The original Breath of Fire, released in the US 23 years ago this month (August 1994), was fairly well received. Despite the original Japanese release coming in April of 1993, Breath of Fire managed to still stand toe to toe with the big SNES blockbusters released that summer of 1994. The fact that RPGs were a bit sparse in North America definitely helped, as any decent RPG was lauded in that time when the pickings were rather slim. Capcom, no stranger to sequels, followed up on the success with Breath of Fire II. Originally released in Japan December 1994, SNES owners in the west had to wait an entire year for the American translation. Sadly, by December 1995, the SNES was nearing the end of its lifespan and many folks had moved on to the 32-bit war machines. As a result, Breath of Fire II sort of got lost unless you were one of those diehard SNES players who stuck by the system until the very bitter end. Thankfully, as is so often the case, over the years people have had the luxury to go back and right past wrongs. While no Final Fantasy III or Chrono Trigger, Breath of Fire II is definitely worth trekking through.
But wait! Not only did Capcom make those of us in the US wait an entire year, but the NA version of Breath of Fire II is notorious for having one of the worst translations of all time. So much so that it prompted “Ryusui” to release a “retranslated” version on April 30, 2009. It’s how I played through Breath of Fire II and how I recommend you do so as well.
MEET THE CAST
THE STORY GOES…
Well… at least the girl didn’t get kidnapped for a change…
Thanks for the painful reminder. But she’s got a point. The world is going to need you, after all…
Dragon? Note to self: avoid the back mountains. Note to self part two: knock before you open the bathroom door next time…
Being an adventurous lad though, you can’t help but explore them back mountains. Not only do you find your wandering little sister and the mammoth dragon, but you’re also greeted by a nasty little critter for your troubles.
Luckily, the Beak is mere cannon fodder. Good thing you were there to save your little sister, Yua.
Dangerous? Not for the likes of me, you see! Your father, Ganer, grants you the respect you crave. He is your idol, after all.
“Sometimes I wish you simply had imaginary friends instead, Yua.”
Look… it’s one of many typos you’ll encounter if the play the North American version. Like I said, the retranslation is the way to go!
Breath of Fire II resumes the original’s classic day-night cycle.
Converse with all the locals. One of the cool things about this game is the inclusion of the “Dragon Tears.” The different colors represent the various emotions that the NPC is currently feeling. Pretty neat stuff.
It’s a small touch, but it adds that extra little bit to the game
Loyalty is his game, Bow is his name. He’s the first ally you’ll meet up with and he’s great at hunting. A most welcomed asset to the team. He’s a bit of a kleptomaniac, though.
Downpour soon comes raining down on our plucky heroes. It’s not quite the same “ooooh, ahhhh” effect as seeing the rain lashing down from The Legend of Zelda: A Link to the Past, but it gets the job done.
Quick! Take cover in the cave there before you die of pneumonia. Sometimes it pays to steal, as you can see here. And who says video games aren’t educational?
Spooky cave, init? Um, what was that?!
Guessing purple doesn’t stand for warm fuzzy feelings… I mean, I’m just going out on a limb there.
Sadly, our hero is no match for this monstrosity at this early point in the game. We then find out his father (Ganer) and sister (Yua) have gone missing. He dreams a terrible nightmare of a towering monster ripping him limb from limb. In his dreams, a demon also screeches to him, “YOU ARE THE ONE.” What could all this mean? Was this all just a bad dream? Somehow, you know it isn’t…
Seasoned into a hardened warrior over the past 10 years, you’re ready to find out some answers…
Forget eye of the tiger — it’s the eye of the dragon!
Every hero has to start somewhere. And sometimes, heroes are born from very humble beginnings.
Interact with the environment and villagers. Tips may be provided and you can also unearth helpful items.
Sometimes you’ll read silly dialogue but it’s all part of the fun.
Occasionally you’ll see random things pop up on the world map. This includes a traveling circus.
Fishing is also in play as well as a spot of hunting. For the latter, be sure to position Bow in the front.
Breath of Fire II resumes the classic ¾ perspective of the original game.
Enemies can prove to be tough early on. Thank goodness then for this healing fountain. This is a good place to level up
Encountering a new enemy for the first time leads to a “?” for their health. It adds slightly to the drama and tension and I found it to be a nice little touch. Head up this mountain to face Palo, Peach and Puti.
They’re tough, the bastards. Peach and Puti (on the sides) have 40 HP while the middle one, Palo, has 80 HP. I recommend targeting and eliminating Peach and Puti first before tackling Palo.
Battle a family of cockroaches later on. It’s a nice nod to the original.
Speaking of honoring the original Breath of Fire, you can morph into a dragon later on.
EXTRAS
WHAT THE CRITICS SAID
Breath of Fire II received pretty solid scores. EGM gave it ratings of 7, 7.5, 7.5and 8. Super Play rated it 81%. However, the US translation was not so well received. It features some of the worst translated text in all of 16-bit history, making the retranslation almost a necessity. For example, you know things are bad when you talk to the innkeeper and he refers to his inn as a motel, despite having an INN sign hanging nearby. Want to go fishing? Then equip your lod. Ouch. Also, get ready for awkward looking abbreviations. Thankfully, the retranslation fixes these silly errors and provides for a much more authentic experience.
CLOSING THOUGHTS
Breath of Fire II is a very strong entry in the stacked SNES RPG library. While it may not quite stack up against the likes of a Chrono Trigger or Final Fantasy III, it does its job more than reasonably well. The graphics are very colorful and the details on the various sprites are fairly intricate. Some of the music is extremely catchy, though a few are somewhat underwhelming. That final boss theme though! There’s a ton of things to do in this adventure — it took me 50 hours to beat and I didn’t even scratch the surface of the Shaman system. However, not all of those 50 hours is pure bliss. There’s a shit load of random battles (thank God for the auto battle option) that can drag the game down a bit, not to mention artificially inflate its playing time. There’s also some annoying backtracking and the difficulty veers on the cheap side on occasion. It’s definitely not perfect, but it’s more than playable.
I enjoyed playing through both Breath of Fire games. They may not be world beaters, but they are very enjoyable if you’re a fan of that JRPG style. The day-night system is a unique feature for its time, even if it comes with its flaws. I think both games are more than good enough to warrant at least one playthrough. Breath of Fire II is the better game, but the original has its merits as well. Just remember to play the retranslated version of Breath of Fire II. Trust me on that one. Or should I say, lust me on that one. Whoa, wait a minute. Something got lost in translation there…
Graphics: 8.5 Sound: 8 Gameplay: 8.5 Longevity: 8
Overall: 8.5
WARNING!!! SPOILERS BELOW!
Breath of Fire II features multiple endings. Here’s the less than good one…
Back in the mid ’90s, Capcom was most well known for their Street Fighter and Mega Man series. Capcom tried their hand at the RPG genre when they released Breath of Fire in Japan on April 3, 1993. It took 16 months for the game to hit North American soil. SquareSoft was an established firm with a penchant for translating JRPGs for American audiences, and they took on the unenviable task of converting the game over. There wasn’t an abundance of RPGs on the SNES back then. Thus, Breath of Fire instantly found a diehard fanbase. It wasn’t great by any stretch but it was plenty solid enough. And for the time, solid did just fine.
WINDS OF CHANGE
I couldn’t stand RPGs growing up. To be precise, it was more like I couldn’t care less. My brother, however, was obsessed with them. He played them all the time it seemed. I didn’t care for RPGs back in the day because I couldn’t see how a slower-paced, turn-based game could be any fun to play. I was a young boy who wanted instant gratification. It wasn’t until much later — around 2003 — that my view on the genre began to shift. Suddenly, the thought of conversing with the locals to dig up clues or just hear some wacky nonsense became massively appealing to me. The turn-based combat went from yawn-inducing to an obsession to level up and earn more gold so I could upgrade my weapons and armor. Today, I consider RPGs among one of my most favorite genres. Go figure. So I don’t really have any big back stories to share about Breath of Fire growing up. I remember, however, being impressed by the magazine previews. Although I didn’t like RPGs then, the game looked quite colorful and even, a bit intriguing. But I figured it to be another in a long list of games I would never play. Little did I know, over a decade later, I would find my way back home to the Super Nintendo for a second chance at 16-bit gaming redemption.
THE STORY GOES…
MEET THE HEROES
MEET THE BAD GUYS
THE QUEST BEGINS
Select the sword option and it opens up even more options.
Breath of Fire uses a unique system where day passes into early evening before giving way to nightfall. It’s pretty cool, especially the first time you see it. Not just cosmetic, either! There are things you can only do in the dark… giving the game an air of clandestine intrigue…
The front guard of Nanai is vigilant during the day but falls prey to exhaustion once the sun goes down. Only at night time can you sneak by him. If a soldier spots you at any point, it’s back to the beginning. It was a clever little way to add in some stealth action to the typical RPG formula. If nothing else, you have to give Capcom some credit for that. I love the small details seen here. Everything from the guard’s snoring bubble to the very atmospheric yellow lights that lends Nanai a brilliant glow. Be sure to explore a bit and not just rush for the exit as there are plenty of good items to be found in chests and large cabinets. Money is tight early on so collect all the free items that you can.
COOL BUT USELESS EASTER EGG
SOME INVALUABLE TIPS
BREATH OF CONFUSION
An old man tells you about the I. Claw near the end of the game. You need to find it or you cannot advance. The problem? There is no clue whatsoever as to where this elusive I. Claw could be hiding. Combine that with a massive world and well, you get the idea. The game forces you to do a ridiculous back-and-forth letter exchange between a weapons’ collector and an old lady stranded on some obscure tiny island in the middle of friggin’ nowhere. Discovering this without any help was pure dumb luck. Breath of Fire doesn’t even give you a damn clue like, “Hey, I heard there’s a lady living somewhere on the east region who loves weapons…” It was simply, “You need an I. Claw” which essentially translated to “Good luck finding it on the large world map, mwahahaha!” Brutal. While some RPGs (i.e. Super Mario RPG) held your hand too much, Breath of Fire was a little TOO obscure at times. I like a happy middle ground — not too obvious but not too obscure, either. A game that did an excellent job of balancing the two was EarthBound. You always got a sense of what to do next but you were never 100% sure. But the key was the game always gave you a sense. Those are the best RPG experiences. Sadly, it’s not quite the case here.
WHAT THE CRITICS SAID
Breath of Fire was met with rather strong reviews. Despite the near year-and-half delay for the North American version, it still managed to stand toe-to-toe admirably with the big SNES summer blockbusters of 1994. EGM gave it scores of 7, 8, 8, 8 and 9. They praised it for its excellent visuals and sound. GameFan rated it 90, 90and 94%. GameFan lavished heaps of praise on it for its artwork and animation, its length and its stunning music. Super Play was less enthusiastic, however, giving the game a respectable but not remarkable rating of 80%. They called it lightweight. Leave it to those Super Play chaps to calm the rest of us down. They didn’t hand out 9s and 90s willy-nilly like EGM and GameFan did!
CLOSING THOUGHTS
Breath of Fire is a solid RPG. It did many things right. These include brilliantly animated sprites, amazing sound and music, a unique day-night system that affected gameplay, and skills unique only to certain characters which made all eight protagonists serve a key role. But with the good comes the bad. The game starts out on a high note — it introduces you to each new ally in a meaningful way, allowing you to hunt and fish for health items, shrink down to save a family of mice from deadly cockroaches and there’s even a cool little stealth action. Sadly, at some point it felt like the developers lost a bit of their ambition and vision. The game begins to drag a bit in its second half. And damn, is the game long. It took me 40 hours to beat and I felt it lost a little steam in the latter half of the journey. The ridiculously high random battles didn’t help it any, either. There’s no run button so our heroes move like snails in mud. The lack of character development in the latter half was also disappointing. Sometimes clues were far too obscure and left you wandering around wondering what the hell to do next. The day and night system, while promising early on, later proves to be a bit of a pain in the ass. In order to advance in certain areas of the game, you had to talk to a specific person in town who only appeared at a certain portion of the day (or night). This actually ended up hampering the experience for me as it made it tedious to play at times. Sure, the day and night engine starts out as a fun quirky novelty, but it quickly morphs into an annoying hassle. This is definitely not the kind of RPG that holds you by the hand. Some will like that open-endedness, but I prefer a balance. You won’t find much of one here.
Nevertheless, for all of the blemishes I brought up, I really did enjoy my time playing through Breath of Fire. It’s got a certain charm to it with its bright and colorful visuals that melts my 16-bit heart. The music is haunting. The melodies fit each region of the game to a tee whether it’s soothing, ominous or action-packed. I enjoyed using the eight characters’ unique skills, such as Ox smashing through barriers and Karn opening locked doors. But at 35-40 hours, it’s just too damn long for not being an epic RPG. It’s also a bit too obscure with its clues. Be sure to have a guide ready. Also, I didn’t like how too many of the NPCs repeated the same phrases. I know they were trying to save memory, or maybe they were just lazy, but these moments often took me out of the moment. When too many NPCs repeat the same thing I just read from someone not two feet away, it really hurts the game’s ability to truly immerse you. Having said that, I would recommend Breath of Fire to any RPG fan with a Super Nintendo. It’s far from a classic, but it’s an enjoyable adventure with a few unique twists along the way that makes it worth going through at least once.
People seem to either hate or love Brandish. Rarely will you find someone split right down the middle. I’m in the camp of those who loved its methodical hack and slash gameplay, its magic-infused combat, its atmospheric music and an overall somber mood that works like gangbusters. A sequel was released in Japan but of course, with Brandish being not so well received in North America (and released a bit later in the SNES’ lifespan — February 1995 to be precise), Brandish 2 was doomed to stay in Japan. However, like many Super Famicom-only (A)RPGs, dedicated fans have translated the game to make it accessible to those who can’t read Japanese. If you loved the first Brandish, you’ll like the sequel as well. Let’s dive in and take a closer look.
A CASTLE DIPPED IN MOONLIGHT.
A LABYRINTH LOST TO TIME…
Brandish came and went with little fanfare. It’s one of the few SNES games I didn’t know existed until 2006. But upon discovery of the game via a magazine ad, it sucked me right into its sordid underworld. The plot intrigued me in a unique way that few other SNES games have. Playing as public enemy #1 Varik, you find yourself buried many floors below the surface and forced to battle monsters and demons in order to crawl out of this hellhole. One late night in February 2006, I had an overwhelming urge to play Brandish. So at 3 in the morning, I flung myself out of bed and I shuffled my way through the darkness to do just that. I was instantly greeted by a soothing tune as a castle dipped in moonlight came into view. The atmospheric intro still haunts me to this day. Next thing I know, I find myself deep underground in some God forsaken labyrinth lost to time. The visuals were a little crude, but man, that music. It perfectly captured the feeling of being 40 floors below the surface. Along the way you’ll meet eccentric NPCs, a menagerie of menacing monsters and some decent puzzles to work through. It was one of the most captivating gaming experiences I’ve ever had.
THE STORY GOES…
Wandering swordsman arrives…
Whoa… the heat blurs your vision.
Unable to stand any longer, you collapse face first.
“HAHA! Look at this stupid fool!”
While Karl didn’t appreciate the king’s decree, she sure did. Call it schadenfreude…
WHAT IS THE PLANET BUSTER?
THE JOURNEY BEGINS…
PRO TIPS
Most swords have a use limit before breaking. You got to be wise. Save the big breakable swords for bosses and use the weaker and unbreakable swords you pick up along the way on cannon fodder.
The original Brandish is a love or hate game. I for one loved it. It was one of the most immersive SNES games I’ve ever played. Discovering there was a sequel released only in Japan was like finding a $20 bill hidden in an old jacket. On the surface, Brandish 2 looks like an improvement. The visuals are much better, and now instead of being confined strictly underground, you’re out and about in the wide open. It seems as if it has the makings to be a superior game but I didn’t enjoy it nearly as much as I did the original. Brandish 2 just lacks the simplistic charm of the first one, not to mention the puzzles and monsters.
It’s nice to see the added diversity for sure but oddly I rather prefer the original. The idea of being trapped some 40 floors below the surface made the original have sort of a horrific unholy feel to it. That’s not to say Brandish 2 is crap. The graphics are considerably improved and the addition of more NPCs was much welcomed, but there was just something about the original that really hooked me and didn’t let go. I felt like I was really flung deep underground and right into Varik’s shoes. Scratching and crawling every inch of the way, I fought demons, t-rexes, goblins and even Death itself all in the name of survival. There was a feeling of desperation in the air and it was accompanied by a haunting soundtrack. The original had over 55 different types of monsters roaming the labyrinths. I was a little bit disappointed then to find a glaring lack of variety in the enemy roster of Brandish 2. There’s only maybe 25 types and too many of them repeated themselves based on which level you were on. There were also too many human enemies for my liking. Still, I’m glad I went through Brandish 2. And if you liked Brandish, you probably should too.
Graphics: 6
Sound: 8
Gameplay: 7.5
Longevity: 7
Overall: 7.5 Bronze Award
EXCLUSIVE MUSIC VIDEO
And now, an exclusive debut on the internet. 22 years after its release, I’m proud to share with you the mega obscure never-before-seen BRANDISH 2 MUSIC VIDEO! Click on the video and follow the pictures on this site below.
Kick-ass one minute instrumental… enjoy by scanning these accompanying shots…
ENDING *SPOILERS*
“You always bring misery wherever you go, Ares. I’m not shocked.”
“Hey! Not so fast. You already forget the terms of our ceasefire?”
As a kid, I was all about action games. Whether it was a platformer, a beat ‘em up or a fighting game, I was a happy camper as long as I could exert my malignant desires at will. My gaming diet mainly consisted purely of hopping on platforms and bad guys, shooting foul entities to Kingdom Come, beating up gang members and blowing stuff up. My brother on the other hand grew up loving RPGs. I couldn’t stand them. Granted, I never gave one the time of day. But over the years I guess you could say my gaming taste has gone through a process of maturation. And no one was more shocked about it than me. As a kid, I simply didn’t understand how someone could derive any pleasure from a slow-paced, text-filled, turn-based game. But of course, I was ignorant to the simple pleasures that only this genre can deliver. The Action RPG, or more conveniently the ARPG, is sort of like a cousin to the role playing game. Although I never got around to playing any of them back in the day, there were actually several ARPGs that caught my eye as a kid.
OK not all of the games featured above are ARPGs but you get the picture. I did have an interest in playing these genre blending games, but Brandish wasn’t one of them.
Not that it didn’t strike my fancy you understand — it’s more a case of I never even heard of it back in the day.
During the early days of my SNES resurrection (January 2006), I dug out my old EGM and GameFan magazines to find games I had either forgotten about or never heard of. One night I came across this, and right away the ad had me captivated.
Underground?
Mazes?
55 different monster types?
Take my money!
The game seemed as though it was right up my alley. I immediately went on eBay and bought a copy along with Out of This World from the same seller on January 29, 2006. At just a measly $2.25, one can say that it was a bargain “out of this world!” *rimshot* [Oh Lord -Ed.]
Brandish actually turned out to be my VERY FIRST taste of an action RPG and I’ll always remember it fondly as such. On a late Wednesday night of February 8, 2006… 3 AM… with my alarm set to 7:35 AM for University, I had the strangest urge to play this game. And so, I shifted my way through the darkness to do just that. It’s one of those weird random gaming memories that you recall even to this day.
