It’s been nearly 10 years since my “Obscure Super Famicom Impressions” thread hit the internet (September 2006). Every two to three days I posted new mini reviews on lesser known Super Famicom exclusive games. The topic became a bigger hit than I ever dreamed it would, and sparked much retro gaming discourse on the forums. While I wasn’t the first guy to ever cover these import titles, my topic did open the door for a lot of people who had never seen or heard of them before. Many suggested I start a fansite to preserve my reviews. Message board posts tend to get buried over time and thus fade into obscurity. The overwhelming compliments and encouragement I received to start my own fansite became a driving force. That’s how my original site, RVGFanatic.com, came to be. To celebrate the 10 year anniversary of my obscure SFC mini reviews, I’m going to begin converting them over here one by one. And I can’t think of a better game to kick it off with than the first game that started it all for me.
I’ll never forget that sunny day back in June 1994 when EGM #60 arrived. During their prime, few things could rival the sheer joy generated from finding a brand new issue sitting in your mailbox. Oh yeah, once upon a time EGM was THAT good.
Imagine this scene: school was out. Summer was in full bloom. You had your trusty best friend and a full two months ahead of you for nothing but long, lazy days of horror movie and video gaming marathons. Super Street Fighter II and Mortal Kombat II were all the rage. Both were coming out soon and you just knew you were experiencing the very peak of 16-bit gaming. It was a hell of a time to be a ten year old kid!
January 2006. It was the Winter Break before my final college semester. I suddenly longed for some Super Nintendo action. The next several months saw me buying old favorites and gems left and right. Then at some point I remembered that day back in June ’94…
Flipping excitedly through the magazine, there it was on page 76.
I love Godzilla. I love fighting games. It was a match made in Heaven.
Only one problem, of course.
Raking in a grand total of a whoppin’ two dollars a week, the game, being an enchanted import, seemed simply unattainable. Nowadays import is just another version of a game, but back then the word import actually held a certain mystique. You drooled at the cool previews and knew if anyone owned those games, in those times, that they were unequivocably HARDCORE.
So how does GODZILLA: KAIJUU DAIKESSEN stack up?
Pretty damn well.
You’re not going to find many combos or a whole lot of finesse, but considering the material it’s only fitting. The game relies on special moves a lot.
X = Weak Attack
Y = Strong Attack
B = Hold (grapple then press varying D-Pad combinations i.e. D, F to toss or bite)
A = Dash
WRATH OF THE GODZ(ILLA)
There are two bars to keep an eye on. The Stun Meter and the WRATH spirit.
When hit, your stun and WRATH meter increases. When your stun meter’s full, you’ll be knocked out temporarily. When your WRATH is full, your monster will flash red and remain so until you either get stunned, or apply your Wrath attack.
Wrath attacks are basically “Desperation Moves.” Desperation moves became very common place in fighting games post-1993. Wrath attacks can inflict INCREDIBLE damage, instantly changing the tide of a match.
When you’re in Wrath mode, attack damage (regular or special moves) nearly double. This creates a bit of strategy: do you go for your big move right away, or do you hold off and take advantage of the extra power? If you do the latter, you risk the possibility of being stunned and thus losing your Wrath move altogether. It’s prudent, then, to always keep an eye on your stun meter. The worst insult is when the opponent stops you in mid-animation of a Wrath move. Or if they jump away or over it. Management of one’s Wrath usually decides the outcome of a battle.
There are eight selectable monsters in the 1 player mode, and nine in the 2 player versus mode (with two being unlockable). Let’s take a look at them, shall we?
The big guy is a solid all-around choice. His ray works in mid-air as a bonus. Ideal for beginners.
WRATH: Hyper Atomic Ray
Damage: 46% (55% if up close stuns the opponent)
Godzilla’s body surges in a orange rage before unleashing his devastating death blow. Simple, but nevertheless satisfying.
Staying true to source material, the spiked wonder has no projectiles. Beloved by G-Fans for his fighting spirit, it’ll take an experienced player to use him effectively.
WRATH: Thunder Ball
Not very strong (by comparison) and to boot it’s easy to see coming. Poor guy.
His laser eye beam exists! (Inside joke for the G-Fans out there). He’s the most combo-friendly fighter on the roster and the only one with a Dragon Punch (actually a Flash Kick). Gigan possesses a tremendous offensive repertoire.
WRATH: Buzzsaw Blitz
Gigan charges up to ½ the screen and unloads a blitzkrieg. Unblockable.
