGM gave it ratings of 7.0, 7.5, 8.0 and 8.5. GameFan, in their typical hype-selling fashion, rewarded the game with scores of 90, 95and 96%. Super Play praised it but didn’t quite give it their full endorsement. It earned a very solid yet somewhat unremarkable 85%. I’ll admit that time hasn’t been particularly kind to this game graphically, but it still holds up damn fine from a gameplay standpoint.
CLOSING THOUGHTS
I’ll always remember Killer Instinct as the “final video game of our childhood.” This game will always have a very special place in my gaming heart. All those sessions Nelson and I had leading up to the finale of that summer, the combos we cranked out, and the good times we shared is something that stays with you for the long haul. Junior high came and went as did the SNES, but the memories we carved are etched in our heart of hearts forever. While not arcade perfect, it was never going to be on the SNES. I admire Rare for getting as close as they even did. It is truly an impressive feat considering the hardware. It brought home a slice of the arcade and for its time, that’s all we could ask for.
I always saw Killer Instinct as a mix of Street Fighter and Mortal Kombat. That holds true to this day. The combos are fun to pull off, there are some really interesting fighters to pick from and you gotta love that crazy announcer with calls such as ULTRA! and C-C-C-COMBO BREAKER!!! The visuals are a bit rough in places but they do an admirable job. The sound is hit and miss; some grunts are repeated often and can get annoying after a while. The music, however, is pretty damn good. It’s Rare, after all! The gameplay is what counts most though, and Killer Instinct still plays very well even to this day. The AI can be cheap at times but Rare did an awesome job translating such a big arcade game to such a tiny jet black SNES cartridge. I wouldn’t claim it’s the best fighting game on the system, but it’s definitely one of the better ones and a “must-have” if you own a Super Nintendo and fancy yourself as a fighting game aficionado. Killer Instinct on the Super Nintendo is a reminder of the good old days and a special time in my life when everything was rapidly changing for better and for worse. I still play it on occasion and it always takes me back to the last few days before Nelson and I entered the hallowed halls of junior high. Good (and awkward) times. Killer Instinct, I salute thee!
Graphics: 8.5
Sound: 8.5
Gameplay: 9
Longevity: 9
Overall: 9.0 Gold Award
Tuesday. September 5, 1995. The first morning of junior high. Nelson and I walked to school together the last four years. For the first time in our lives, we were gearing to board the junior high bus. Yes, the dreaded junior high bus. It was survival of the fittest. It was a crazy morning, full of butterflies and trying to look and act cooler than we actually were. You could feel the shift. Childhood was now in the rear view mirror and life would never be the same. Nelson and I waded through a sea of unfamiliar faces as we boarded the bus. At least I had a best friend to brave it with. Coolio’s Gangsta’s Paradise was the hit song at the time and I remember it blaring on the bus speaker as we rode from our familiar stomping grounds near that bus stop to the scary foreign world of junior high. As nervous as I was, still to this day, I recall rocking out to Gangsta’s Paradise. “TELL ME WHY ARE WE… SO BLIND TO SEE… THAT THE ONES WE HURT… ARE YOU AND ME. They been spending most their lives in a gangsta’s paradise.”That song haunts me still whenever I hear it. It brings me back to that precious time of my youth — the first day Nelson and I faced a brand new frontier.
The SNES boasts an incredible library. There’s no denying that. Everyone knows about the classics, but there are tons of solid titles lurking below the surface. These games aren’t nearly as well known but you could easily waste a weekend or two playing. Brain Lord definitely qualifies as such an example. Released over 23 years ago, it largely flew under the radar as more popular games basked in the spotlight. It’s funny — as a kid I couldn’t care less for (action) RPGs but Brain Lord captivated my imagination when I saw it featured in EGM and GameFan. There was something about it that spoke to my soul. Sadly, like so many other SNES games, I was never able to play it until my SNES resurrection in 2006. Though not quite a hidden gem, Brain Lord is plenty solid and well worth checking out if the like the action RPG genre.
CAPTIVATED
I remember seeing the ad in an EGM issue and being absolutely intrigued.
I was fascinated by the screenshots — the captions really resonated with me.
STRATEGY GUIDE
The Brain Lord strategy guide, written by Tim Rooney, was released with two different covers. The one you see above is less common and reflects the Japanese Super Famicom box art. The second version, as seen below, mimics the less than stellar Americanized box art.
I bought the guide back in 2006 and it’s a neat companion piece to the game. Brain Lord has its share of puzzles but it’s a straight forward game. You won’t really need a guide to beat it, but it’s nice to have to look at or if you’re simply a completionist like I am. Plus it’s a really nice guide to boot, in spite of being in black and white. I really like the look and style of it. Here’s a small sample below.
MEET THE CAST
THE STORY GOES…
The plot had me right away.
I was sold.
THE JOURNEY BEGINS
Developed by the same folks that made The 7th Saga.
Remeer, er, STEVE, finds himself reminiscing of days gone by. His mind takes him back 10 years to when his father was still alive…
Steve is snapped back to reality by a stern bartender who can’t afford to let his business suffer on account of whimsical daydreamers. But Steve is far from that. He finds a job listing nearby and takes it on with gusto.
Before heading out though, Steve takes time to stock up and visit with the locals. He’s a bit of a cheeky deviant, that Steve. Kashian finds that out right away…
Fairies are your friends. They aid you in battle and even level up.
Toronto, you say? So much for made up city names! I like how you can jump. Not too many Action RPGs allow you to jump. Clearing fences feels satisfying. Screw walking around!
Doesn’t sound one bit ominous in the least…
Dragons are a recurring theme throughout Brain Lord. But are they really extinct? Later on, you can help a lady clear out her mice-infested attic and earn a couple handy prizes.