As soon as the calm intro began, with its soothing music playing softly in the background, I was sold. Seeing that tower lit under the soft glow of the moonlight was the perfect image to go alongside my 3 AM session, and the story of Varik being swallowed underground having to fend off 55 different breeds of monsters immediately had me hook, line and sinker.
I played for half an hour before saving and quitting. First impressions were favorable. That night I went to sleep with sweet visions of blue blobs and red-eyed goblins dancing in my dreams. I couldn’t wait to explore more.
Below you’ll find a journal entry I wrote following my initial playthrough of Brandish back in early 2006. Man, those were the days. Glad I kept a journal because these things are like a gawd damn time machine!
THE STORY GOES…
BERIMYA AND THE SECRET POWER
Many years ago, in a far away land, stood a tower in the middle of a small kingdom called Berimya. The tower was so magnificent, it seemed to symbolize all the peace in the world. The people were happy bustling in Berimya, but this land was ruled by an evil king named Berebus.
As kingdoms prosper though, it’s not uncommon for the people to grow increasingly greedy. Berimya was no exception to the rule. Not content with his country’s prosperity, King Berebus began to dream of how he could strengthen his power. In time he caught wind of an old urban legend that the tower held the key to satisfying his insatiable greed.
The Berimyan legend went like this: There is a towering source of ultimate power that controls everything in the world. It is said that the secret of the source was kept at the top of this sacred tower, and not even the king was allowed to enter this area. The secrets were only passed down to those of pure intent by Baltus, the king’s archbishop.
The king tried very hard to suss out the secrets from the archbishop, but his vow of secrecy restricted him from doing so. King Berebus became so desperate that he sent a spy in the guise of a priest inside the tower.
Several days later, the spy returned with an ancient book he had found hidden in the tower. This scripture revealed information about the Secret Power that King Berebus desired. It was written, “A dragon, the protector of Berimya, resides at the top of the tower and controls all of the world’s power.”
Under the command of the king, the Imperial Army forced their way into the sacred tower. Baltus tried to restrict the soldiers from entering but evil King Berebus sentenced him to death for obstruction and defiance.
When the soldiers finally reached the top of the tower, an enormous dragon statue stood before them. The very moment that King Berebus spoke, the statue lit up in a pale blue light and the dragon sprung to life.
The fearless king stood in front of the dragon and declared, “I am Berebus, King of the land Berimya. Give me the source of your power or DIE!“
Suddenly, the dragon opened up its wings and curled its long neck and body into a ball. An intense, vibrant light radiated from between its wings. Fearing for his life, King Berebus ordered for the soldiers to kill the dragon. The dragon did not resist the attack, continuing to radiate light.
It also affected the people of Berimya. From that day forward, the city was thrown into isolation. In one night, the sacred tower, kingdom, and all of the people of Berimya sunk deep into the ground.
One thousand years later, the forgotten past of Berimya would be unveiled in the land of Bavalya.
BAVALYA: A DESPERATE LAND
Bavalya was a small country that showed no signs of having a horrible past. From the outside it appeared to be a peaceful place to live. But in reality, Bavalya was in turmoil. Beryx, the King of Bavalya, had devised a plan to make the country a richer place. In order for the small country to become more prosperous, he placed large bounties on criminals and collected money by taxing these rewards. This system stabilized the wealth of the country, but invited criminals to stalk each other. Bavalya had turned into a corrupt and violent place to live.
Due to these circumstances, there were few visitors who dared to enter Bavalya. The country was on the road to pure self-destruction.
THE WANDERING SWORDSMAN
One day, a curious man came to Bavalya. At first glance, he looked like a filthy beggar. The long, intimidating sword by his side, however, revealed he was a powerful swordsman with a dark, secret past. His name was Varik. He earned his living collecting bounties.
Varik walked into the local bar and noticed some men staring at him as he continued to the other side of the room. Sketches of wanted criminals adorned the walls. A loud voice boomed from a table far away.
“I heard there are hidden treasures in the large hole!”
“But have you also heard that there are demons crawling all over the place down there? And God only know what else…”
“Which one of you criminals has the most on your head?”
“It’s got to be that guy over there! He must be worth a million gold pieces,” a man in high spirits declared, pointing to Varik.
“Aye, he’s a strong one. For your own sake don’t bother with him. It’s best not to concern ourselves with that kind of vermin…”
“The reward money we could collect from that guy would allow us to live the rest of our lives in luxury, but it’s simply not worth the risk.”
Varik decided to ignore what they were saying and instead went to find out more about this mysterious hole from the bartender.
“Since the day the hole appeared, people suddenly began disappearing. Some say they hear strange groans and growls coming from the terrible hole. There are even people who say they’ve seen monsters in Bavalya! There were rumors about how, some way or another, one of the monsters crawled out of the giant hole and fatally wounded some of the locals. One person after another has been lured into this hole and they’re never seen again. You may think you’re tough enough to battle men here, but down there, it’s a different story. I’d stay away from that cursed hole if I were you! Even if you are who you are…”
THE CURIOUS HOLE
Moments later, Varik found himself standing on the edge of the huge crater. He noticed a small opening at the bottom. He began to climb down towards it when a woman’s voice suddenly rung out. “Varik!” He immediately recognized the voice. He looked back to see the sorceress Alexis standing on the edge of the crater with a stern expression carved on her face. She twirled her magical wand.
Five years ago, Varik was falsely accused of murdering Alexis’ master, Balkan, and she has been persistently following Varik ever since to exact vengeance.
Then Alexis stretched out her arm, effortlessly throwing a fireball at Varik. With enormous speed, the ground beneath Varik exploded as he dodged her fireball. Horrified that her shot had missed him, Alexis fired a second shot which fell into the hole.
You control the bounty hunter, Varik. Your goal is to somehow return to the surface. But standing in your way lies thousands of monsters, booby traps, puzzles and oh… Alexis hot on your trail! Advice? Keep moving and don’t trust goblins!
Will Varik ever see the light of day again?
Will he ever again bask in the glow of the moonlight?
Most importantly, will he ever enjoy another Bavalya Cheesesteak?
All this and more will be answered once you’ve entered the sordid world that is BRANDISH.
GAME FLOW
1. Ruins Area 1-10
2. Tower 1-9
3. Cave B10-B1
4. Dark Zone 1 & 2
5. Fortress 1-7
6. ?????? (I’m not telling…)
Good luck!
CHICKEN SOUP FOR THE GAMER
I started playing Brandish on February 8, 2006. Buying games at an insane pace however, my Brandish playthrough got lost in the shuffle. It wasn’t until July 2006 that I picked it up again. I collected two gold bars but they took up two slots in my limited inventory box. Can I combine them somehow? I checked a FAQ but it only said “Mega Tip: Consolidate your items” and didn’t tell me how. So I asked my good fellow gamers over at DigitPress if anyone knew. DDCecil sent me a PM that he had a Brandish manual lying around in his game shop. He offered to send it to me for free. What a guy! I was so excited the day the manual arrived that I read the 40+ pages like it was the best novel in the world. And now I knew how to consolidate items. First, you needed to have a Dimensional Box. To pay it forward, here’s a picture that explains it in full for all the manual-less Brandish players out there who may be wondering what the flipping heck.
BRANDISH BESTIARY
55 varying breeds of monsters, demons and ghouls await. They range from very small to very big and from low to extremely high health points. Some prefer to hack alone while others work in packs. Here’s a small sample of some of the enemies you’ll meet in your lengthy quest…
Plus many more! There are also over a dozen boss monsters that want to rip your face off.
WELCOME TO THE RUINS
I like how Brandish incorporates jumping into its gameplay. It lends for some extra puzzle possibilities. Not many ARPGs let you jump, so this was very cool. On a side note, Brain Lord also lets you honor Van Halen.
Brandish is fairly infamous for its awkward “camera system.” It has turned off many players. Rather than controlling like the typical ARPG, Brandish shifts the entire maze 90 degrees around the player on each turn. This style has frustrated many due to its jerky nature. It definitely takes time to get used to. It wasn’t long before it became second nature for me, however. There are two different command settings (more on that later). You’ll always see Varik’s backside regardless of which setting you use. Strafing will be your best friend as well as the on-screen compass. It’s really not that bad once you get accustomed to it. Needless to say, gameplay here is much more methodical than your traditional ARPG due to its unique control scheme.
MAPQUEST
Inconveniently annoying as the camera system may be to some folks, there’s no doubt that the map system comes in very handy. As you progress through a floor, the map will chart your steps accordingly. Any areas that have gone uncharted is displayed for your convenience.
MAIN SCREEN FUNCTIONS
1. Current shield
2. Current armor
3. Current weapon
4. Evil bloke
5. Marker
6. Compass
7. Current region and floor
8. That would be you
9. Secondary item
10. Health bar
11. Magic bar
The marker allows you to open doors, pick up items, toggle switches, etc. The secondary item can be switched to on the fly by simply pressing X. See the “30” by the secondary sword in the picture and see how the current weapon is broken? Yup, swords wear down with usage. The sword shatters once the counter reaches zero. It may still be used in broken form, but it’ll be far weaker. For those already thinking “That’s kind of lame” — fret not. You’ll soon discover indestructible swords as you progress.
As for the secondary items, they can be anything from your inventory. Keys, potions, magic spells and so on. Be careful when selecting from your items, however. It takes place all in real time…
STATUS
Your luck fluctuates constantly. It affects the damage you can inflict when attacking monsters. Gold can only be found in treasure chests or by selling items to shopkeepers. Monsters don’t drop gold when killed, so early on it may seem very hard to accumulate money. But as long as you save and spend wisely, you should be good.
Arm Strength indicates your ability to defend yourself whenever you’re not equipped with a weapon. Knowledge influences the effectiveness of your magic. Magic Endurance indicates your power to resist magic-based attacks from the enemy.
CONFIGURATION
Some people complain about the plodding nature of Brandish. Thankfully, the game speed can be adjusted on a whim. This is great for a number of reasons. Wish to backtrack? Crank it to high speed. Fighting a super nasty boss? The lowest speed slows everything down and allows you to evade most effectively in slow motion. I played at normal speed mostly, switching to low or high whenever warranted.
Message speed is self-explanatory. Ditto the buttons. Hate the default blue color? You get to select from nine different color choices just for the hell of it!
Lateral shifts the screen 90 degrees when you press the D-Pad. L/R strafes. Rotate uses the D-Pad to strafing while L/R shifts the screen. I prefer Lateral by a country mile. It’s the only way to enjoy Brandish to the max and it really works after you get used to this unique style. Your mileage may vary, of course. But for me, it’s Lateral all day and twice on Sundays!
READ ME!
Ah, bless the marker. Not only does it toggle levers but it allows you to see an item’s description, make out what’s inside a mystery bag, warn you of hazardous spots on the ground and of course, read the many plaques scattered throughout the monster-infested labyrinths.
The plaques range from highly helpful to downright strange. Take a peek:
HOLE-Y CRAP
It truly is. Some falls sap you of precious health while others drop you to lower floors. Some pitfalls are given away by a pebble or mark but others, to the naked eye, are impossible to discern. You could drop a steel ball if you have that in your inventory, sure, but better yet, bust out that marker!
MORE MARKER MAYHEM
Items left lying around are marked by the green “mystery” bag. Don’t just pick it up right away. Use your marker!
Speaking of keys, if you love adventure games that feature hundreds of locked doors and, thereby, hundreds of keys to find, you’ll love Brandish. The Skull Key, the Dragon Key, the Ruby Key, the Asshole Key — they’re all here! (OK, not that last one). There are more keys in this sucker than you’ll find at the Plaza Hotel in New York City!
CHEAPEST (BUT BEST) THING EVER
In the first area of the game, the Ruins, there are fountain springs scattered about the subterranean floors. A quick sip or two will restore your health completely. Once out of the Ruins however, you’re on your own. But don’t worry, you have health potions as well as the greatest yet cheapest thing ever…
L+R to recover? Say wha? Yes, it’s called “resting” and allows Varik to regain full vitality. It’s not a cheat — it’s even promoted and encouraged in the manual! Whenever you’re at less than 100% health, press L and R. The screen will pause and darken as your health bar recovers until you let go of L and R. The catch? There isn’t much of one. You might guess the recuperation rate to be slow, but actually it’s pretty fast. The only small thing to be concerned about? Should an enemy attack you while you’re resting, you take double the damage. But you can usually find a safe spot to recover. Therefore, there’s really no catch as long as you rest wisely! I hardly had to use the potions I found throughout the game because I would just end up using the rest option instead.
STOP! HAMMER TIME!
Be on the lookout for deteriorating walls. Use your sledgehammer to bash in these weak walls to discover new playing areas. This is sometimes necessary in order to advance, while other times it serves as a tasty reward for eagle-eyed explorers. Note that sledgehammers have a limited usage rate, though. The game does a great job however of balancing the number of hammer bashes to that of breakable walls. Excellent programming!
Who knows what invaluable treasures, dark secrets or foul creatures lie beyond these crumbling walls…
SHOP ‘TIL YOU DROP
Along the way you’ll find these shops tucked away at the oddest corners of the underground maze. You’ll never meet the same person twice! You can sell, buy or talk. ALWAYS talk to the shopkeepers. They’ll give either useful information or provide odd dialogue bits that add to the atmosphere of the game. And thankfully, the translation came out GREAT. To further enhance my point, here’s a look at some, ahem, interesting conversations…
And then you have this…
ACTION JACKSON
“Yeah, this whole exploring and dialogue business is fine and dandy but where’s the A in the ARPG, a?”
Don’t worry, there are plenty of bad guys to kill…
I can’t say enough how much I love the monsters found underground in Brandish. You never know which of the 55 varieties is lurking just around the corner…
TALES FROM THE CRYPT
OVERHEAD DOOM? GET OUTTA HERE!
The more I played Brandish, the more I couldn’t help but notice it! The hierarchy of the enemies, the twisting and dark passages of the underground mazes… in fact, one maze in particular reminded me of the classic Doom II map TRICKS AND TRAPS!
But maybe I’m just being crazy here. Then again, maybe not. 42 floors must be cleared in all. Each one is inhabited by bloodthirsty fiends. Locked doors and keys are plentiful. Each maze has its own “personality” and even boss monsters! Brandish kind of feels like an overhead version of Doom…
A THINKING MAN’S GAME
The corridors beneath Bavalya conceal tricks and traps to snare all but the most cunning players. Even the best equipped warriors must rely on their wits and savvy to survive. Certain pressure plates open doors but others may close off escape routes. Jump over pits and plates that hinder your progress, but remember that a select few holes offer refuge from a fate that’s far worse…
This game works your thumbs as well as your brains. Teleporting rooms and warping tiles add to the madness. The unique features and challenges tucked inside each floor keep dedicated players coming back.
MEET THE FIRST BOSS
ELEVATOR MAINTENANCE
OUT OF THE RUINS AND…
As you see, the graphics leave a lot to be desired, especially by 1995 standards. The still shots and cutscenes however are quite lovely, and the Tower on the whole is the game’s best looking stage. New monsters begin appearing in the Tower…
The Tower is ransack with cockroaches, puzzles and NPCs. I won’t spoil what you have to do or who you meet, but let’s just say the game really picks up momentum here. No two floors are alike, and some of the best level designs are found here in the Tower. Oh and just wait until you see the… [SNIP! -Ed.]
OUT OF THE TOWER AND…
Welcome to the Caves, a strange and fascinating place. Although a slight step down from the Tower, it has its surprises and moments as well. Some of the puzzles are tough. My advice? Keep your eyes on your compass…
BRANDISH BROTHEL
CLASH OF THE TITANS
OMINOUS WORDS OF WARNING
DARK ZONE
Top secret stuff. So let us move on…
OUT OF THE DARK ZONE AND…
UGH! You smell that? The fortress is a breeding ground for death and decay. Its pungent stench permeates the thick air, leaving you short of breath and feeling nauseous. But before you can cover your nose, you hear an inhuman growl not too far away…
The fortress is home to some fiendish mazes. Wait until you see Floor X. It’s pretty clever. On another floor, all the doors are locked with no keys in sight. You have to find the “Green-Eyed Monster” wall, and I’m not talking about envy syndrome! Then all the doors will be unlocked, freeing up all the monsters dwelling within!
Your Magic Endurance increases when taking magic attacks. Early in the game you’ll meet Black Magic. Intentionally let him zap you and then rest when appropriate. Rinse and repeat. Do this and you’ll reap the rewards of taking less damage from magic-based attacks as your Magic Endurance gradually increases.
TOO LATE TO SUCK UP… OR IS IT?
That witch Alexis finds herself in a tough predicament and will ask for your help. I can tell you this — your decision affects the outcome of the game…
Do you save the girl (whose been trying to kill you) or do you let her die? Choices, choices.
OH MY GOD-ZILLA!
GREAT CUTSCENES
ADVICE
Brandish is not impossible to beat, but it’ll required much wit and perseverance. Here are some handy tips to help you.
This game auto-saves. Anytime you enter a new floor the game will automatically save. It’s not as bad as it may sound, though. I never had a problem with it. Of course, you can also manually save anytime you like. And I highly advise saving often! Before you open and enter that locked door, save! When you sense a funky puzzle up ahead, save! You can never save enough
Enemies attacked from behind inflicts more damage than when attacked in front
Don’t throw away items — sell them! Even 200 gold pieces here and there adds up
Look for hidden walls you can walk through. The section of these hidden walls will differ from the rest EVER SO slightly, so keep your eyes peeled
Explore! Use the Auto-Map to see where you haven’t been. Heading straight for the exit can prove costly
You’ll meet this bony bald-headed demon early in the game. Like the red skeletons from Castlevania, he cannot be killed permanently. It’s not a bad idea to take 15-20 minutes to kill him repeatedly to increase your offensive stats.
Don’t waste money on swords as they can be picked up as you go along. Also, you don’t need some spells. Spend wisely and save for something you’ll really need.
You can hold up to 99 gold bars. Stock up on them and try not to sell until you’ve got at least several gold bars. Reason being accrued interest! Selling one gold bar is worth 1,000 gold pieces but selling two is worth slightly more than 2,000. And so on.
Fire Magic is the first spell you can afford. I highly recommend buying it. It shoots a blast straight ahead. For each use, your magic meter depletes slightly. But it automatically refills when not used. Attack foes from far away! Good stuff
When ailing, rest. Make sure no monsters are in the vicinity. You may cease resting on a dime, meaning you can cancel after a split second. Keep this in mind when dealing with tougher monsters in close quarters
Adjust the speed accordingly. At times it’d behoove you to set it on low (there’s one monster in particular). High is a must when backtracking through a previous maze to grab the item that you didn’t, or couldn’t, before
Don’t expend your numbered swords on the regular baddies. A broken sword will suffice. Save your big guns for the bosses. Use the broken sword until you can find the indestructible short sword, then the indestructible Rapier, and so on
Saved in a nasty spot? Use the Emergency Escape. At the load screen, while holding L and R, press A on the save file you wish to employ Emergency Escape. You can then reposition yourself anywhere on the map. However, your status level will drop down by one
Stuck with absolutely no clue what to do next? Look up Jax Aagar’s excellent walkthrough on GameFAQs. Cheers, Jax. I used your guide two or three times. Please don’t rip my arms off — cookie for anyone who got the Mortal Kombat II reference
If you find the dark shield/armor/sword, do NOT equip them unless it’s in the Dark Zone…
Better have Warp Magic in the Fortress… or else
Have Heal Magic before fighting the final boss
THE MOMENT TO AVOID
This is where the game’s most infamous panic-inducing moment can occur. Those plaques don’t lie, folks…
VARIK THE SOCIAL BUTTERFLY
FINAL STATS
You’re given a rundown of your performance once you finish the game. Here are my final stats:
Both EGM and GameFan didn’t preview or review Brandish. Super Play slagged the game off with a 53% rating. This seems to be the ultimate “Love it or hate it” game. There is definitely an audience that swears by Brandish, but you also have just as many people (if not more) who have cast it off as being unplayable and terrible.