Like Gigan and Godzilla, Megalon is very user-friendly. His torpedo-like attack can also be done in the air. When you hold down Strong Attack, Megalon’s driller-like hand spins and can score four solid hits.
Damage: 64% (88% recorded on Biollante!!!)
Potentially the strongest move in the game, it’s a blessing it’s also real easy to avoid. I was speechless when it caused 88% damage to Biollante. Damn near ripped off her vines on that one!
Force field, missiles, laser-eye beams, chest beam, flight — all the powers you saw in the 1974 and ’75 movies are here. Many G-Fans to this day prefer this original pot belly version over its ’93 contemporary. Myself included.
WRATH: Violent Party
Damage: 55% + stuns opponent if everything hits.
MechaG unloads his entire arsenal! As seen in the movie
This huge 3-headed menace is a strong choice for beginners thanks to his overpowering brutality. For example, his laser beam can go LOW (right head), MIDDLE (middle head) or HIGH (left head). Input D, DF, F, attack. As he revs up, hold down for low, nothing for middle, and up for high. He’s as tough here as he was in the movies!
WRATH: Gravity Storm
Damage: 60% (68% if full-on)
One of the game’s most damaging Wrath attacks, Ghidorah unleashes Death From Above.
What a hulking mass! She’s the game’s best sprite by a mile, which is saying a lot seeing as how the others are damn good in their own right. Bio cannot jump, just like in the 1989 movie. She’s also not the most agile sucker around. Therefore I find her somewhat difficult to control. Definitely one for the intermediate to advanced player.
WRATH: Acidic Shower
Very cool looking, does considerable damage and the two vines travel around ¾ the screen. After the vines spew acid on the victim, Bio unleashes a volley of acidic fireballs. OUCH!
I was never a huge Mothra fan. But she’s fun to use. The only monster to constantly fly, she’s also unique due to the fact that she cannot block. [I’d sure hate to see her Twitter account -Ed.]. She is also one of two monsters (the other being Super MechaGodzilla) to have two Wrath moves.
WRATH #1: Cosmic Seal
Weak but really easy to implement. It’s a trade-off.
WRATH #2: Dark Echo
Mothra traps her victim in a magic powder cloud and from out of nowhere comes BATTRA for the assist!
There are three bosses but the last two you can only fight in EXPERT mode. The first boss is immediately selectable in the 2 Player mode. The other two are unlockable via code. The three bosses are MechaGodzilla II, Super MechaGodzilla and Guoten (seriously, a giant battleship? Give me a monster at least!)
IN HONOR OF GODZILLA: STOCK FOOTAGE
I’m glad the developers didn’t force the issue and created one for Angilas for the hell of it. The game for the most part stays amazingly close to the source material. Just look at those stages. Most of them are yanked right out of the various Godzilla flicks. The few creative liberties taken (i.e. Gigan’s Flash Kick) are well implemented and still make sense within the Godzilla universe. If anything, these liberties breathe new life into these old monsters while their traditional powers keep the fanbase satisfied, like a warm cup of cocoa on a cold winter evening.
While it doesn’t damage them any more than normal, I always love zapping them in the crotch whenever using Mothra. Yeah, I know. The little joys in gaming, eh?
All of the monsters, sans Biollante and Mothra, can attack downward while jumping. Just hold down+attack in mid-air. For example, Megalon drills the air as his default jumping strike, but with down+attack his feet does the talking. Quite useful.
- Zero slowdown. Kind of amazing when you consider the size of some of these monsters
- Destroyable scenery abounds and magically regenerates for each round
- Godzilla, Megalon, Mech, King Ghidorah and Gigan can all do their projectiles in mid-air
- Godzilla doesn’t have a stage. You fight him on your own home turf, and your regular music is replaced by the ace Godzilla theme, replicated to a tee. Mothra’s remix is likewise excellent!
- 2 player mode has options of 1-5 handicap, time limit on/off and a stage select
- In 1 player mode, you select the enemy order (similar to the Fatal Fury series). Unfortunately though, there’s no character switching, so if you pick Mothra you’re stuck using her until you quit the 1 player game. Not a huge flaw, but a head scratcher as being able to pick a new character off a continue is common practice within the genre
- Japanese language is very little. Game menus are all in English. And there are no victory quotes because, er, these monsters can’t talk. Ahem. *Blocks out the infamous dub scene from GODZILLA VS. GIGAN*
- The Duo version suffered from having a limited moveset and only two buttons, one of which was used to jump. Thankfully, in the Super Famicom version jumping is done by simply pressing up. The moveset is also much greater and the visuals blow the Duo game out of the water. Just too bad the Duo version got Hedorah and the Super Famicom version didn’t. Love me some Smog Monster!