Playing Brain Lord is probably the closest you’ll get to experiencing a Super Rygar on your 16-bit SNES.
Remember Rygar on the NES? I was always sad we never got a sequel on the Super Nintendo. Certain parts of Brain Lord remind me of Rygar, though.
Nothing fancy here. It’s straight forward and fairly fun. Jump, solve puzzles and hack away at the monsters. It’s good enough to entertain you for a weekend or two.
Fairies assist you in battle. You can even name them after your failed crushes over the years. I mean, doesn’t everyone do that in these type of games? Um, moving on, then…
JENNIFER the Crimson Jade (and my personal childhood version of Winnie Cooper but that’s neither here nor there) launches a singular fireball at nearby enemies. Think of the Fairies as those “option helpers” in SHMUPS.
Along the way you’ll even gain magic skills. The first being this simple magic shot. Simply hold the attack button until the bar can fill. Stronger magic attacks have a longer bar naturally. Once you acquire multiple magic spells, you can press L or R to toggle between them on the fly as opposed to selecting them through a menu. NICE!
Puzzles abound, hence the title of the game “Brain Lord.” They usually involve pushing objects onto plates to activate locked doors. Puzzles start out simple but gradually get trickier and trickier.
Blasting the monsters from a safe distance feels so damn sweet. Plaques give you tips and clues to heed.
Watch out for deadly traps like sensor spikes! And since you can jump, there are some sections where you’ll need to jump from platform to platform. It definitely adds some variety and increases your evasive and strategic choices.
Misjudge a leap though and it’s back to the beginning you go. Thankfully, the game only deducts one health bar whenever you fall.
Puzzles start getting tougher and require some thinking. If you mess up, simply leave the room for a reset. Brain Lord works the, er, brain a bit.
Disappearing floors all part of the menu.
Puzzles never get too hard to solve, but some will take some time to suss out. Be on the lookout for those Springs of Life. They rejuvenate weary warriors.
Access new weapons and spells as you progress. The Bow is good for long distance attacks while the second magic skill you gain launches a triple shot.
Instead of finding a dragon at the top of the Light Tower, you find a terrible mutant cockroach! It sends its little babies scurrying after you as the creature scampers about the top Tower floor. It changes to a red shade as you weaken this abomination. And you thought your college dormitory was bad!
Upgrade to the Ax after heading back into town. I love how you can chop up just about anything with the Ax! Counter tops, boxes, jars and so forth! One NPC even asks you to please not break his jars. Which, of course, only makes me want to break them even more. I love it when games allow you to do these silly little things. There’s just something really satisfying about it.
Graphics are a bit subpar overall, but I really like the visuals here. Only the Ax can break those rocks, which opens up the next area.
Boomerang spins around and attacks much faster than the Bow. Finding a treasure chest is always a blessing.
Scorpions lurk everywhere in this dank cave.
Maybe it’s just me but the conveyor belts remind me of Super Bomberman and those towering blue demons remind me of the Barons of Hell from Doom.
Virtual Boy on my SNES?! Find the light switch and beware the voltage spots.
Uhhhh, OK then… *slowly backs away*
These robotic Cyclops are a tough out.
You’ll be wise to find the second Fairy, a Light Jewel, that helps light your path. By the way, Brain Lord has more keys than the Bellagio in Vegas.
This handy pack-in sheet came with the strategy guide. Nice of Tim Rooney.
Remeer’s best weapon is the Morning Star. It’s a spiked yoyo that packs a mighty punch.
Morning Star makes Brain Lord feel even more like a Super Rygar.
Disappointed still after all these years we never got a Rygar sequel on the SNES.
WHAT THE CRITICS SAID
Though Brain Lord didn’t arrive with a great deal of fanfare, it received its fair share of previews and positive reviews. EGM gave it scores of 7, 7, 8 and 8. GameFan scored it 80, 80 and 82%. Super Play rated it 81%. It was viewed as a very competent Zelda clone.
CLOSING THOUGHTS
Brain Lord is a competent and solid action adventure worth playing through at least once. It doesn’t do any one thing in particular extremely well, but it does most everything adequately enough to entertain you for a weekend or two. I wouldn’t quite classify it as a bonafide hidden gem, but I definitely recommend it as a lesser known SNES game that you might have overlooked. The different weapons and magic spells are fun to implement and the puzzles help differentiate it somewhat from your typical Zelda clone. Don’t get me wrong, you’ll be doing plenty of hacking and slashing, but be ready to exercise your brain a bit as well. There is some slowdown here and there when the screen gets a bit hectic but overall, the game plays fine and should run you between 12-18 hours.
Graphically, Brain Lord is a bit lacking. A lot of the colors seem a bit drab but there are some nice looking areas mixed in. It does have that 7th Saga look to it, but that’s not surprising considering how it was made by the same developer. Regardless, you expect a bit more from a Super Nintendo game released in mid-late 1994. The sound is a mixed bag as well. Some of the music sounds great but other tracks are forgettable. The sound effects are downright comical. They either don’t match the enemy or one breed in particular seems to say “F*CK!” whenever hit. I guess it’s good for a laugh, though. On the bright side, Brain Lord is pretty tough and not a complete cake walk. I like the variety of weapons and I love how you can switch spells on the fly by using the shoulder buttons rather than accessing them through a cumbersome menu (although you can do that too if it tickles your fancy). Some of the puzzles are really fun to solve and I like the ability to jump. I wish there were more enemy types but at least the enemy AI is pretty legit — they’ll even chase you! Brain Lord isn’t the kind of game you need to rush out and play, but chances are, you probably won’t regret it if you gave it the time of day.