Though, Nintendo Power wasn’t shy to support it. They devoted eight pages spanning two issues (#71 and #72) and had this to say:
“Great RPG fun isn’t always pretty. While you won’t be dazzled by its graphics, this cart offers tons of intellectual challenge and hours of gameplay. The numerous mysteries, bewildering mazes and bloodthirsty traps will keep hardcore role-playing fans exploring for hours. If you’re looking for Mode 7 rotation or flashy graphics, this probably isn’t your game. But if you’re seeking a thought-provoking intellectual challenge, Brandish might have exactly what you’re looking for. This ugly duckling has the potential of being a grand swan in the growing pond of great RPGs. Brandish couples the great role-playing elements of Wizardy V, Dungeon Master and Soul Blazer in one huge maze.”
CLOSING THOUGHTS
To say that I feel this game is sadly and sorely misunderstood would be like calling the Super Nintendo “just another video game system.” I’m not sure how many of these detractors have gone past the Ruins (the point where I feel the game really starts coming into its own). Brandish rewards the patient and dedicated gamer. Though quite a few of the mazes may appear somewhat repetitive, there are some excellent layouts peppered throughout. These levels, coupled with the puzzles and an incredibly diverse monster role call, will keep you coming back for more. It’s easy to be turned off by the camera and walk away after 20 minutes convinced that Brandish is a dud. It didn’t take me long to adjust and it became second nature after a while. It’s worth making the effort. I’m glad I did, anyhow. Don’t judge a book by its cover. Gameplay is not innovative but it’s good ol’ fashion fun to walk around a maze hacking away at a Tyrannosaurus Rex with your Sword of Majesty. The next second you find yourself zapping Death itself with your Fire Magic. Uncovering secret rooms and solving puzzles is also all part of the fun. Oddly enjoyable!
The sound is lackluster, consisting of forgettable bleeps and bloops. But the music itself is really effective. The Ruins theme does a convincing job of making me believe that I’m really 40 stories deep underground. The Tower theme is a Zelda rip-off! That’s a good thing. My brother walked by the TV set one night, heard it and said, “What the hell! That’s the damn Zelda theme!”
The shopkeeper theme is perfect. It really sets the mood proper and enforces the feeling that everyone is dwelling deep underground. Speaking of the shopkeepers, they are a hoot to talk to. The translation job was handled well — this game’s dialogue is among the most entertaining I’ve read for any SNES (A)RPG. For example, the weird looking old lady coughing and apologizing for looking like Death itself. And she really does. It lends the game a very unique atmosphere that does a great job of sucking you in…
The various NPCs you run into throughout is another thing that Brandish has going for it. Will you dare to help that one female find her long missing boyfriend? What about the ghost girl — what the hell does she want anyway? And why is her spirit still lingering around? Can you trust the goblin? Playing Brandish was like getting caught up in a really good book.
The gameplay takes some getting used to due to the way movement is handled. As a result, combat is not as smooth as other ARPGs. It’s very methodical and you have to approach it with the right mindset in order to appreciate it. Once you get over the somewhat awkward movement, it actually opens up and plays rather well for what it is. However, enemy AI is pretty terrible. Remember how the guards would chase after you upon sight in The Legend of Zelda: A Link to the Past? The monsters in Brandish do no such thing. They just sort of loiter around until close contact is established. It’s too bad they don’t actively hunt you down as it would have made for a more tense adventure.
Speaking of the monsters, the ad cited 55 different monster types crawling deep underground. That instantly appealed to me and it did not disappoint. From tiny cockroaches scampering about to towering T-Rex’s roaming the mazes, Brandish has got monster lovers covered. Octopus-like creatures, minotaurs, Medusa, hell, even the Grim Reaper is seen milling about the hell hole! It all adds up to one delightful adventure for the gamer willing to make the effort.
Brandish certainly is not for everyone. But if the plot, puzzle solving, monster slaying and a more methodical style of game playing appeals to you, chances are you’ll be glad you gave this the time of day.
Earlier today (August 10), Square Enix released Dragon Quest and Dragon Quest II on the PlayStation 4 and Nintendo 3DS. These digital releases in Japan were made to capitalize on the latest entry, Dragon Quest XI, which was released in Japan on July 29, 2017 (and is confirmed to receive a North American release at a future date TBD). This isn’t the first time Dragon Quest and its sequel have been re-released. In late 2000, a Game Boy Color version of the two games was made. But even before all of that, you had the Super Famicom version which came out on December 18, 1993. It featured both games on one cart and the graphics were improved. While the visuals didn’t take full advantage of the SNES capabilities, it was still a decent step up from the NES graphics. Unfortunately, Dragon Quest I & II never made its way to American soil. However, a fan translated English patch has long since been put out, allowing SNES gamers to fully enjoy Dragon Quest I & II on their Super Nintendo. With these two games being re-released (again) today in Japan, there’s no better time to take a look back than now.
DRAGON WARRIOR
Dragon Quest was released on the Famicom on May 27, 1986. It was later released to the North American market as Dragon Warrior in August of 1989. Wow. This month marks the 28th anniversary since Dragon Warrior left its mark on an entire generation of NES playing kids. Many people consider Dragon Quest to be the granddaddy of the RPG genre. It inspired other companies to try their own hand, giving birth to classic franchises like Phantasy Star and Final Fantasy. In terms of influence, one could even argue that Dragon Quest is to RPGs as Super Mario Bros. is to platformers.
SNES MAKEOVER
Immediately you can see that the SNES version enjoyed a visual boost. I’m not a graphics whore but it’s hard to go back to the NES original after seeing and playing the SNES version.
Select your game of choice. If you’re brand new to the series, definitely start with the first one. It’s harder to appreciate the original if you play Dragon Quest II first.
DRAGON QUEST
“Demons all over the world were taken out by Roto and this powerful Ball of Light. But then, the evil King Dragon appeared. He stole the Ball of Light and sealed it in darkness. If he is not stopped soon, it will be the end of the world as we know it. It’s up to you to stop him and bring back the Ball of Light by any means necessary!”
Another massive improvement: now you can talk to someone or search something without having to go through the cumbersome “action” menu. Do this by pressing either X, L or R. Of course, you still have the option to use the action menu but you’d be crazy to. This definitely makes the game a smoother playing experience. It’s a big reason why many prefer this version over the original.
Princesses and demons…
Thanks to the more functional control scheme, searching for hidden items is no longer as tedious or annoying. Once you’re stocked, it’s time to venture out. I like how the final castle looms in the distance and you can see it right away. It’s an effective tease!
Outside, the random battles begin. There’s no animation from the enemies to speak of, but it’s Dragon Quest. You’re not here for mind-blowing graphics. For what it is, it works.
Health running low? Retreat back to town to rest at the Inn. You can also head to the vault and either deposit or withdraw items. Since your inventory has a limited number of slots, wise management is crucial.
Exploring towns and villages is a must. You never know what helpful items you may uncover. That wise old man is the one to see when cursed.
Entering certain buildings lead to such quirky transitions.
Beating random enemies and leveling up is all part of the grind [HA HA -Ed.]. You’ll even learn some magic spells as you level up.
Discovering a new town or village for the first time is always a welcomed sight, especially for weary warriors. Even if it means, and I say this with the utmost affection, dealing with some of the village yahoos…
You’re going to need the torch here to light the way. At the end you come to a tombstone with a special message directed to you from the legendary Roto himself.
Wounded in battle but far away from town? Toss the Wing of the Chimera up in the air to take you back to the nearest town. Then you can rest at the local inn. Be sure to always carry at least one Chimera Wing with you. You don’t want to be caught in the middle of nowhere with no medical herbs or magic points to heal yourself.
Having a tough time with the latest batch of enemies? Then be sure to upgrade your weapons and armor. I like how the game shows you the difference. Believe it or not, not every RPG following Dragon Quest did this. That’s my biggest pet peeve with certain RPGs other than excessive random battles. Show me the difference, damnit! Ahem. Oh, and don’t forget to sell obsolete items [Yessssss, DELETE! -Broken Matt Hardy]
Typically, it’s just a matter of leveling up a bit and/or upgrading your weapons and armor. That’s been the RPG way ever since.
Ooooh, ahhh. Check out the brand new tree shadows in the village of Kol! This is perhaps the coolest visual tweak as the NES original did not feature this. It’s a small detail but goes a long way to add that extra punch.
These sultry ladies sure are friendly. This dialogue was removed from the US version of Dragon Warrior for obvious reasons.
Whoever this wise old man is, he sure gets around! Obviously, they just recycle the sprite. Hey, you had to use your imagination a bit back in the day.
DRAGON QUEST II
Together, this young man and his bride left on a journey and built several new countries. These countries were ruled by the children of that young couple, and were handed down to the following generation.
“DAMN that Hargon! We cannot surrender. Summon the soldiers at once!”
Sadly, as the guard went to carry out the King’s order, a demon swooped in for the kill. Strickened with fear and panic, the King urged his daughter to take cover and not to worry about whatever may happen to him.
Courageous to the bitter end, the King gave the demons all he had. His daughter, Maria, stood by watching and praying for the best.
Unfortunately, the demons called for backup and swarmed the King. He stood no chance, and Princess Maria had no choice but to honor her father’s last request: HIDE. And so she did. What became of her is a mystery that will be solved later…
Luckily, one brave soldier was able to escape the ruckus. He immediately limped all the way to the nearest castle to inform the King there before passing out. It was his valiant effort that set forth a tremendous domino effect. History honors his name.
Unlike the first Dragon Quest, this time two fellow allies will accompany you and assist in the great war. They also share the blood of Roto.
Another new aspect: now you square off with multiple enemies at a time rather than just one. Once in a while you’ll even land a lucky strike that hits with more power than your regular attack. It’s signaled by the words “Terrific move!”
However, this system had a slight flaw. Say you have two Big Slugs and they’re grouped together. Well, you can’t select which specific slug you want to hit. You just pick the group and the rest is up to the game. You can see how this affects strategy once the other two members join the party. Thankfully though, the game is pretty good with allocating your attacks properly. It’s not always perfect, but it gets it right most of the time. Still, I would have preferred being given the choice since that would leave no room for error.
Speak with all the villagers. Some will pass along pertinent information to aid you in your quest. Others, however, are used for comic relief. But nothing wrong with that! Seeing what random kooky thing some Regular Joe NPC might say is all part of the charm.
Rummage around — you never know what you might find. Although it is a pretty low thing to be stealing lottery tickets. But only in video games, right? Some of the locals, by the way, aren’t so friendly. You can already tell that girl is going to be the one wearing the pants in the relationship
Speaking of the Prince, how about we go find him?
Where have I heard that name Kain before? No matter, the Spring of Bravery, you say? I’m so there! A nearby guard clues you in as to where this Spring is located.
Before taking off, a guard upstairs doesn’t hesitate to throw a little bit of shade at the Prince. Chuckling to yourself, you head off to find the Spring of Bravery.
Seeing a treasure chest lying in the open is always a great feeling. They just jump off the screen with their red and gold design. Once deep inside, you find a wise elder who soaks your body in the purifying water. Instant heals are the best in RPGs.
You’re joking, right? Oh you’re being serious. I see. Damnit. You know what, no biggie. It’s all good. After all, I got some exercise, fresh air and leveled up a bit. I’ll just go to Laurasia Castle now to find that little cheeky nomad.
*HALF A DAY’S JOURNEY LATER* WHAT?!Are you kidding me?! Alright, off to Sumaltria it is, then. Kain’s ass best be there.
Alright, THIS IS BULLSHIT. Where the hell are ya, Kain? You got me on some chicken egg hunt here. This ain’t scavenger hunt! *You even begin to wonder if this is some rib and that Kain is in another RPG…*
FINALLY. You’ve been searching for me? Oh boy, HAVE I BEEN SEARCHING FOR YOU.
Despite some, ahem, trouble meeting up, once you do you’re glad to have Kain along for the ride. He makes for some passable conversation and unlike you he can use magic on the bad guys. After coming to this strange strip of land tucked away in a far corner of the map, an old hermit tips you off to your next location.
Approaching the mouth of the enormous cave, a knot starts forming in the pit of your belly. You nervously joke with Kain about accepting his sister’s offer to help out. Kain reminds you she’s useless and you shake it of. Get a grip, you tell yourself quietly. You were born for this moment. “FREEEEEEDOM!!!”Hey, whatever it takes to psych yourself up.
Another feature added into the Super Famicom version was the inclusion of seeds (or acorns). This was not available in the NES original. When seeds are acquired, it’s best to use them right away. They randomly increase a certain skill level by 1-4 points. It sucks when you get a 1, but it’s a high when you land a 3 or a 4.
Prince Kain is definitely a welcomed addition to the team. While weak physically, his magic packs some potency.
Explore! Or else you may miss out on valuable treasure chests tucked away in obscure corners. Ah, the Silver Key! What was it again that the prisoner told you?
*FLASHBACK* Ohhhh yeah…
Travel back to all previous towns and start opening shit up! The Silver Key has unlimited usage so open without discretion.
Remember that lottery ticket you jacked earlier on? You felt bad at the time for doing so, but any feelings of remorse went straight out the window the second you scored the Prayer Ring…
Scattered throughout the land is the lottery man. He’s even nice enough to give you a free ticket sometimes if you match two out of three.
Hmmm, I wonder where this leads…
Sorry, but I don’t care to hear what your safe word is. Freak.
Sometimes, discretion is the better part of valor. But be careful, an attempt to flee from battle ISN’T always successful. And if it isn’t, the computer gets first crack. It’s definitely a roll of the dice…
Management of your health and magic points is key. Don’t enter a battle ill-equipped and most likely you won’t have to worry about fleeing. Of course, some luck never hurts as well (i.e. “terrific” strikes, catching the opposition dozing, etc.)
Moonbrook appears to be in shambles. You and Kain brave the pain of the hazardous moat to see if anyone is still alive, including Princess Maria…
Careful, the enemies start to get tough here and can come in waves of five. Make it to the flame at the end and try speaking to it. It turns out to be the spirit of the deceased King, who informs you that his daughter has been cursed and turned into a dog. Hey, wait a second here, where have I seen a dog before…
Having obtained the Mirror of Ra (thanks to the guard for the tip — may he now rest peacefully), you recall to yourself where you had seen that mutt before. OK, here goes nothing, you think to yourself as you raise the Mirror of Ra high above your head. You can’t help but feel a little silly in doing so, but when the fate of the world hangs in the balance, you’re willing to do just about anything…
HOLY SMOKES — it actually worked! I mean, I knew it would all along. Of course you did…
Avengers assemble! Not quite, but your rag tag group of three is now complete and ready to kick some demon ass. By the way, remember the Metal Slime? Of course you do. The bastard often runs away but if you manage to kill him, a HEAP of experience points is your reward.
Princess Maria isn’t much of a physical attacker, but her spells come in handy. Especially the sleep spell, which can subdue an entire group and save you from being pummeled.
Where will this adventure take you and your friends next? Many unusual lands lie ahead. Enjoy the journey!
Caught in the act! I KNEW THERE WERE TWO KAINS! One from Dragon Quest II and one from Final Fantasy II! I’ll be damned…
ALL ABOUT THAT GRIND
WHAT THE CRITICS SAID
Dragon Quest has earned an outstanding reputation within the gaming community and rightfully so. It gave birth to so many other great RPGs. It paved the way for future classics. As such, it will always be highly regarded. The first game has definitely aged. It features a single party member and you always fight only one enemy at a time. It’s super basic but what did you expect for 1986? You can’t really compare it to other RPGs at the time when this Super Famicom version came out in late 1993. You have to look at it through the proper lens to truly appreciate it. The sequel obviously ups the ante by including team allies as well as the number of monsters you fight at a time. Even then, you have to keep in mind Dragon Quest II originally came out on January 27, 1987. That’s more than 30 years ago. RPGs have come a long way since 1987, so it’d be foolish to go into it expecting a ton of bells and whistles. For what these games are, they get the job done.
CLOSING THOUGHTS
Dragon Quest is a quintessential video game. If you consider yourself an RPG fan or even just a video game historian of sorts, Dragon Quest belongs on that list of games you must play through at least once before you die. It’s a time capsule — a look back in time when RPGs didn’t saturate the market. If you enter this with the right mindset, you’re sure to enjoy the experience. ChunSoft could have mailed it in, but they made some significant improvements over the NES original. Visuals, of course. But little things such as adding in seeds, extra shops, reduced grinding and the like speak to the care that they put into this lovely two for one package.
Dragon Quest II ups the ante by being bigger and better. It took me 11 hours to beat the first game while the second quest took me approximately 30 hours. It’s not that long but I took my sweet time. It plays a lot more like the RPGs we came to know and love in the ’90s by having a party of playable characters and whatnot. And I would be remiss if I didn’t mention the brilliance of the music. Each tune fits the moment to a tee, ranging from whimsical to foreboding. Both games were classics for their time and if you take them for what they were when they originally came out, then you’ll most likely appreciate and enjoy it. If you’re looking for something on a grand and epic scale along the lines of a Chrono Trigger or Final Fantasy III, however, you might end up being a little disappointed. Dragon Quest I & II is straight forward — what you see is what you get. It serves as an excellent history lesson as well. If you have been curious about these games but never got to try them, then this SNES remake is definitely the way to go. Playing Dragon Quest I & II lets you see more or less how JRPGs came to be. If nothing else, these games are worth going through at least once just for that reason alone.
It’s rare in video gaming that an enemy will receive his or her own spin-off series. Yet that’s exactly what happened to Firebrand from Ghosts ‘n Goblins. You may remember him as that red little flying devil that terrorized you back in the ’80s on your 8-bit NES. Capcom saw dollar signs because they released Gargoyle’s Quest on the Game Boy in 1990. It was followed up with a sequel, Gargoyle’s Quest II, on the NES in 1992. Finally, in late 1994, Capcom released the final game in the trilogy, Demon’s Crest. It flew a bit under the radar during that holiday season of ’94 despite receiving more than its fair share of press. It was considered an underrated SNES action title for many years until it made so many underrated lists that it’s probably no longer that today (thank goodness too since it’s finally received its due props). Demon’s Crest is, in my humble opinion, Capcom’s finest hour on the SNES not named Street Fighter. It’s a tough call between this and Mega Man X, but I give the slight edge to Firebrand’s trilogy finale. But I’m getting ahead of myself.
IN THE BEGINNING…
These games were well received and thought of rather fondly. Not only did Capcom take an antagonist and give him his own spin-off series but it’s also the only one (that I know of) to ever start out on the Game Boy, followed by a sequel on the NES and finally the SNES. I can’t think of another trilogy that can claim that. Speaking of the SNES, we come to the star of the show…
I got back into all things SNES on January 17, 2006. Demon’s Crest marked my 100th SNES game purchase and I did that on February 8, 2006. I know, crazy, huh? It took me just three weeks to accumulate 100 SNES games. But this was back when most of them were going for $5-$10. I had a want list in the hundreds and it was open season.
NOTHING BUT COLD HARD FACTS
Yup, we all owe it to Sir Arthur. Super Ghouls ‘n Ghosts is awesome but Demon’s Crest is even better. Just my opinion, of course.
THE STORY GOES…
EPIC PROLOGUE
Apparently some cursed prisoner was here before you and left a final note scrawled on the wall. You can even see the tally marks he scribbled against the wall. Looks like whatever terrible beast captured him got hungry after just four days… and guess who’s next…
Your initial firepower consists of a single fireball shot. While somewhat slow and weak, it serves its purpose well for this opening level.
WHERE TO NEXT?
After the introductory stage you’re taken to a lovely giant overhead map screen where you swoop to your next location. Rather than holding your hand and forcing you to progress in a certain order, Demon’s Crest is nonlinear and allows you some creative freedom. I love games that do this. It really plays a bit like Super Metroid-lite. Be sure to search everywhere! Never know what you may find. Not all areas are filled with enemies but rather helpful denizens and other peculiar oddities…
INVENTORY
Pressing start takes you here. Select wisely. All of these are to be found throughout the game. Some are well-hidden while others are simply well-guarded!
HELPERS
This is the wise man known as Malwous. He runs the Talisman Shop in town. No, you can’t coax the geezer to sell them to you. His sole purpose is to disclose their special powers… or is it… ?
Soul energy recovers lost health. After finding the Skull Talisman and equipping it, it increases the percentage that slain enemies will drop soul energy. Only one Talisman can be equipped at a time so you’ll want to switch accordingly as each unique situation deems it so. Therein lies the strategy, options and customization of Demon’s Crest that put it (severed) heads and shoulders above the rest.
But just in case the geezer planted the soul energy in those jars and is trying to hoodwink me — a reminder that no one messes with Firebrand!
MWAHAHAHA!
[There goes all the vital info. Smart… -Ed.]
And this git here runs the Spell shop. For the price of some bills with dead demons on them, Morack will sell you whatever your heart desires most… or at least what Capcom has prearranged, anyhow. You’ll also need to find the spell vellum in order to carry spells. Up to five can be found. Make sure you explore every last hooker and nanny [That’s “nook” and “cranny” ya fool! -Ed.]
At the spooky Black Lotus shop you can stock up on various potions. For a fee, of course. Sometimes a finger, sometimes a toe, or even a whole leg. Hey, he’s gotta keep his hungry hounds well fed…
Hey, it’s an eye for an eye…
Trio the Pago runs various set-ups around town that specializes in “game for demons.” For a small fee, skulls will appear against the wall and it’s your job to smash as many as you can before the torches flicker off. Gold is your prize. There’s beginning, intermediate and expert to challenge players of all skill levels.
The high ones are the toughest. You can gain some invaluable practice by smashing the windows in town. You may also find some gold in the process too. Double whammy!
For each torch that remains lit you’ll earn five gold pieces for. Er, they look silvery but you get the picture, no pun intended [Har har -Ed.]
This denizen is something of a gossiping demon hobo. He even asks you a yes/no question. It’s little touches like this that help to give Demon’s Crest its own pulse and universe that very few 16-bit games managed to achieve.
This barrier can’t be flown over with your standard form, nor shot down. Hmmm, what could be behind that door? Valuable treasures locked up, or perhaps a vile beast fenced off from the rest of society? This creates a level of intrigue and anticipation. Jot it down as a place to revisit later…
Ah, a potion bottle, hurrah! Only four more lie in waiting. Firebrand can fly and hover in this form as much as you want, instantly separating Demon’s Crest from your typical SNES action platformer. Perks of controlling a winged demon, eh?
In addition to hovering, clinging is another useful skill that the first form allows. Just because it’s Firebrand’s first form doesn’t necessarily make it the least significant. You can also headbutt objects in the background to possibly reveal goodies, so each form has its specific use throughout the game. You’ll find yourself switching back and forth rather than discarding a form. Forms don’t get “better” — they just serve different purposes. Pretty smart of Capcom as it increases the versatility of gameplay.
Firebrand is such a kind, gregarious lad.
I love when a game has small quirky amusing details like such. You can actually smash in the skulls of these lifeless skeletons draping from bedroom windows. It reminds me of killing the chained innocent prisoners from Blackthorne. Always good for a laugh.
The game expands as you gain more powers. The Tornado allows you to create temporary platforms, acting much like the Magnet Beam from the original Mega Man game on the NES.
Whatever’s hiding behind this wall you won’t be able to access until much later in the game after you’ve acquired a certain weapon. I’m a sucker for these type of games, yes I am.
I can’t stress enough the importance of exploring. The game can be beaten without finishing all the areas, but you won’t get the best ending nor the complete satisfaction knowing you’ve conquered this fantastic game.
Let’s take a look at some of the stages.
THE GRAVEYARD
Around the middle of 1994 was when Nintendo revamped their violence policy. It started with Mortal Kombat II being uncensored, and allowed for games like Demon’s Crest to be released unaltered. Its dark and gruesome imagery probably would have been severely toned down prior to mid ’94.
THE FOREST
Strangeness abounds in this deranged woodland area. Keep your eyes peeled as there are secrets waiting to be found!
Smokey Bear’s words (“Only YOU can prevent forest fires”) goes up in flames as the whole place goes ablaze. Tentacles awaken from a long slumber, rising up from the ground searching for its next meal.
Flame Lord is fairly tough. He has tricky offensive patterns so make sure you’ve got some herbs packed before taking him on.
THE CAVE
The water actually hurts Firebrand until you acquire the Crest of Water and equip it. Then, and only then, may you explore what lies beneath.
Scula is quite the menacing monster.
Absolutely nothing like a two for one special!
THE CAVERN
Maximizing your gains by selecting the right form at the right time is all part of the fun. Ground Gargoyle is perfect for taking out enemies down below.
This enemy explodes into fragments when killed, so stay vigilant during the aftermath.
Afraid of the dark? HA! It pays to keep the lights on…
Best not linger around! One of the game’s most dramatic moments is about to happen.
THE RUINS
Crawler comes slithering after you relentlessly. Better not pussyfoot around! Statues block the way just to add a little extra drama. Nice touch there, Capcom.
At the end of the hallway you’re trapped and forced to do battle with this giant mass of tissue. It’s the kind of monstrosity that does the Contra franchise proud.
THE MURKY WATERS
Carefully blast the blocks so that you leave just the upper and bottom one intact. Recklessly destroy all the blocks and you’re likely to get badly punctured.
THE ICY BARRENS
Should have kept your cocky trap shut. Now you’ll face the true terror that is this mid-boss.
Remember the rule: keep the lights on.
Grewon is a very agile and powerful wolf. Good luck.
THE TOWERS
PHALANX’S CASTLE
Phalanx has three forms. Yup, it’s going to be one of those final boss battles.
The water will damage you unless you stay over it or unless you morph into the Tidal Gargoyle. It’s your call.
ULTIMATE GARGOYLE
The Ultimate Gargoyle can only be unlocked by beating Phalanx with 100% of your inventory slots filled. This then grants you the Crest of Heaven. And it’s only in this form that you can tackle the game’s true final boss.
Ultimate Gargoyle is Firebrand at the zenith of his power. It’s a combination of all previous forms, plus it gives Firebrand a charge shot similar to the Blue Bomber. So Capcom rewards the persistent player who fully explores the game. Otherwise, you can’t use this form. It’s a nice bonus for the dedicated completionist.
DEMON-VANIA
Similar to Super Metroid, certain areas are playable but not until you’ve discovered weapon or power-up X. Only then can you backtrack to access these previously blocked off areas, opening up the game tenfold. There weren’t many games cut from this cloth in the 16-bit era. You can’t help but fall in love with Demon’s Crest. It really is kind of like a Super Metroid-lite.
Another example: Firebrand will actually get damaged if he falls into the water there. That is, UNLESS you use the Water Crest. After which, you’re feel to explore the water regions of the game fully unhindered. This of course opens up the game even more, unlocking new goodies and power-ups. Keeping a journal to jot down some notes is not a bad idea.
WHAT THE CRITICS SAID
Demon’s Crest did extremely well with the critics. Not only was the game well previewed within the pages of EGM and GameFan Magazine during the holiday season of 1994, but it was well reviewed, too. EGM gave it scores of 8, 8, 8 and 9. GameFan gave it ratings of 97, 97and 98%. Super Play rated it 80%. Yet despite the praise from the press, it’s been a well-documented fact that this game sold very poorly. According to Nintendo Power Magazine, the game flopped at the box office. Capcom did very little to hype this release. True, Demon’s Crest did come out around the same time as Donkey Kong Country (which sold off-the-chart numbers), but did you know during one week Demon’s Crest generated NEGATIVE sales?! Preposterous! It’s a gaming tragedy that more people returned the game than bought it for that one particular week!
CLOSING THOUGHTS
While Demon’s Crest performed poorly in 1994 based on sales (despite critical acclaim), it’s made its mark ever since. Over the past 15 years or so, many people have had the pleasure of playing it and it’s been on many “Underrated SNES Games” lists. So much so, in fact, that it’s probably ratedjust right nowadays. I’m happy to see this game get the kind of respect that it deserved from day one. Magazines did their part to extol the virtues of Demon’s Crest but the buying public did not bite, and they missed out on a true gem as a result. Thankfully, one of the many luxuries of being a retro gamer is the ability to revisit these titles from yesteryear. And after playing through Demon’s Crest back in 2007, there is no doubt in my mind that it stands as one of Super Nintendo’s very finest action adventures.
Playing through this game reminded me of the early SNES days where the games came packed with a true sense of awe and wonder. Titles like F-Zero, Contra III, Super Castlevania IV, Super Mario World and The Legend of Zelda: A Link to the Past. Remember the sense of magic you felt playing such games early on in the SNES lifespan? Somewhere along the lines, the magic got a little lost in a wave of countless decent but ultimately forgettable “me too” titles. Demon’s Crest, however, was a mighty return to the fold; it recaptured the spellbinding wonderment of early SNES masterpieces that you remember fondly even to this day.
Graphically, almost every trick in the book is used: transparency, umpteen layers of parallax, soft eerie swirling mist, some excellent Mode 7 and so on. It fares even better with regards to the sound and music. At times it feels like a slice of Castlevania! You can’t ever go wrong when you can rightfully claim that. The music runs circles around other games which try desperately to summon a foreboding atmosphere but fail to do so. Demon’s Crest is packed with authentic sounding church organ, haunting horns and jiggling flute effects. It’s very orchestral and that boss theme is unforgettable! It’s tense and dramatic which perfectly fits the mood as the behemoth boss reveals itself to you. Classic Capcom quality. Even the little sound effect that plays each time you add another life unit to your health is spot-on perfect.
Gameplay? It’s the best part of all! The nonlinear, open-ended aspect of the game made it extremely fun to play. I love how gaining new powers would open up new parts of a world you’ve previously conquered. It’s quite similar to Super Metroid in that regard. There’s also an “RPG quest” flair to it, thanks to its various side games, shops, interesting NPCs and so forth. And let’s face it, Firebrand is an awesome anti-hero to control. Discovering and properly utilizing your various spells and forms add much strategic quality to a stellar product. However, for as much as I have raved about this game, it isn’t without a few imperfections. Namely, Capcom failed to make use of the shoulder buttons. Unlike Mega Man X where you could switch weapons on the fly using L or R, you cannot do that here. Thus, there’s quite a bit of menu toggling and it can interrupt the flow of the action. When you consider Demon’s Crest came out nearly a year AFTERMega Man X, you can’t help but feel Capcom dropped the ball a bit here. It’s no deal breaker by any means, but would have made for a smoother playing experience.
Bottom line, Demon’s Crest just sucks you in with its macabre and dark nature. It’s definitely not another me-too platform action game from the mid ’90s! And yes, there are multiple endings depending on what you do or don’t do. The game is pretty short, and you’ll feel bad when it ends all too soon, but you’ll have an absolute blast while it lasts. Not only is it one of the best action games on the Super Nintendo but, in my book, it’s one of the best, PERIOD. I recommend it highly. Sans the Street Fighter II games, Capcom’s finest hour on the Super Nintendo — the best of the rest — is easily…
One of the earliest titles to hit the SNES, Super Ghouls ‘n Ghosts is also often referred to as one of the top classics of its era. Its difficulty is well documented; in fact, rumors swirled back in the early ’90s that even Chuck Norris had trouble finishing it twice. As Sir Arthur, you must clear eight savage lands ranging from dark haunted graveyards to an icy forest in order to save your main squeeze. Easier said than done, especially back to back!
IN THE BEGINNING…
Ghosts ‘n Goblins originated in the arcades in 1985. It later received a couple home ports, most notably on the 8-bit Nintendo. I remember seeing this game for the first time at my friend’s house in the late ’80s. Being a lover of monsters big and small, the stunning cover art immediately grabbed me by the ghoulies. Just look at those vile creatures! Now there goes a law-abiding group of good Samaritans if I ever saw one. I watched my friend Tommy fumble through the first level. The zombies were relentless. Arthur not exactly being a ballerina didn’t help matters any, either. But there was something compelling about it. I loved the ghoulish atmosphere.
Capcom released a superb sequel, Ghouls ‘n Ghosts, in the arcades at the tail end of 1988. A Sega Genesis version was pumped out in 1989 to much critical acclaim. Then in November 1991, Capcom treated brand new SNES owners with an exclusive sequel, Super Ghouls ‘n Ghosts. This franchise has certainly developed a loyal fanbase since the first game hit the scene in 1985. To this very day, fans still love playing through these classics and fans still clamor for a proper return. It’s a shame Sir Arthur’s future is up in the air. But hey, at least we’ll always have these great games to keep us warm.
RAINING GHOULS ‘N GHOSTS
Several months following my SNES rebirth in January of 2006, I decided to reinvest in another old childhood favorite… the Sega Genesis. Those were some fun and reckless days, I tells ya. I was scouring eBay nonstop, checking the forums for people unloading games and surfing Craigslist daily. It was on a crazy rainy Friday afternoon that I met ex-gamer Kevin outside a local grocery store to cut the deal. It was my $20 for his five Genesis games. Among them, of course, was Ghouls ‘n Ghosts. Kevin must have felt nostalgic that rainy late afternoon, because before he handed me the game, he looked me dead in the eye and he said, “This is one of the best video games I have ever played.”
I stood outside his red truck holding an umbrella as he sat inside all warm and toasty. A small cute looking beagle stood on the passenger seat, tilting its head as it stared at me. Kevin went on to tell me that these games were all purchased from him back in the day and that they had been resting unused in his attic for a good number of years now. But it was time to let them go to a new home that would play them rather than have them sit on a shelf collecting dust. He cut me a great deal, 20 for all five as I said, and I couldn’t have been a happier camper that rainy Friday afternoon. It was one of my most favorite experiences off Craigslist and a very fond game memory from that crazy year of 2006 — the year where I set out to reclaim bits and pieces of my childhood. As the gray afternoon skies continued raining Ghouls ‘n Ghosts, I drove home on that wet freeway with a grin plastered across my face as wide as the Mississippi River. What a bargain, sure, but it was the human element that made it such a memorable transaction.
I had briefly seen and played Ghouls ‘n Ghosts, coincidentally, once again at Tommy’s place in the late ’80s. It had amazing visuals for its time. Who could ever forget that first gigantic boss who rips his own freakin’ head off? Arthur wasn’t much more athletic here than his NES outing but at least now he could shoot up. And like the NES game before it, Ghouls ‘n Ghosts was damn tough. Let’s see how Sir Arthur fared in his next adventure, Super Ghouls ‘n Ghosts…
THE STORY GOES…
“Look everyone! Our hero, Sir Arthur, is back! Hip hip hooray!”
“Thank you, Princess Guinevere. I’ve come back to check up on you. While journeying all over the world seeking more knowledge, I had a very strange premonition. So, how are things? Anything peculiar? Sick guards, dying crops, red demons, perhaps?”
“Oh Sir Arthur, I too have felt an uneasy premonition as of late. I feel that someone… or something… is watching me… waiting in the shadows…”
“Not to worry, Princess. I’m here now. I won’t let anything bad happen to you ever again.”
“Thank you, Arthur. Your words comfort me but still, I can’t shake that horrible feeling that we’re being watched as we speak…”
Meanwhile… somewhere in the distance just beyond the castle…
“I sense something wicked watching us now!”
“Relax, Princess! You’re safe with me.”
“Oh you mean just like the last time, huh?”
“Don’t start that with me, woman!”
“SHHH! You hear that?”
“Hear WHAT?!”
*FLAP FLAP FLAP*
ARM YOURSELF
You start out with the steel armor. Next upgrade is the Bronze Armor (middle), then finally the Golden Armor (right). The Bronze Armor grants Arthur power to use the Weapons of Enchantment while the Golden Armor allows him to cast magical spells. The shields are also invaluable.
Here’s the Flaming Lance in action. Not only does it leave a nice trail but it’s twice as effective as the normal Lance shot.
Whether you’re using the regular weapons or their powered-up versions, you can release a stronger shot at the peak of your double jump. A successful attempt is highlighted via a red-ish glow. It’s a neat technique that adds a bit more strategy to the game, particularly during those boss battles.
Here’s the Magic Dagger in action. Discover the rest for yourself!
WELCOME TO THE MAGIC SHOW
Check out the Thunder Magic — this is when you’re wielding the Flaming Lance and rocking the Golden Armor.
Have the Magic Dagger on ya while wearing the Golden Armor? Then you have the power to call forth some Fire Dragon Magic! The weapon you’re currently in possession of determines what kind of magic you can unleash. They range in terms of effectiveness so it’s fun to figure out which ones work best when and where. One magic power doesn’t harm enemies; rather, it searches for hidden treasure troves! Acquiring AND maintaining the Golden Armor is key to success.
MAPQUEST
Trek through eight deadly worlds to save the blasted Princess. Er, actually 16 but uh, let’s not get ahead of ourselves just yet…
LEVEL 1: THE DEAD PLACE
Ah, such a classic first stage — take a ghoulish romp through a haunted graveyard! From this forgotten cemetery, zombies arise to attack the living. Only the bravest and strongest will survive a journey through this cursed land.
Occasionally, treasure chests will pop up out of the ground. Inside lies a random item. Perhaps a different weapon choice or even precious armor…
Thank goodness it’s only temporary. You can also be turned into a little girl or even a bee. Capcom sure had fun making this one…
Pillars provide safe harbor from the crashing waves, which will carry you ruthlessly away to an early, murky grave.
(Double) jump at random points — you never know when doing so may trigger a hidden treasure chest to reveal itself from its hiding place. It’s fun to find them and feels a bit like an Easter egg hunt at times. It’s all a bit weird and cool at the same time.
You just found the Bronze (even though it’s green) Armor! With this bad boy you can now employ the almighty Weapons of Enchantment. Unfortunately, one hit strips Arthur straight to his boxers rather than back down to his regular steel armor. That’s a bit of a bitch but it sums up the toughness of this game. Super Ghouls ‘n Ghosts separates the men from the boys.
Now equipped with the Bronze Armor, the crossbow becomes a homing weapon of destruction! Too bad though you can only fire one triple shot at a time. Should one shot linger searching for a target, you are left defenseless and are forced to wait until that last shot dissipates. This, as you can imagine, can prove costly in the heat of battle.
Be sure to look back for a nifty surprise!
Congrats, it’s the almighty Golden Armor. So now not only do you have the powerful Weapons of Enchantment at your disposal but also magic! Charge up Arthur to unleash these magic powers.
Remember how I said make sure you look over your shoulder after leaping over these fiery skeleton carts? Here’s why…
The Cockatrice, like all the bosses in this game, is easy to beat. In addition to laying its eggs, it’ll stretch that horrible long neck out in hopes of pecking you to a bloody death. This is a great example of a simple but effective boss design. Large, menacing and all-around badass. Few did it better than Capcom back in the early ’90s.
LEVEL 2: THE ROTTING SEA
This level is quite atmospheric. For starters, Arthur leaves this decrepit dock. No sooner then does it crumble into the sea, and you have the makings of yet another memorable level to come.
You find yourself trapped on the Graveyard of Ships. Long ago, this thriving harbor was home to hundreds of sea-faring men. But now the entire port is laid to waste, and only the restless and wicked ghouls remain.
LEVEL 3: VERMILION HORROR
Brave adventurers must first make it through the Crucible of Flame. Deep within the earth, the flames of evil burns brightly. Its glow drips with despair and darkness to all who venture forth.
Visually, this level is pretty stunning. I love all the fire pits and how they turn different shades of red and orange. Nice. And you know what those demon head fire-spewing statues remind me of?
I just love this guy. He’s like the Andore of Super Ghouls ‘n Ghosts. He’s bigger than most other normal bad guys and takes several shots before tapping out. I have a thing for regular enemies who are extra tough and a little bigger than the rest of the non-boss cast.
Capcom was so damn good at adding in these little details to make their levels even more interesting than they already were. Gotta appreciate the craftsmanship.
The pillars move up and down. Be patient but don’t take your sweet ass time, either! Used properly, the double jump comes in extra handy here. Sometimes you need to head back to the drawing board so save that precious second jump for any last second change. It could determine the difference between winning and losing, yes sir.
Safely past the Crucible of Flame, it’s on to the Towers of Molten Steel. The mere sight of the twin towers strikes terror into the hearts of men. Within these demented walls, the ghouls of the Phantom Zone practice their darkest and most unspeakable acts of evil.
Slightly reminiscent of Nebulus (Commodore 64), this is a rather impressive bit. The twisting and turning of the tower while those gargoyle statues slowly reveal themselves is splendid stuff, especially by 1991 standards.
Talk about a monstrosity! He’s easier than he looks, though. I find it best to stay right there where Arthur is positioned in the pic and fire away.
LEVEL 4: THE GHOUL’S STOMACH
To enter the frozen lands of the Emperor of Evil, you must first pass through the foul Ghoul’s Stomach. It won’t be easy, and it sure as hell won’t smell pleasant, either. Those axe-wielding goblins are annoying bastards. Deal with them quickly — you don’t want a pack of them coming after you.
Every so often the landscape changes from bad to worse and players must hotfoot it to safety via these platforms, or else.
LEVEL 5: THE DEEP CHILL
First up is the Ice Forest. The blizzards constantly blow in this frozen world of ice and snow. Many have tried to conquer this land over the years but none have yet to return. Hope you don’t run across their decayed remains…
Beyond the Ice Forest lies the Ice Wall. A wall of sheer ice surrounds the palace. If the freezing cold doesn’t kill you, surely the savage wolves will.
At the end of this icy prison you come face to face with this terrible ice demon — the one they call Freon. He looks quite tough but he’s really not. The design isn’t bad but I would prefer if he was whole and not broken before you could lay a finger on him. Would have been much more satisfying if you could damage him bit by bit until nothing remained but his frozen head. But perhaps that’s just my sadistic side speaking. Also, it would have been more dramatic if he came bursting out of those frozen prison bars, but now I’m just nit-picking!
LEVEL 6: THE CASTLE OF THE EMPEROR
At the beginning of this level, you’re once again greeted by the double tough Red Arremer, Firebrand.
A version of the Cockatrice stuck within the castle walls?! What kind of foul play is this?! It’s all twisted and PLAIN WRONG like a nightmare come to life.
It’s the mighty demon, Astaroth! Love the design. He’s the right-hand monster to Sardius (AKA Demon Emperor Samael). Astaroth sports two faces so hideous not even a mother could love. The bottom one looks like an evil tree.
LEVEL 7: HALLWAY OF GHOULS
Once more you must duel with Astaroth. He spews fire from his bottom mouth and fires lasers up top. Be patient and don’t double jump unless absolutely necessary; otherwise, his laser beam might slice you in half.
After defeating Astaroth, you face a superior demon in the form of one, Nebiroth. Watch out for his laser shot which cuts a huge swath. He’s a tough cookie but you should be fine if you play it smart.
LEVEL 8: THE THRONE ROOM
Welcome to the Throne Room, home to the one and only Sardius! Talk about a menacing and imposing final boss. Towering over Arthur with his golden armor, it sure looks like a tall task ahead. To set the mood proper, lightning strikes the dark night sky, sending waves of white blinding flashes across the throne room. It’s a modern day David and Goliath. On paper at least. But in reality Sardius is pretty easy. You can kill him without even getting hit.
A set of laser beams fly out of his mouth. Position yourself roughly around here. His right or left leg works fine. Oddly enough, just for your convenience, Sardius also sends out two icy platforms. Double jump on to one of them but not when he sends the lasers late, which he does a time or two.
The platform takes you up to his head level. You’ll be able to land a couple shots in before the ice gives way.
Regrettably, he’s all bark and no bite. Super Ghouls ‘n Ghosts is a challenging game but that comes mostly in the levels themselves. The bosses are surprisingly easy to dispatch. It’s too bad too, because they’re wonderful designs and you expect them to put up more of a tough fight.
Speaking of challenging, you must beat this game TWICE but more on that later. For now, let us enjoy our victory and bask in the glow of a job well done.
OH C’MON YOU GOTTA BE KIDDING!
You must beat the game twice and kill Sardius with the Bracelet to get the true ending. The Bracelet isn’t exactly the best weapon, either. The difficulty of the game also rises in the second round. To find the Bracelet, you must have the final power-up item, the Sun Shield. The next treasure chest you uncover will contain the weapon required to properly kill Sardius. Don’t lose the Bracelet either or you’re screwed. Talk about tough love.
SUPER CODES ‘N CHEATS
How nice of Capcom to even let you to pick the area in the stage you want to go to! With no save or password option, this cheat does well to increase the game’s longevity. Level select code is my favorite type of cheat, especially when the game is lacking a password or save option.
HOW FIREBRAND GOT HIS OWN GAME
Demon’s Crest, released in November of 1994, continued the high quality Capcom tradition on the SNES with gnarly visuals, amazing sound, addicting gameplay (Super Metroid fans will instantly eat it up), huge bosses and a totally badass protagonist. What’s not to love? It’s actually my favorite Capcom SNES game not named Street Fighter. Sorry, Mega Man X, but I give the slight edge to Demon’s Crest.
Firebrand is so fun to control. Who knew back in the mid ’80s when we first faced the red demon that he’d get his line of awesome video games? Be sure to also check out Gargoyle’s Quest on Game Boy (1990) and the 8-bit NES sequel, Gargoyle’s Quest II (1992).
“Hey Arthur… remember that time long ago where I failed miserably to kill you by dropping you high from the sky?”
“Sure… kinda hard to forget stuff like that, you know?”
“Well I just want to thank you for making me see the light. I turned the other cheek and got my own Super Nintendo game, and it’s even better than yours.”
“WHOA! Slow your role, playa. Jeez, some things never change, I guess.”
WHAT THE CRITICS SAID
Super Ghouls ‘n Ghosts was well received by critics and fans alike. It’s universally considered as a classic Super Nintendo game, and its inclusion in the upcoming SNES Classic Edition speaks to that. Super Play rated it 85% and EGM ranked it #22 in their Top 100 Games List in issuer #100 (November 1997). Below is an excerpt from RETRO GAMER Magazine.
CLOSING THOUGHTS
Super Ghouls ‘n Ghosts is simply a classic. I’ve had a lot of fun playing through this one and discovering all the little nuances, from perfecting the double jump to finding out the secret locations of hidden treasure chests. This game kicked my ass, too. But never in a cheap way. Not because of faulty controls or anything like that. The level design is brutal, especially the first 20 times through. Some video games are frustrating in a cheap way but this isn’t one of them. It’s tough in a “Oooh, I’ll get you next time!” sort of manner, reeling you back in for another go and before you know it, an hour’s flown by. And if you’re good, maybe the level too. I never found myself blaming my losses on account of the game. It always came back to human error. And there’s something compelling and addictive about Super Ghouls ‘n Ghosts that pushes me to say, “Alright Capcom, one more try…”
The game has a great atmosphere and truly lives up to the name of the title. Rotting zombies litter the Haunted Cemetery, the swirling mist in the Graveyard of Ships soon turns itself into ghastly apparitions, and what can you say about those vile monstrous bosses? Their incredible size and grand detail is awe-inspiring. From the sight of the very first boss, the abominable Cockatrice, you knew you were in for one hell of a ride. The monsters steal the show. Arthur is nothing special to look at, but his enemies sure are. The levels have a great deal of detail to them and though there are two areas per level, they’re actually fairly short. I was expecting the game to be a bit longer than what it is, but no matter, it’s a blast to work your way through them bit by bit. From undertaking tumultuous raft rides of death to scaling demon-infested towers, Arthur has plenty to do in his quest to save the day.
Not only are the visuals and sound right on the money and exactly what you’d expect from Capcom of that era, but the game is simply a sheer joy to play. From its varied locales to tricky predicaments, multiple tools of destruction and even magical spells, it’s got the lot, this one. Capcom was also nice enough to give us four difficulty options. On Beginner, it is actually very manageable. So is the default Normal difficulty in my humble opinion. Personally, I don’t think this game is as hard as many tend to say. With grit, patience and the right equipment, that is. But don’t get me wrong, it IS a very challenging game, especially on the second loop where it automatically gets more difficult. I don’t consider myself an expert player by any stretch of the imagination, but even I was able to get through the game on Beginner and Normal (the first loop, anyhow). As I said, the key is having a good deal of persistence and the having the right weapon in tow. It’s too bad you can only carry one weapon at a time (I hope you don’t get stuck accidentally with the torch) and it’s even worse that Arthur can only withstand two hits — regardless of whether you have the highest armor or lowest. But it’s a fun challenge. And that’s the big fundamental difference between games like this and games that are flat out impossible. The fun keeps you plugging away until at long last you break through, and it’s a great high when you finally do.
The more I played Super Ghouls ‘n Ghosts the more I came to appreciate it in all facets. Initially, I didn’t really like Arthur’s “stiffness” but it slowly grew on me. Mastering the double jump is crucial. Arthur can no longer shoot up but oddly, it somehow works for this game. This is thanks, of course, to the level design. Yeah, there is some slowdown during the more hectic parts, but does it adversely affect the gameplay? Not really. Bottom line, this game delivers in all the areas where it counts. There’s a reason why Super Ghouls ‘n Ghosts is considered as one of the many “essential must-have” games on the Super Nintendo. No truly great SNES collection is complete without a copy of Super Ghouls ‘n Ghosts.
If there was one thing I loved as much as video games when I was a kid, it was monsters. I was obsessed with Godzilla growing up. Any giant rubber suited monster movie was right up my alley. So combining the two — video games and monsters — was a grand slam for a kid like me. At least, in theory. Execution is entirely another matter. I remember being excited to play Ultraman: Towards The Future. After playing it, Towards The Garbage Bin seems like a more appropriate subtitle. Then came the SNES version of King of the Monsters. I loved the arcade version especially for its tag team bedlam mode. Not only was that gutted from the SNES port but they also scrapped two of the six monsters. 0 for 2 now. Would King of the Monsters 2 be the third strike, or would SNES owners finally get a decent monster game?
MY GREAT WHITE WHALE
My local arcades didn’t carry King of the Monsters 2. I was never able to play it, sadly.
I saw screenshots of it in magazines and it looked awesome.
The new monsters looked great, making me want to play it even more.
Alas, it wasn’t meant to be. I searched high, I searched low. Nada. It wasn’t until a fateful Saturday afternoon back in June of 1994 that my best friend Nelson and I ran across the Super Famicom import version of King of the Monsters 2.
We couldn’t believe that standing before us were the import versions of Fighter’s History, King of the Monsters 2 and Muscle Bomber (Saturday Night Slam Masters). The North American versions were either weeks or even months away from release. Nelson grabbed Fighter’s History and so I had to make a choice between King of the Monsters 2 or Saturday Night Slam Masters. I loved Slam Masters but this was a clear no-brainer to me…
THE STORY GOES…
THE GOAL
THE GOOD GUYS
The roster stands at just three. It’s a little disappointing, considering the original gave you double the choice. Hope you aren’t too attached to the likes of Poison Ghost, Beetlemania and Rocky…
THE BAD GUYS
Before you square off with King Famardy, you must first travel to six different parts of the world to romp and raid. At the end of each short level, there awaits a big and ugly monster for you to fight. Trust me, none of these guys will ever win a beauty contest! I like the cryptic touch of only being shown their silhouettes.
“BAR”-BARIC
There are a couple bars to pay attention to. Your own, the boss bar and your power bar. When your power bar is fully charged, you can unleash a vicious special attack.
As seen here, each boss gets progressively tougher and tougher. Some of the bars get so long that they can be a little bit intimidating!
CREATURE FEATURES
Charge your power bar by holding L. You cannot move or attack when charging, so you leave yourself wide open to enemy attack. With two players, it’s a lot easier to have your buddy entertain the boss while you charge, or vice versa. On your own though, you better pick your spots. As the old saying goes, charge wisely.
Just like the first game, grappling is still the main point of attack. Toggle back and forth like a mad man all while cursing and hollering like a raving mad lunatic. Trust me, it’s a lot more fun that way. Unlike the first game, however, here it seems the victor of a grapple isn’t random but actually awarded to the one who toggles faster. Imagine that — what a concept…
New is the ability to block. By simply pressing R, you can thwart the opposition’s blows. It’s a welcomed feature and adds some strategy to the fold, particularly in the 2 player game.
ATOMIC GUY
Formerly a (mad) scientist, he transformed into Astro Guy during an experiment gone wrong (or right…) when the Monsters first appeared in 1996. The ambitious scientist was looking to discover a way to make the human body immune to radiation. Well shit, look at him now. Surviving the ruckus of the original war, Astro Guy evolved into Atomic Guy. He’s now stronger and faster than ever. Master of lightning, fireballs and fashion!
Electrocute them like there’s no tomorrow!
SUPER GEON
Ahh, everyone’s favorite Godzilla knockoff, or at least, mine anyhow. Super Geon doesn’t move as fast as the others but his immense strength more than makes up for his lack of speed. Equipped with sharp spikes, fangs, claws and one very nasty disposition, Super Geon is ready to tear down any obstacle in his way. Looking more like FIN FANG FOOM here than Godzilla, this dragon beast makes the earth quiver with one of his mighty Earthquake leaps.
CYBER WOO
Woo underwent the most drastic transformation of all the monsters. An overgrown gorilla in the first game, he is now a lean, mean, fighting machine. No one knows for sure how he came to be in this state, but rumor has it he was assembled by the government as a top secret weapon. Some say the original Woo is dead and that this is something new altogether. Whatever IT is, the very hope of mankind may very well lie in Cyber Woo’s cold, steel hands!
Launching missiles into their ugly faces? Sign me up!
ALIEN BOSSES AND STAGES
The entry soldier of King Famardy’s line of defense. Huge Frogger looks like a nasty bugger that might give you fits, but he’s a bit of a wimp. Don’t overlook him though. He can still be slightly formidable thanks to his abilities. These include teleportation, laser beams and razor sharp elbow horns. He’s also got humongous feet and he’s more than happy to use them to smash your face in! He’s far too cocky for his own good, though. Occasionally, he’ll stop to just laugh at you. Be sure to make him regret that foolish decision! After you see his face, you’ll understand why he hides it behind that huge mask.
Apparently, Huge Frogger isn’t a huge fan of Brett Favre. He appears for a brief skirmish. However, the wimp will eventually teleport and meet you again at level’s end.
Great original city names so far, eh? This guy is quite a piece of work. His face is a disgusting tissue-y mass that has a parasitic alien brain sucking on it. He’s gifted with freaky strength. He’ll lift you high and pound you into the ground several times over before you can scream GODZELLER. Thanks to his ability of being able to stretch his limbs, he can strike from almost any distance. Once defeated, his blob-like brain will detach from the body for a desperate final battle!
Dhalsim but with the strength of Zangief… on steroids!
Bogun. Freaking Bogun from Ultraman. That’s the first thought I had when I saw Clawhead. What a grotesque creature. Hands for feet, creepy eyes tucked inside the mouth (which is bizarrely placed at the bottom), a pair of killer horns and two faces that could give Freddy Krueger nightmres! This two-headed menace guards the Grand Canyon with malice. What exactly is lurking in that hideous mouth beyond those eyes? Pray that you won’t have to find out…
So this stage is called Grand Canyon, but Mount Rushmore is in South Dakota. Last I checked, I’m pretty sure the Grand Canyon is still located in Arizona. WTF were y’all doing, SNK? Or rather, what were y’all smoking…
Let’s see… American City, French City… yup, by stage four they clearly said “f*ck it.” That’s why we now come to… DESERT. Remember the messenger from earlier? The brain that spewed all those threatening messages but then always scurried away? It now takes a stand. And to help it take that stand, it employs the hideous body of one, Beetle Master. Krang from Teenage Mutant Ninja Turtles would like a word with you, good sir. Oh, and whatever you do, DON’T say his name at night three times. Or else he’ll appear out of thin air to eat you whole. You’ve been warned…
[Uh, I don’t think that’s how it goes -Ed.]
While none of the monsters will be winning any sort of beauty contest, Sack Eyes truly takes the cake. He is one repulsive bastard. He’s also tougher than a two dollar steak. If his looks don’t kill you, his deadly repertoire will. His squalid face is the stuff nightmares are made of, and that throbbing red blob-like substance around his neck is every bit as dangerous as it is unnerving…
Meet King Famardy’s right-hand man, er, monster. Lavicus is tougher than nails. As the last line of defense, anything less would be disappointing. He’s not so bad with two players. But by your lonesome? Good luck. Just how tough is he? There is NOstage. You just fight him right away. The developers must have thought, “Why delay the inevitable ass-whupping? Let’s just feed them to Lavicus.” Best to get it over with, then.
Lavicus’ Lava Zone is rather lovely. It’s simple but therein lies its wicked effectiveness. The lava flows as the monsters duke it out. Jump up on the hill if that’s your thing, or settle the score right there in the bright scorching molten lava.
Congrats! You’ve made it to the last stage. Fatter than Santa but not nearly as jolly, King Famardy is a sight for sore eyes. He moves a lot faster than one might anticipate, and he comes equipped with a host of tools from which he can use to decimate you. Kill him and the world is yours to rule as King of the Monsters.
Thankfully, in-between each victory you’re given a supply of power-ups and such. Little L’s are for small health gain, large L’s for moderate health gain, P’s for leveling up, and if you’re lucky enough, the odd 1-UP will crop up here and there. However, one small catch. There’s only enough time to grab two, so pick the best ones. With two players, each player nabs two.
If you thought his front side was fugly, you ought to see his back side! I love the intricate details here, especially the scales. Check out the feet protruding from Famardy’s back. That should warrant a visit to his local alien doctor, one would think.
THE BAD ENDING
GAME OVER, MAN!
THE GOOD ENDING
First, if you’re browsing this on a desktop or laptop, click on the music video and follow along with the text-embedded pictures below.
It’s always times like these When I think of you And I wonder If you ever Think of meeee Cause everything’s so wrong And I don’t belon –
Um, ahem. The real ending, then…
TWO TIMES THE FUN
While I still miss the tornado tag team feature from the first game, I have to say it’s still a blast to team up with a buddy to take out the computer alien bosses one at a time. It’s a 2-on-1 handicap match essentially, and I cannot think of another SNES game that operates like such. Even beat ‘em up bosses tend to throw lesser henchmen at you, while this is strictly a 2-on-1 affair. It really makes playing King of the Monsters 2 unlike any other SNES experience.
Playing with a buddy also lends a certain strategy you don’t get when playing alone. It’s a short game but it’s pretty damn fun with two while it lasts. My favorite strategy is charging my power bar and then having my friend block while I attack from behind with my charged up special move. All is fair in love and war! Too bad though there isn’t an option for you and a friend to take on two alien bosses at a time. The three options are: 1P vs. CPU, 1P and 2P vs. CPU or the ho-hum 1P vs. 2P mode, where it’s just you and a buddy trying to win 3 out of 5. Unfortunately, you can’t control the alien boss monsters in this mode, which was a wasted opportunity.
GENESIS VERSION
The Sega Genesis version of King of the Monsters 2 is radically different from the SNES version. While the SNES port mimics the arcade game, the Genesis version opted to go the Street Fighter II route. It is strictly a 1-on-1 fighting game, but instead of a single plane, players are allowed to use the entire screen. It’s actually what I envisioned my own childhood game, MONSTER FIGHTER, to be back in the early ’90s. A blend of King of the Monsters meets Street Fighter II. The Genesis version received pretty solid reviews. Some people liked the fact that it cut out the side-scrolling beat ‘em up sections and got straight down to the action. If nothing else, it’s an interesting footnote in the history of the King of the Monsters series.
CAN I GET SOME CHEESE, PLEASE?
GET YOUR KEY CHAINS!
I remember doing this and getting my free King of the Monsters 2 key chain back in the day. Too bad I lost it. But yeah, these freebie give away prizes Takara used to do back in the ’90s was awesome.
WHO IS THE ROBOT MONKEY?
Throughout the annals of history, there have been some great philosophical questions posed.
“What came first: the chicken or the egg?”
“To BE, or NOT to be?”
“How much wood can a woodchuck chuck…
if a woodchuck could chuck wood?”
And then, on July 7, 2008, a five year old student of mine asked me one of life’s greatest questions:
But let me back up the DeLorean a bit here. In college I studied to become a teacher, with a minor in Theatre Arts. Wherever I could, I implemented drama into my presentations and public speeches. I was in a Humanities class in 2006 and after one of my dramatic presentations this is what my professor wrote on our class’ online message board:
In the summer of 2008, I found myself teaching a public speaking camp to a group of five and six years old. On my first day of class, I began by introducing myself and asking my students to share some basic info about themselves. I’ll never forget these two twin boys. They were five and when their turn to speak came, they said they loved video games.
“And what is your favorite game?” I asked.
“KING OF THE MONSTERS!”
I almost fell over. The next day was Show and Tell. Guess what the twin boys brought to the party?
During break time, they were telling me all about their favorite monsters from the game. One of the twins was describing Cyber Woo to me and at one point he stopped. “Mr. Steve, who is the robot monkey?” I couldn’t help but laugh as I answered his thought-provoking question. Damn, it’s hard to believe it’s almost been 10 years since I taught that summer camp. Jeez, those twins are now 14 and in high school! I feel old now.
Later that day, I asked one of the twins who his least favorite monster was. He said Atomic Guy because “he’s weak and this little kick is all he can do.” Then the kid actually replicated the kick to a tee right in front of me, TWICE. It scared me how flawless his form was! It just goes to show you how genuine and real their passion for King of the Monsters 2 was. They restored my faith in humanity!
WHAT THE CRITICS SAID
The SNES translation didn’t win any awards or anything, but critics agreed it was a great port considering the hardware limitations of the 16-bit SNES compared to the mega arcade power that was the Neo Geo. EGM gave it scores of 7, 7, 7and 8. Super Play rated it 74%. It’s definitely one of the better arcade to SNES translations ever made.
CLOSING THOUGHTS
That Saturday June afternoon of 1994 saw a dream of mine realized when I finally got to play King of the Monsters 2. I’m not quite sure if I liked it more than the first one but I know I had a blast playing it with my best friend, Nelson. And that’s what video games are all about. King of the Monsters 2 is filled to the brim with bright and bold colors. At times it is a visual feast. One look at the game and you know, beyond a shadow of a doubt, that it’s a Super Nintendo game circa 1994. The monsters animate well, look terrifying and the special moves are a treat to behold. Atomic Guy’s Megaton Thunder, for instance, really lights up the screen. The giant monsters are intricately detailed as are the stages you wreck. It is this believability of the behemoths that makes the game work and also makes it fun.
Of course, there’s more to a good game than great visuals. As for the sound, King of the Monsters 2 has some solid rocking tunes which really help add to the whole B-Movie feel of the game. Sound effects are a bit hit and miss, though. Some are out of place or oddly missing altogether. Where’s the sound when my guy is crushing small buildings? What’s up with the fact that jumping on water sounds the same as when I’m jumping on the ground? So with the good comes some bad.
As for the gameplay, it’s a lot more sound than the original. This time, it really feels like the person who toggles the D-Pad faster actually wins. I do miss the tornado tag team mode, but I welcome the ability to block as well as the mode where you and a buddy tackle the alien bosses one at a time. Having only three monsters to select from is kind of lame, but on the bright side, unlike the original, their grapple moves are exclusively theirs. Only Atomic Guy can perform a front suplex while Super Geon makes good use of the spikes on his back like only he can. He heaves his foe five hundred feet in the air before the poor victim comes crashing down on a bed of nails. Ouch! Or Atomic Guy shocking the shit out of fools.
I also like how you have to march through each unique stage before fighting the boss. These little beat ‘em up sections range from cities to Grand Canyons to even an underwater sea bed where a mutated aqua slug resides. The stages are kept short too because the main focus here of course is on the seven boss monsters. The minor enemies you deal with as you romp through each level present minimal threat, but it’s still a blast to strike down foul land sharks, wretched one-eyed freekazoids and what have you. And of course, along the way there are various power-ups as well as bad ones, like the BOMB icon (to keep you on your toes), the Power Down icon, and the Roulette where you’re taking a chance with whatever icon the game decides to give you.
No one will ever mistake King of the Monsters 2 as one of Super Nintendo’s very best, but it serves its niche well as a creature feature. SNES fans got the shaft with the original but here is a bit of redemption. Yeah, the game is incredibly short, and there’s only a scant three monsters from which to use, but man is it fun playing with a like-minded friend. It’s hard to believe it’s now been 23 summers since that fateful June day that Nelson and I shitted our pants seeing the import version of this game sitting high and pretty on the top shelf over at Game Hunter. The exuberance surging through our ten year old bodies and the sheer thrill of finding this unexpected gem before us was the perfect way to kick off one of the last great summers of my childhood. I guess I’ll always remember King of the Monsters 2 most of all for that innocent summer day in June of 1994. I’m also happy to say that it’s a pretty solid little 2 player romp. If you love your wanton monster mayhem, then don’t miss out on King of the Monsters 2.
Today marks the first day of August. Can you believe we’re already more than halfway through 2017? Time seems to fly the older you get. Speaking of time, I remember a time when fighting games ruled the scene. Some like to refer to that period as “The Fighting Game Golden Age.” Capcom’s Street Fighter II took the nation by storm in 1991 and a slew of copycats came out of the woodwork in the next several years to come. Everyone was kung fu fighting and seemingly every company wanted a piece of the pie. Hell, even Konami had their own representatives (Martial Champion and Teenage Mutant Ninja Turtles: Tournament Fighters). Data East joined the fray with their release of Fighter’s History in March of 1993. And it turned out to be one of the most infamous Street Fighter II clones of all time. Capcom even tried to sue Data East for copyright infringement. But more on that later. When I think of Fighter’s History, what I remember most was that very special time in my life. Being that today is the first of August, that means it’s been 23 years since Fighter’s History came home on the SNES. Damn, were the ’90s a special time…
A GOLDEN AGE
I caught the fighting game boom at just the right time, having been born in 1983. By the time the early ’90s rolled around and leading up to the mid ’90s, I was old enough to appreciate it yet still young enough to take it all in with a sense of wonder that only comes with being seven to 11 years old.
The arcade scene was on fire in 1993, the Super Nintendo and Sega Genesis waged war for 16-bit supremacy, and I was just a carefree kid enjoying the tail end of my childhood. Duties included going to school everyday, getting good grades, watching Saturday morning cartoons, and of course, playing a crap load of video games.
In my book, 1993 (along with ’94) marked the peak of the 2D fighting game in terms of clones appearing left and right. It seemed as if a new fighting game popped up every other week in those days. From Atlus’ Power Instinct to Konami’s Martial Champion, every company and their brothers, or so it seemed, threw their name into the mix hoping to strike the next big thing. Of course, like any other genre, not all of these clones were great. And very few could even sniff the jock of Street Fighter II, much less its enhanced sequels. Still, some served as amusing diversions.
But not everyone was happy about it. Although a lot of people loved fighting games in those days, not everyone was a fan. To these folks it was hardly a golden age. The market became saturated seemingly overnight. From arcades to game stores to magazine covers — you name it — a fighting game was probably there. Luckily for me, it was my favorite genre. I greeted every new fighting game with arms wide open. And I’ll never forget that day I first came across Fighter’s History…
If you were lucky like I was, then growing up you had a close-knit gaming group. I had my best friend Nelson and all, but then I had my boys — an out of town group of family friends whom I grew up playing games with. We had sleepovers every month back in the late ’80s to mid ’90s. One Saturday in early 1993, we made our usual trek to the local mall and headed straight for the arcade hall on the upstairs wing. I’ll never forget that place, CYBERSTATION.
A brand new cab caught my eye with its colorful and cheesy art work proudly adorning all sides of the machine. It was love at first sight you could say. Like a moth to a flame, I dashed to the game, fumbled around in my pocket, fished out a quarter and plopped it in. The rest is (Fighter’s) history!
Looking up at the colorful marquee, I saw what resembled Guile on crack, Ken and He-Man’s love child, Zangief’s second cousin (neverminding the fact that Data East’s version is Italian) and wait, was that? Yes! The fat bald Russian himself, Karnov! My uncle bought Karnov for me on the NES back in the late ’80s and I loved it.
I was instantly sold. I selected discount Guile (Matlok) and never looked back. The ONLY thing I could think about the rest of that day was… not IF but WHEN would Fighter’s History come home to the Super Nintendo…
EGM MADNESS
Roughly a year later, my prayers were answered. In March 1994, EGM’s issue #57 arrived in the mail, featuring Fighter’s History on the cover. I was so excited as I knew that had to be referring to an impending SNES release. The moment I had been waiting an entire year for! I flipped through the magazine excitedly hoping for a blow-out two page preview or something. But all I got was a half page preview of the import version with a few grainy shots. But I didn’t care — I was too happy to finally receive confirmation of a home release.
EGM issue #58 came in the mail the very next month. Back in the day this was TRULYlike seeing a gift with your name on it tucked under the Christmas tree. We had no internet back then so EGM (and other magazines like GameFan) were our major source for gaming news and upcoming releases. It was a magical time of seeing so many games that you knew you could never all play but wanted to anyway. Yup, there was nothing quite like seeing the latest EGM issue wrapped all pretty and ready to go sitting in your mailbox after a long day at school!
I’ll never forget grabbing the issue like it were a drop of water in the Sahara Desert and making a beeline straight for my bedroom. Before tearing the wrapper, I took a moment to gawk at the front cover. The fighting game rage carried into 1994 without blinking an eye and EGM was there every step of the way. What a gorgeous cover! Super Street Fighter II Turbo, Mortal Kombat II… whoa wait a second. Fighter’s History?! YES! The month prior saw a half-page preview so I was expecting a BLOW-OUT special. It turned out to be an AMAZINGtwo page mini-feature with a blurb that the SNES port would be coming out later that summer. I was so hyped that I admired and reread those two pages until my brother came home about 10 minutes later. I didn’t even bother to glance over the rest of the magazine! It was only a matter of three or four months now…
The North American version was set for an August 1994 release, but as Lady Luck would have it, my best friend Nelson and I came across the import Super Famicom version one fateful Saturday in June. I’ve told this story many times already so feel free to check out The Summer of Imports for more details. But yes, I would be remiss if I didn’t include a blurb about that awesome experience in this Fighter’s History review. Nelson rented Fighter’s History and I rented King of the Monsters 2. These games weren’t out in America yet and needless to say, it was one epic weekend for the ages.
THE STORY GOES…
Leaving the gym after a strenuous workout, you spot a towering and sharply dressed man stepping out of a nearby parked luxury Sedan. His stoic expression and formal attire conveys that he is all business. You brace yourself as he lurches up to you, handing you a small sealed envelope. His only words as you grasp the note, “For you.” Then the mysterious man left as quickly as he came. The tires screeched as he peeled out of town as fast as a bat in hell.
There’s a strange scent to the envelope — incense? Your name is scrawled on the outside. Inside, you discover an invitation…
Who is this mysterious K person? What are these so-called untold treasures? There’s only one way to find out for sure…
THE FIGHTERS
Fighter’s History featured an odd nine characters. Back in ’93, most fighting games opened with eight fighters. I always found it cool how Data East “sneaked in” one extra fighter. The cast had its share of “serious” fighters and more wacky looking ones. The roster instantly appealed to me.
It was all the rage back in the day for home ports to include a boss code. Most arcade fighting games didn’t let you control the bosses back in the early-mid ’90s but many home ports did. It was one of the cool things that made these home ports so memorable.
The 2 Player mode displays 20 portraits. This always cracked me up as a kid. It was a fun visual, giving you a sense of what a fighting game would look like if you could pick from 20 characters back in 1994. It was just another one of many quirks that inhabited Fighter’s History.
MIZOGUCHI 27 years old
6’2″ 209 lbs
A survivor on the streets of Tokyo for years, Mizoguchi learned the importance of self-defense after being beaten by the Yakuza as a youth. Ever since that life-changing day, he has been rigorously training to ensure that it never happens again. What started out as a means for mere survival slowly morphed into a thirst for painful vengeance. Finally, that vengeance evolved into honing his incredibly disciplined and unadulterated power. The Yakuza, having seen one too many Taken and John Wick movies, now stay the f*ck away from him.
Mizoguchi fine tunes his body, mind and spirit on this bridge of tranquility. A peaceful (yet raging) waterfall flows on both sides of the stage. Tassels flap as a cool breeze passes through. The sun is just breaking over the horizon as Mizoguchi continues his quest to be the very best.
Mizoguchi is the resident Ryu. Except he doesn’t have a traditional Dragon Punch. Instead, he charges with his elbow. His Hurricane Kick variant can connect multiple times, dishing out tremendous damage. Love the way you can break objects in the background! A nod to Street Fighter II, for sure. Mizoguchi channels the power of the tiger spirit to unleash his infamous Tiger Bazooka. Word on the street is… he wiped out five Yakuza members with a single Tiger Bazooka blow. Ever since then, the Yakuza have spoke only in hushed tones whenever talking about him. He’s become something of a “boogeyman” to them…
RAY 26 years old 6’1″ 198 lbs
Ray began studying martial arts as a young boy after being inspired by his childhood hero, the legendary Chuck Norris. When Ray was five, he witnessed his idol’s crushing on-screen defeat at the hands of the iconic Bruce Lee in Way of the Dragon (1972). Ever since then, Ray has vowed to one day become the greatest martial artist the world has ever seen. He’s now considered as one of the best fighters at just 26 years old and spends his days traveling the globe in search of true competition. Ray entered this mysterious tournament after hearing the rumors about an unstoppable boogeyman that supposedly even the Yakuza fears…
Ever the patriotic lad, Ray McDougal likes to entertain the Commander in Chief by showing off his skills in front of the iconic White House in Washington, D.C.
Looks like Ken but plays like Terry Bogard. Ray’s Big Tornado is infamous for sounding more like “BAKED POTATO!” His Wheel Kick is a decent anti-air attack and his Dynamite Tackle makes good use out of Ray’s high school varsity football background.
Speaking of background, it’s fun breaking the trash can
Wrestling legend Jake “The Snake” Roberts would be proud. A multi-sport athlete in high school, Ray shows off his wrestling chops with this deadly mid-air DDT.
FEI-LIN 28 years old
5’7″ ??? lbs
Adored by her fans in Asia and renowned the world over for her fighting prowess, Fei-Lin is the top actress in a Beijing traveling show. It’s a wonder how she manages to juggle the two worlds so well. It’s one thing to be good at both simultaneously but it’s another thing to be GREAT. After winning the tournament, she plans to tape her very own reality show “I LOVE BEIJING” (Beijing being her stage name). After all, we all know what a success “I Love New York” turned out to be. Ahem. What a talent and what a classy (albeit dramatic) lady, that Fei-Lin.
Fei-Lin proudly shows off her heritage. Sitting in the back there is the kid star from Martin Scorsese’s KUNDUN. Fei-Lin attracts all the stars. Rumor has it Jack Nicholson and Spike Lee are both sitting just off camera.
Beware her Mantis Claw, which can also be executed in mid-air. What happens when you combine Ryu’s Dragon Punch with Guile’s Flash Kick? You get Fei-Lin’s Double Swan. I love the detail of the dragon statue being breakable. Fun fact: the dragon is known as a “Foo Dog” in Chinese mythology.
RYOKO 16 years old 5’2″ 123 lbs
The smallest and youngest competitor in the tournament, Ryoko is a Judo prodigy not to be taken lightly. She’s been known to throw men four times her size! A chippy firecracker, her grandfather (a Judo champion in his heyday) began teaching her the tricks of the trade since she was just three years old. As a result of his diligent teaching and her incredible propensity to soak up knowledge like a sponge, Ryoko has achieved master status of all things Judo. She joined the tournament to be an inspiration to little girls all over the globe and to show that the ladies can do it just as well as the boys, if not better.
This is where Ryoko trains 24/7. A young boy and an old woman can be seen sweeping and cleaning in the background. Occasionally, a mischievous cat scurries about.
Jumping against Ryoko is ill-advised…
Staying grounded doesn’t provide much safe harbor, either. Pick your poison! Ryoko is rather animated with her silly cute gestures and all.
Rolling attack into her big Mountain Storm slam is incredibly damaging. Breaking the statue only adds insult to injury.
JEAN 23 years old
6’0″ 209 lbs
A French gymnast, Jean possesses fantastic flexibility. For some unknown reason, he seems borderline obsessed with roses. In fact, he even moonlights as a proud florist during his down time. Because of his gymnastic background and penchant for roses, many haters have called him SISSY BOY. They laughed… until he broke their jaws. When it comes down to it, Jean knows how to get the job done and proves that you should never judge a book by its cover. By the way, if you’re thinking he looks like a French version of Guile, you’re not alone. That was exactly my first thought when I first saw Jean back in 1993. He’s nowhere as cool, though. But hey, who is?
The tables have been cleared, transforming this elegant dining hall into a vicious battle field.
Normally, a rose is a romantic symbol. It’s associated with love, peace and forgiveness. But for Jean, he uses the rose to inflict pain. His Needle Shower can pepper the opposition and he’s agile enough to move forward while executing the move.
SAMCHAY 21 years old 6’3″ 168 lbs
There is only one thing Samchay loves more than the spirit of competition: his two younger brothers and little sister. Samchay’s parents are no longer in the picture so he’s been forced to take care of his three younger siblings. He’ll do anything to take care of them. A Muay Thai expert, he’s entered the tournament in hopes of not only proving that he’s the best, but also to win the “untold treasures” to ensure a future of endless possibilities for his siblings. What a guy. As for his parents, rumors swirl about where they could be or what happened to them. One thing is for sure, it must not be good. Samchay declines to comment and instead focuses only on what lies ahead.
There’s just something beautiful about the simplicity of this stage. It’s exactly what I imagine a fighting game background to look like. Samchay’s supporters cheer him on from a safe distance in this quaint Thailand village. It’s standing room only up on that bridge!
Samchay has one of the fastest fireballs as well as one of the best recovery times. His lunging knee can connect up to two times, and his Tiger Knee, I mean, Ti Kau Koon, works well as either an anti-air deterrent or a combo capper.
LEE 29 years old
5’9″ 165 lbs
Lee comes from a long family line of world renowned martial artists. He admired his father growing up and often compared himself to his dad. He put a lot of undue pressure on himself to live up to even half of his dad’s legacy. Unfortunately, Lee’s father was killed by a mysterious opponent. After hearing word that this killer is responsible for the tournament, Lee entered it in hopes of avenging his dad’s death at long last. But before Lee can make it to this mysterious organizer, he’s going to have to beat nine other skilled warriors. He believes he’s up to the task.
So peaceful and serene. This is one of my favorite stages of all time. A fisherman can be seen in the background dipping his line lazily in the water. The clouds high above float through the moss-covered hills in the distance. And those damn ducks — you can’t help but love them.
Along the lines of Ray’s “BAKED POTATO!”, Lee sounds like he’s screaming “SHE AIN’T GON DIE!” Ah, Fighter’s History, you’re such a silly game. Lee’s Silk Worm Kick knocks opponents out of the air and his Piercing Dagger sees him lunging with all of his chi focused on his fist.
Nothing like palm striking them through the sign!
MARSTORIUS 45 years old 6’8″ 331 lbs
Father Time is undefeated. It happens to all the greats. Willie Mays. Michael Jordan. Joe Montana. Every star athlete hits a point where their best days are behind them and they must call it a career. Marstorius isn’t quite ready for that moment just yet. A fading pro wrestling icon, Marstorius wants to bask in the spotlight one more time. There’s no better platform to showcase he’s still got it than in this great tournament. He is the strongest fighter in the competition but also the oldest and slowest. He’s got a tough road ahead but his dreaded Double German is the most powerful move in the entire tournament. He hopes it’ll be enough to take him to the top one last time…
Another favorite of mine, this stage is as serene as it is majestic. Striking statues dot the backdrop and a quaint water fountain flows peacefully as combatants duel to the death.
Based off the Trevi Fountain in Rome, Italy, I’ve always loved it when fighting games base some of their backgrounds off real life landmarks. Another example that comes to mind is Fei Long’s Tiger Balm Garden of Hong Kong fame in Super Street Fighter II.
Despite his larger size and older age, Marstorius still has enough spring in his step to deliver two quick striking attacks: the Mule Kick and the Tiger Punch. He can also deliver an impressive Moonsault Press. Not bad for a 45 year old, eh?
“DOUBLE GERMAN!” He hopes this devastating maneuver will punch his ticket to the Promise Land.
MATLOK 26 years old 5’8″ 132 lbs
The man, the myth, the legend. Matlok was the first character I chose on that fateful Saturday back in ’93 when I first encountered Fighter’s History. He reminded me of a cross between Guile (Street Fighter II) and Duck King (Fatal Fury). Sold! Based off the Sex Pistols’ bass guitarist, Glen Matlock, Matlok is an aspiring rock star. But in order for him to rock out, first he must simply knock out. His unorthodox offense and unusual body movements are done purposefully in an attempt to throw off his opponent. Matlok hopes to win it all because there is supposedly a legendary bass that will play any song in the world hidden in the treasure vault.
I love that Matlok fights in the streets. A police officer tries to stop the carnage by blowing his whistle. A punk cheers on the mayhem while a man quietly walks his dog for a mid-afternoon stroll. A mom and pop book shop can be seen in the background overlooking the fighters.
Matlok’s Spinning Wave to me is a classic projectile. I remember thinking how it was almost as cool as Guile’s famed Sonic Boom. His Overhead Kick is a weird looking version of Guile’s Flash Kick. Even weirder is his Hurricane Kick, which might be the world’s worst anti-air attack. You’re better off using his crouching Fierce. Trust me on that one.
CLOWN 32 years old 5’9″ 141 lbs
Clown is the sub boss you’ll fight before taking on the almighty Karnov. You can knock off his mask (it’s his weak point) but be forewarned… his face is the stuff nightmares are made of. Close your eyes and imagine for a moment the world’s ugliest looking dog. That’s what Clown looks like underneath his creepy mask. Clown, of course, believes he’s beautiful. Rumor has it he wears the suit and clown get-up 24/7. It’s a wonder how he’s not sitting in some nuthouse with four white walls yet! He’s also a narcissist and “ambiguously” homosexual. In the original Japanese version, it’s revealed that he prefers younger men. This was removed in North America.
Fighters are secretly transported to this bizarre dreamlike alternate universe that exists somewhere between Heaven and Hell. It’s all part of his strategy to psych you out before the battle even takes place.
Clown uses his acrobatic agility to pounce on unsuspecting opponents. You know how every Tarot deck of cards has that one “death” card? That’s the only kind Clown dishes out as he screams, “PICK A CARD!” His Spin Attack can go horizontal or vertical. Shades of Blanka, except Blanka is easier on the eyes!
Clowns juggle. It’s just what they do. Clown, however, prefers to juggle the human body. A real sick bastard, that Clown.
KARNOV 49 years old 5’6″ 216 lbs
The mysterious K himself… the mighty Karnov! Karnov appeared in several other Data East games before Fighter’s History. In fact, he had his very own arcade game that was later translated to the NES in early 1988. The fire-breathing, ass-kicking Russian has gained great power and many collectible items throughout his travels. Bored, he set up this tournament to seek the strongest of the strong, offering his prized treasures as a gift to the ultimate winner. However, it won’t be easy. Though he may be pushing 50, Karnov is a formidable fighter and will burn you before you can say “BAKED POTATO!”
They say a desert drives a man insane. If it doesn’t, then Karnov is sure to beat you senseless.
Karnov has never once skipped Leg Day, and it shows with his 100 Kick. A master of conjuring fire, he can burn you to a crisp three different ways. The fiery animation is decent and reminds me of Street Fighter II.
ENDINGS
Some of the endings were forgettable but others were so bizarre that I gotta share… (some of which may have been handled with “liberties” taken… ahem)
RAY
MIZOGUCHI
MATLOK
SAMCHAY
RYOKO
Fighter’s History came out in the arcades March 1993. World Heroes 2 April 1993. Separated by only one month, it turned out both companies created a fighter based off Ryoko Tani. What a coincidence, huh?
FEI-LIN
LEE
THAT HITS THE MARK
Each fighter has a different weak spot (either a garment or accessory). When hit multiple times, said article will fly off and induce a state of dizziness.
Clown: Mask Jean: Leg strap Lee: Knee pads Karnov: Turban Ryoko: Headband Matlok: Sunglasses Fei-Lin: Breast plate Mizoguchi: Headband Samchay: Arm tassels Ray: Lightning symbol Marstorius: Leg warmers
ANOTHER DISTINCTION?
BE YOUR OWN BOSS
COLOR ME BADD
RANDOM SHOTS
HE WHO LAUGHS LAST…
ONLY THE STRONG SURVIVES
ROLL CALL
CAPCOM SUES DATA EAST
There was a page long Letter of the Month updating the latest on the Capcom vs. Data East lawsuit featured in EGM issue #58 (May 1994). The best part of all this?
WHAT THE CRITICS SAID
Fighter’s History fared pretty well with the critics. EGM gave it ratings of 6, 6, 7and 8. GameFan gave it scores of 80, 82 and 84%. Super Play rated it 85% and thought rather highly of the game. They were especially tough on fighting games so it impressed them well enough to earn such a good mark. Fighter’s History was complimented for its smooth control and exclusive home bonus features (four colors, an elimination mode, playable bosses and even a speed option). I personally think it’s one of the more faithful arcade to SNES translations ever made. It’s really underrated and never got the credit it deserved. Probably has a lot to do with it coming a month after Super Street Fighter II. Talk about piss poor timing. But yeah, you can’t fault Data East here. They did a tremendous job porting the arcade game into a 20 MEG Super Nintendo cart.
CLOSING THOUGHTS
As far as arcade to home ports go, Fighter’s History is one of the best the SNES has ever seen. I was amazed by the faithfulness of this translation back in 1994, and even still to this day I am impressed with how much Data East was able to mimic the arcade original. Features such as four colors, a speed option, playable bosses and a group battle mode show that this wasn’t just a half-baked effort. They really went all in. While they received some props for it, I don’t think sadly that they ever got all the credit they deserved for it. Super Street Fighter II came out a month earlier and as a result Fighter’s History got lost in the mix somewhat. Some of my best gaming memories came from that scorching summer of 1994. Playing the import version at my best friend’s house and seeing Lee’s bucolic background, with those damn ducks and moss-covered hills, seared itself into my memory bank. I still bust out Fighter’s History to play every once in a while, and whenever I do and I see Lee’s stage, I’m instantly transported back to Nelson’s living room. It’s a hot June Saturday afternoon in 1994. And I’m just taken back to a more carefree time in my life. Fighter’s History is so incredibly nostalgic for me. It’s just one of those games that scream “CHILDHOOD” beyond anything else.
But nostalgia only goes so far. Thankfully, it still holds up incredibly well. It’s nothing fancy. Being a fighting game from early 1993 meant it came out before Super Special moves became a thing and double digit hit combos were all the rage. Instead, each fighter has three special moves (maybe four) and some simple chains and combos. It’s very basic but also very pure. There’s something “magical” about that. Basically, if you enjoy simplistic fighting games from the early ’90s then you’ll probably like this. Combos and special moves are easy to perform and it’s very straight forward. But there’s a charm to it, at least for me, that reminds me of a time when fighting games ruled the scene. A more perhaps idyllic time in my life when fighting games were all the rage and playing video games with your best friend stood center stage. I have a lot of history, pardon the pun, with Fighter’s History. To me it’s a reminder of the good old days. And I’m thankful that Data East knocked it out of the park with this outstanding conversion. Not much else to say except… “BAKED POTATO!”
Yesterday marked 25 years since the original World Heroes hit arcades worldwide. Released on July 28, 1992, World Heroes was one of the earliest Street Fighter II competitors on the scene. At best, it was viewed as an amusing alternative but ultimately fell way short of challenging Street Fighter II. Exactly 10 months later, ADK released World Heroes 2 on April 28, 1993. Six new fighters were added to the fray, boosting the roster count to a whopping 14! Keep in mind this was a good six months before Super Street Fighter II came along with its massive lineup of 16 fighters. World Heroes 2 was a huge improvement on the original game. I loved it in the arcades and started counting down the days until the inevitable Super Nintendo release…
25 YEARS OF WORLD HEROES
Was it really 25 summers ago that I poured hundreds of quarters into this silly little fighting game? Wow, 25 years. I became a fan from day one. While I loved and respected Street Fighter II, there was something about World Heroes that clicked and resonated with me. Maybe because it was an underdog, or maybe it was the cheese and violent dark humor. Whatever it was, the summer of ’92 was awesome. Lines for Street Fighter II: Champion Edition ran out the door, leaving me to enjoy World Heroes without any waiting or fanfare. My bro bought Street Fighter II for the SNES that same month. So I would play Street Fighter II at home and World Heroes at the arcade. What a freaking sweet summer. 25 years… damn.
May 1993. It started out as just another innocent night. Accompanying my dad to the local Safeway grocery store, my old man would buy the goodies as I would be off in the corner playing on the one arcade machine they carried — a Neo Geo MVS. Throughout the early ’90s, that spot in the corner was mine. It was there that I played King of the Monsters, Super Baseball 2020, Sengoku and World Heroes more times than I can count. On that night I was hoping to get another solid 10-15 minutes in with World Heroes. With several quarters in my pocket courtesy of my generous pop, I was good to go. I strolled over to that infamous Neo Geo nook. Looked up at the panel where they display the four Neo Geo games, hoping to see World Heroes once again.
But there was no World Heroes.
My jaw dropped when I instead saw World Heroes 2. HOLY SHIT. At the time I had *NO* idea a sequel was even in the works. It totally caught me by surprise! Then I saw the demo. I had to once again pick up my jaw off from the floor.
The star of the first game, Hanzou, was surveying the new challengers. What a brilliant way to introduce the new cast to your audience. It seemed so larger than life that it absolutely freaking blew me away.
Dramatically, the scene would shift back and forth from a close-up of Hanzou’s grill staring down the new fighters and then switch back to the new cast as seen from Hanzou’s point of view.
The speed of the shifting began picking up as we scrolled through the new lineup of contenders. It ended by taking us to the WORLD HEROES 2title screen. It was the greatest intro I had ever seen up to that point. I was so hyped! The new fighters looked so cool, especially that voodoo man and the pirate. Even the small touch of those ominous clouds was awesome!
Nowadays that intro may seem a bit tame. But back in mid 1993, as a nine year old kid who had no idea a sequel was even in the works, this was a gawd damn work of art.
I remember hoping that my dad would never come back! I even watched the intro twice. Then I dug into my pocket to fish out a quarter. I was overwhelmed by the choice of 14 fighters, but ultimately went with Mudman. I always had a thing for outcasts and weird fighters so Mudman became my guy. I managed to get by Shura before getting my ass kicked by the evil pirate, Captain Kidd. I played until my dad called me over. He had to pry me away from the machine. It was like crack to a kid. I remember thinking two things as I was leaving Safeway that night… 1). I can’t wait to play more and 2). I can’t wait for that inevitable glorious SNES release!
Fast forward a year. It’s now mid 1994. One night I was at The Wherehouse with my dad to rent a game for my brother. As my dad was checking out the game, I thumbed through the new GameFan magazine they had sitting on the rack. Imagine my ecstasy when I saw the World Heroes 2 preview! I even let out a small cheer under my breath. My wish from one year ago is finally coming true. Soon, I’d be able to play World Heroes 2 from the comfort of my own living room
GameFan was the shit back in the day. Their layouts were legendary. Their World Heroes 2 preview made it look like such an elite game. I was thrilled to see their hype for the game. It was the opening preview in the Planet SNES section. Guess which game was second… Super Metroid! Everything about it blew me away. 1). It was finally coming out on the SNES. 2). It beat out Super Metroid for opening preview and 3). GameFan’s ringing endorsement made World Heroes 2 look like a BIG deal. I studied that two page preview for 10 minutes and held my dad up, pleading with him that he had to buy this game later that summer. The old man was nice enough to humor me.
A couple months later GameFan ran another piece on it. I recall reading through this once again at The Wherehouse and eagerly shoving the magazine preview into my dad’s face. As great as the summer of 1992 was, the summer of ’94 was even bigger. I had just finished 5th grade, it was the best year of my childhood, my best friend Nelson and I were thick as thieves, the SNES was at its peak, and so was the bond between me and my out of town gaming crew. Now we had a whole summer before us to enjoy all these wonderful things. I remember Nelson and I spent a large chunk of our time playing World Heroes on SNES that summer as a way to prep ourselves for the sequel. It was simply a great time to be a kid.
To prep myself even more, I joined the Takara Masters Game Club. I wanted any insider news I could get on World Heroes 2 and all other future Neo Geo SNES ports. The bottom of the card states, “The bearer of this Takara Masters seal is a unique and praiseworthy gamer. Anyone who presents this card should be shown the utmost respect and offered all the privileges due to a game player supremo.” That shit always cracked me up.
I called Takara one day in the summer of 1994 to specifically inquire if the arcade intro would be included in the SNES port. After waiting for what seemed like an eternity, I finally hung up. It saddened me a bit when I first fired up the SNES port and found the intro missing. Hey, there’s only so much from a 146 MEG arcade game that you can cram into a 24 MEG Super Nintendo cartridge!
FUN TIP: If you choose seesaw for life gauge and you play the 2 player mode under Normal Match, it can serve as sort of a Practice Mode
New to this sequel is the ability to send an opponent’s projectile back at them by blocking at the last possible second. This can go back and forth several times until the projectile disappears into thin air.
I never liked this change all that much. It prevents you from advancing after a slow fireball. On the bright side, it gave fighters without a fireball more of a fighting chance. It added extra balance to the roster, making guys like Muscle Power and J. Carn more formidable.
COLOR ME BADD
Each fighter has six colors to choose from. This is exclusive to the SNES port. Great job, Saurus! Some of the new colors are even better than the original colors… while others are a bit more… ahem, bizarre. More on that later.
Not only do outfit colors change but some special moves match the color of your costume! For example, take a look at Hanzou and Fuuma’s Dragon Uppercuts below.
Having six costume color choices is awesome, sure. But it’s made even more awesome when some of the fighters’ special moves are color coordinated.
Saurus you crazy bastards, you!
Hanzou’s ninja stars even changes colors accordingly! Nice.
16 fighters. Six colors each. You had a whopping 96 combinations to toy around with. It was all part of the fun and something I wasted hours on back in the day!
MEET THE HEROES
Most fighting game sequels back in the mid ’90s featured two or four new fighters. Not so here. You get SIX. 14 fighters made this the biggest fighting game roster back in April of 1993. It felt like ADK went all out and didn’t hold anything back. This is how you do a sequel right!
One of my favorite backgrounds, combatants battle in a bamboo forest on a moonlit night. Brown leaves drop from the sky as the warriors scratch and claw for victory. A couple gravestones can be seen to the far right. Hanzou’s parents, perhaps? A nice touch to add mystique and intrigue to this beautifully atmospheric stage.
Master of the Iga Ninja arts, Hanzou can throw a shuriken, or three. His ever reliable Dragon Uppercut and Spinning Blade are back as well. New to his arsenal is the Leg Lariat. It works well as a long range anti-air attack.
Fuuma loves to show off his superior fighting expertise in front of his friends. It’s a nice stage but I do miss his funky monkey pals from the first game.
Fuuma and Hanzou’s moveset began to receive some differentiation here. Fuuma’s Spinning Blade attack now moves in a wild up and down fashion, which perfectly fits his more flamboyant fighting personality. He can also throw opponents in mid-air as well as perform his Dragon Uppercut in mid-air.
Like Fuuma, I prefer Dragon’s previous stage. It’s hard to beat fighting in front of a Shaolin Temple after all. On a side note, Dragon was billed from China in the first World Heroes. ADK however changed Dragon’s birth place to Korea starting with World Heroes 2. But somehow the SNES port shows China’s flag instead of Korea’s. In my heart, Dragon will always be Chinese, damnit!
Dragon can still punch fools into oblivion as well as throw them in mid-air. As if that wasn’t enough to convince them NOT to jump, the Dragon Kick will surely make them think twice. His new attack is a nifty lunging kick. Oh, and don’t you love the Incredible Hulk version of Kim Dragon? I know I do. Bruce Banner meets Bruce Lee…
This little backdrop does a great job of evoking memories of all those classic old kung fu flicks you watched as a kid on lazy Sunday afternoons. I almost expect to see Jet Li or Donnie Yen come flying out at any moment…
Sadly, the portly Julius Carn got a bit gypped here. No new special moves to speak of, although he did receive a pretty cool new throw and his Mongolian Dynamite looks better than ever. Still irks me though that it doesn’t set his victims on fire. ADK finally fixed this in the fourth and final game, World Heroes Perfect.
Travel right back to the 15th century with this great looking stage! Much prefer this over her traveling circus backdrop from the first game.
Janne’s Aura Bird comes in baby or adult form. I always loved how the World Heroes games changed the size of their projectiles based on the strength of the button pressed. It wasn’t just speed that came into play but size as well. That was pretty unique for its time! Her new move, the Justice Sword, is a solid anti-air attack that can hit up close or from a distance. Again, depending on the button you use. ADK never got credit for giving a single move multiple purposes. The classic standbys are back as well: the Flash Sword (another good anti-air attack) and arguably the most painful looking move in the game, the Sword Hop.
ADK’s attempt to reduce Muscle Power’s resemblance to Hulk Hogan didn’t stop with the slight alteration in his look. In an effort to further differentiate the two, ADK dropped the wrestling ring in favor of a construction site. Boo! The wrestling ring inside a steel cage suspended high in the air was the perfect over-the-top background for Muscle Power. Oh well. As Hulk Hogan himself would say, “What chu gonna do, brother?!”
The good old Muscle Bomber running elbow is back. His new trick is an impressive leaping dropkick that serves as a pretty decent anti-air attack. Proving you can indeed teach an old dog new tricks. Not sure about that pink hair color, though. Midlife crisis, hmm?
Indeed I do. After the first World Heroes came out on the SNES in late 1993, my best friend Nelson held a neighborhood tournament. I played a pretty mean Rasputin in those days but decided to branch out and challenge myself. So I selected Muscle Power. Well, I got my ass handed to me pretty hard. I walked home that day thinking to myself over and over, “Just wait ’til World Heroes 2 comes home next year. His new Giant Swing will be the difference maker. Just you bastards wait!”It’s strange the memories we vividly recall, huh? And that’s the beauty of fighting game sequels. Just one new special move could be a game changer, no pun intended. Good times.
Some people think the purple building in the back reminds them of the castle from Aladdin. But for me growing up, it looked a lot more like the building seen on the cover of Goosebumps book #25, Attack of the Mutant (November 1994). As a kid I liked to think that R.L. Stine was a huge World Heroes 2 fan and was inspired by Rasputin’s stage when he penned Attack of the Mutant. I know, I was weird… [Was? -Ed.]
Rasputin could enlarge his hands and feet, making him sort of a pseudo-stretch fighter. His classic giant hand crush returns but brand new is the hand swatter. This might be the greatest anti-air attack in the history of fighting games. Certainly back in 1993 and ’94 it was! Simply press strong punch while standing and Rasputin will knock anyone out of the air. It can also attack the opponent while they’re standing. It was a game changer for sure!
Rasputin was a trailblazer. The first World Heroes introduced air projectiles to the genre. Not only is Rasputin’s air fireball back but now he can also perform his Spinning Robe in mid-air.
Being a trailblazer, he didn’t receive just one new special move but rather two completely different moves. The first is the deadly Thunder Ball. It “feels heavy” and hits accordingly so, inflicting more damage than Rasputin’s regular fireball. It also shocks the competition, which is always a fun visual. His second new move is the Cossack Dance, which acts as a bit of an anti-air attack. Speaking of new, a magical glowing aura now surrounds him while standing still. Awesome!
A heavy tank comes plowing through the wall early on as the fighters duel to the death. It creates a great war atmosphere. Bonus points for the ominous red skyline as well. Good shit.
Brocken’s extendable limbs give him the best reach in the game. Brand new however is when you press down-diagonal and attack in mid-air, Brocken raises his leg upward instead. It’s nice to have that option to keep opponents honest!
Brocken can now fire missiles from his kneecap. And he’s still the only fighter that can produce both fiery and electrocuted animations. Always loved that about him. His useless but amusing Flying Torpedo is back for shits and giggles. You can see his classic Hurricane Arm in the last shot there, as well as the wall before the tank comes barreling through.
An animated zombie skeleton watches the fight from a large mound of gold. He even loses his head at the end of each round. The gold glitters and glistens. It beckons to the heart of the greedy. A proven distraction, Captain Kidd uses this to his advantage.
Captain Kidd was the first fighter I can recall to have two different projectiles. And I’m not talking about a cheap high and low Tiger Shot. A shark and a ghost ship?! Blew my mind back in the day! His Shark Upper is a great anti-air deterrent and his Hyper Kick is good at surprising the opposition. Slightly reminiscent of Guile’s Flash Kick, Kidd’s Spiral Kick is a dandy two hit number.
My theory as a kid: ADK couldn’t decide on giving him a shark or a ghost ship. Both fit him perfectly. In the end they didn’t have the heart to scrap either so they said screw it we’re reinventing the rules — who says a fighter can’t have two totally different fireballs? And it’s not just for cosmetic purposes, either. Each one serves a different purpose! The Shark Knuckle is done Sonic Boom style and the jab version allows Kidd to follow up. The Pirate Ship Blast is done Hadoken style (no charging required!) and due to its insane amount of coverage can nullify both low and medium projectiles, making it arguably the greatest projectile ever. It’s no wonder everyone loved Captain Kidd back in the ’90s, even the most ardent of World Heroes critics admitted that he was a great addition to the franchise.
I have such fond memories of this stage. I remember seeing this stage first thing upon walking into the arcades with my best friend Nelson. At the time World Heroes 2 and Super Street Fighter II were fighting for arcade supremacy, and I just remember walking into that arcade hall only to be greeted by the soft Norwegian tune and seeing Erik kick the stuffing out of his opponent all over his viking ship. A long line formed behind Super Street Fighter II but World Heroes 2 respectably held its own. It’s just one of those childhood memories that stick with you for some bizarre reason. So anytime I see Erik’s stage or hear that soft Norwegian tune, I’m instantly transported back to that innocent Saturday afternoon at the arcades with my best friend circa late 1993
Another fighter with a weapon, ADK wasn’t afraid to make up their own rules. I always liked Erik’s mini Tidal Wave projectile. It was the first projectile I remember executed with a kick button as opposed to the traditional punch. Bizarre! Also loved the way it crashed into opponents; hey, a tidal wave is no joke. Erik makes good use of his horns and is the only fighter in the game able to shock andfreeze the competition. A fun addition to the roster!
Don’t get caught admiring the beautiful cherry blossom trees. If you do, Ryoko will throw you before you can say Bonsai.
Ryoko is a tough target to hit, being so small. Her quick Flip Kicks strike fast and have two variations. One acts more as an anti-air while the other serves as a lunging strike. It all depends on whether you press the light attack buttons or the strong ones. She can bounce off walls and is able to ignite a ball of energy from the palm of her hands.
Ryoko can throw fools with the best of them. I like how ADK flipped the script here on your typical stereotypes. This big throw is as damaging as Muscle Power’s Tornado Breaker. Probably didn’t expect that from a 16 year old girl, eh?
A rather peculiar stage that perfectly epitomizes how the World Heroes franchise has never taken itself TOO seriously. At first glance it appears to be a normal looking “serious” stage until you notice the monks scurrying in the background. Not only scurrying with their quick feet (an animation that was cut from the SNES port due to lack of storage) but leaping for no reason other than to make you scratch your head and go, “Heh, OK then.”World Heroes wasn’t afraid to mix in some humor but they never overdid it to the point where it became more of a parody (see Clay Fighter). It was this fine balance they struck that really resonated with me.
Shura is a bit on the slow side, which is surprising considering he’s supposedly a “Muay Thai Master of Mayhem.” Especially given his build as well, I always expected him to be faster. Nonetheless, he has two striking attacks that are reminiscent of Balrog. He also has a running jumping fist strike that is a bit awkward and can leave him in a vulnerable state. Speaking of vulnerable, while his Tiger Kick is definitely cool looking, Shura soars to the sky and it takes him a second or two to land. This also leaves him in a vulnerable state. Maybe it’s just me but I kind of felt he was a pseudo-joke character when I was a kid. Not quite on Dan’s level, mind you!
Forget about having two different projectiles, having two anti-air attacks is where it’s at! Eat your heart out, Captain Kidd. Actually, while the Muay Thai Kick is definitely badass looking, it only counts as one hit. It looks like Shura hits them a second time but he doesn’t. It’s the longest animation in the game and doesn’t exactly leave him in a good position following usage of said maneuver. So let’s quickly recap. He’s got two different anti-air special moves, but both are flawed and leave him rather vulnerable. He’s also oddly slow for being a supposed Muay Thai master. All signs point to “joke character,” sadly. Even his ending, which I won’t spoil, treats him as a bit of a joke. Huh. A most curious creation, indeed.
Just when you thought you had seen it all, along comes J. Max AKA Johnny Maximum. A quarterback, he’s most likely based off Joe Montana (one of the greatest QBs the NFL has ever seen). Players fight on a seedy street outside a local bar. Drunken hobos cheer on the mayhem and strut the night away. Many people (myself included for a number of years) mistakenly assume that Takara developed this port. Nope. Saurus did. And they weren’t afraid to include a little sign of self promotion, either!
Johnny Maximum sold me the first time I witnessed his high and low Pigskin Thunder Shots. A quarterback not afraid to take the hits, his Shoulder Crash shows off his ruggedness. Don’t be so jump happy against him or else the Lightning Tackle will put an end to that. The Head Crash, which sees J. Max burying his head through his opponent (and into the ground even), makes me cringe each time I see it.
Mudman’s stage is easily one of my all-time favorites. I mean, just look at it. It paints such an atmosphere scene. The dancing natives, the shining stars, that gorgeous evening skyline and the flickering fire all add up to leave a lasting impression. Mudman is such a likable character and the first fighter I used the first time I played World Heroes 2. He’ll always be one of my guys.
Perhaps the strangest “Shoto” fighter you’ll ever see, I love how Mudman incorporates his Spirit Buddies into the fight. There are two versions. The little shy Spirit Buddy or the streaking bold one. His Mud Gyro is one of my favorite anti-air special moves — I just love the way Mudman looks with his giant mask spinning around like that. The Mud Cutter is one of the most unorthodox looking Hurricane Kick variations I’ve ever seen, which suits him perfectly. One of his throws involves a ring of his Spirit Buddies dancing around the opponent. I’ve always loved that, as well as the way his projectile nullifies another. You get a glimpse at his ugly mug whenever he blocks. Brilliant!
Mudman, what is this? This isn’t the set of Thriller!
He was embarrassed in the first tournament but now he’s back for revenge. This time he battles in front of a captive crowd at a Coliseum in Italy. A massive Geegus statue has been erected. In his mind, there is only one true God to be worshiped and feared…
Geegus can now blow himself up, setting his opponent on fire in the process. The drawback of this new move however is it takes him a few moments to recompose himself which leaves him wide open. This should be used strictly as a last ditch effort.
Geegus is gone so you’ve won the tournament, right? Not so fast! Meet the new final boss, NEO DIO. In the arcade, he was infamous for being one of the cheapest fighting game bosses of all time. Thankfully, Saurus scaled him way down for the SNES port. Mercifully!
Dio arrives in a blaze of glory. Dude sure knows how to make a dramatic entrance! If you think about it, Dio just lowkey committed genocide. The entire crowd of spectators are wiped out in the blink of an eye. Wherever Dio goes, destruction follows. The Geegus statue has been obliterated. There’s only room for one supreme being!
Having a fetish for slicing and dicing, Dio’s Sonic Saber and Gran Saber rips through the competition. The Rolling Smash shows off his graceful agility. Dio doesn’t have a fireball but he can create a static ball of energy that lasts for a couple seconds.
FIGHT TO THE DEATH
The ingenious Death Match is back. Sadly, World Heroes 2 was the last game in the series to feature the Death Match. Unfortunately, the original game had better Death Matches. For example, I loved the ring with the burning ropes in the first game. The sequel had grenades on the ropes instead. It just didn’t look as cool.
Also a shame that ADK’s infamous “Aftershock Effect” is gone. That’s part of what made the first game’s Death Matches so compelling. Few things in gaming match the sheer pleasure of watching a guy get roasted in slow motion even after you’ve dealt the final blow. These are just minor gripes, though. Overall, I’m glad the Death Matches returned even if they’re slightly watered down. Let’s take a closer look at the eight different Death Matches below.
ABSOLUTELY priceless. Poor Shura had to get this stage, eh?
Giving the guy with no fireball the land mine stage? Classic ADK. The new projectile deflection definitely helps, though. I always appreciated the subtle sense of dark humor that these games have.
NOT SO HAPPY ENDINGS
I’ll share a few of my favorites…
FUUMA
JANNE
RASPUTIN
BROCKEN
MUSCLE POWER
CAPTAIN KIDD
ERIK
RYOKO
JOHNNY MAXIMUM
Maximum’s quite the fine athlete, no?
AN AGE-OLD RIVALRY RENEWED
Hanzou and Fuuma have their own specific post match quotes devoted to each other. Did Ryu and Ken have this back in the day? No sir. This rivalry was LEGIT!
SWEET SIXTEEN
2 Player mode allows you to use the bosses up front. You now have a whopping 16fighters to select from. But there’s also a secret code that lets you use the bosses in the regular mode.
RANDOM BITS
BETA VERSION DIFFERENCES
Around 2010 I discovered that the SNES beta version of World Heroes 2 differs from the final product. I was blown away because the beta version actually plays more like the arcade. There are some bugs, though. The biggest difference is that combos are easier to do in the beta version. This is where owning some kind of SNES flash cart (like the PowerPak for example) is super handy…
Hanzou and Fuuma have different Dragon Uppercuts in the beta version. In fact, they much more accurately represent their arcade forms, whereas in the final version their Dragon Uppercuts are identical. Not to mention, the animation is a bit lackluster. In the beta version, the animation on the Dragon Uppercuts looks much better
Game speed in the beta version mirrors arcade speed more
It’s possible to chain several jabs together in the beta version. You really can’t do this in the final version. Try Hanzou’s Leg Lariat followed by a Dragon Uppercut. You can pull off this sweet chain in the beta version with the greatest of ease, but you can’t in the final product no matter how hard you try.
Unfortunately, Mudman’s Mud Cutter in the beta version in an unfinished move. It works but only the first frame. Also, Geegus’ exploding attack is missing.
Endings in beta have slightly different text
There is an option to listen to the sound effects and music tracks in the beta version
WHY SO SERIOUS?
I love that this game never took itself too seriously. The Death Match was a brilliant feature and lended the first two games a subtle yet satisfying sense of black humor. Wacky fighters like Brocken, Rasputin, Mudman, a towering football titan with red glowing eyes, and a Hulk Hogan knock-off bring a certain level of quirk to the game that I’ve always appreciated.
Yet it’s also really cool how the game does take itself seriously, too. It strikes a good balance between having outlandish characters and more serious ones, such as the rival ninjas, Kim Dragon and that swashbuckling scourge of the High Seas, Captain Kidd. It’s a mix that worked really well in my book.
WHAT THE CRITICS SAID
Similar to how the first World Heroes came out a month after Street Fighter II Turbo on the SNES, World Heroes 2 came out a month or two following Super Street Fighter II. Not exactly the best timing in the world, especially given how World Heroes 2 was in the arcade a good six months before Super Street Fighter II. Nonetheless, the heroes held their own and fared rather well with the critics. EGM crew gave it scores of 6, 7, 8, 8 and 8. GameFan gave it ratings of 80, 80 and 84%. Super Play rated it 80%. Most people agree it was a great port. Sure, it’s missing the intro, some animations, bonus stages, referees and so on, but it really was a fantastic port by 16-bit standards. It’s just a shame it didn’t come out a few months before Super Street Fighter II. That stole a lot of its thunder.
CLOSING THOUGHTS
All the cool SNES extras — speed options, six colors, four button layout and playable bosses — make this game a winner in my book. Saurus did a very good job, although I do wish it were more combo friendly. You can rip off combos in the arcade game pretty easily but it’s very hard to here. The first World Heroes on SNES was way too easy in terms of pulling off dizzying combos, but the sequel goes the opposite end. It’s really my one glaring flaw with this port. Other than that and slightly small sprites, it’s a pretty bang up job. The colors are fairly vibrant and it’s pretty amazing to consider how much of the arcade game’s look they were able to translate to the Super Nintendo. This is as good as anyone probably could have made World Heroes 2 on the SNES to be. The sound is a little weak but the death cries are awesome. The music varies from decent to very good. Some of those tunes I can still hear when I close my eyes.
At 16 fighters and 24 MEGS, World Heroes 2 was one of the biggest fighting games of its time. Yet sadly, World Heroes 2 kind of flew under the radar. In my view, it strikes the perfect balance between being serious and a little silly. Where else can you send Hulk Hogan flying into a spiked wall one moment and the next be swapping projectiles with Joe Montana? It’s cool how each fighter was based off a historical figure. Although it’s a pretty blatant Street Fighter II clone, it also did its fair share of unique things such as the Death Match, air fireballs (Rasputin was the first fighter to have one), throw counters, projectile repelling and so on. An unsung hero of the SNES library, World Heroes 2 is definitely one of the better fighting games on the SNES not named Street Fighter II.