- This game, as seen previewed in EGM earlier, was slated for a North American release under the name of Godzilla Monster Super Battle. Sadly, it was canned. It even got as far as Nintendo Power Magazine reviewing the NA port. But look on the bright side, at least SNES players were graced by the likes of Super Godzilla! *whomp whomp whomp* Man, did we get fleeced or what
EYE SEE WHAT YOU DID THERE
I remember renting Godzilla vs. Gigan (1972) some odd 20 years later, circa 1992. It was at the local mom and pop rental shop, Video Mart. I loved that little store. It had some Godzilla tapes which I rented quite a bit. I remember seeing this box one day and was immediately captivated. Who is this new Gigan creature? He was such a unique looking monster and I fell in love with the design instantly. The box art showed him firing a laser beam from his forehead, but it never actually appeared in the movie. Nor did it appear in the movie Godzilla vs. Megalon, which came out the year after and featured Gigan’s second and final appearance. That was, at least, until Toho resurrected him 30+ years later to be the main villain for Godzilla’s final Japanese film, Godzilla: Final Wars. That is, at least, until Godzilla Resurgence hits Japanese theatres July 29, 2016. Whew, anyone confused yet? You just can’t keep a good monster down.
Anyway, for a long time before Gigan finally used his laser beam in Godzilla: Final Wars, G-Fans had plenty of discussion regarding whether he had said weapon or not in his bag of tricks. There’s actually a scene in the 1972 film where it looks like Gigan is about to MAYBE use it, but it flashed and sort of fizzled out. Hmmm, maybe monsters suffer from performance anxiety issues too. Uh, not that I’d know anything about that. Ahem. At any rate, some fans like to believe he had the power all along but it broke. Ah, fandom. Gotta love it. It was nice to see Gigan firing off his laser beam in Godzilla: Kaijuu Daikessen. The game beat the Final Wars movie by a good 10 years. Fans in 2004 rejoiced that Gigan finally got to use his laser eye beam, but Super Famicom players know better
Now see, where else could you learn such useless information as this but on RVGFanatic? In fact, why even go to college. I got you covered! [Don’t listen to this crazy man. Kids, for the love of Godzilla, stay in school -Ed.]
We’ve received so many crap Godzilla games over the years. Especially if you consider anything pre-1994. Godzilla: Kaijuu Daikessen is a more than a serviceable effort. It’s more than a mere wink and nostalgic nod. If you consider yourself a diehard G-Fan, and you enjoy fighting games, then you’ll probably love this. Playing it 12 years later in 2006 was a bit of a bittersweet experience for me. Sweet in the sense that the game lived up to the hype my 11-year-old imagination forged 12 years prior on that scorching summer day of 1994. But bitter because I didn’t get to play this as an 11-year-old kid. I know my old best friend Nelson and I would have loved this, and we probably would never have left our living rooms.
That’s not to say the game is perfect. If you like fighting games but don’t particularly care for the Big Guy, I wouldn’t go out of my way to play this. This game won’t convert any non-fan. On its own, it sports a decent if somewhat unimpressive fighting engine. It’s super basic and lacks combos (which makes sense when you think about it since these are behemoths and not karate masters of the universe). BUT with the characters, their trademark moves and roars, suddenly it all falls into place. The graphics are great and the sound is awesome. The replicated themes would send a shiver down the spine of any G-Fan. The kaiju sprites are simply amazing. This is truly the Godzilla game G-Fans deserve on the Super Nintendo (yeah, we won’t talk about Super Godzilla). The sights and sounds will take you back to the good old days when the Big Guy stomped all over your TV screen. I know for me playing this game brought back a ton of memories from all the various old Godzilla films I’d seen over the years. Let us also not forget how easy it’d be to half-ass a game like this, so major kudos to Alfa System for not doing so. They could have easily coasted on the coattails of a strong licensing brand, but you can tell Alfa did their homework (AND extra credit assignment) right as soon as you pop the game in. The visuals, sounds and the representation of the monsters are sure to give G-Fans a major nostalgic rush. Taking us right back to the dusty sci-fi section of our local mom and pop shop on Saturday mornings and way back to the Godzilla Power Hour. For that, I salute thee, Alfa System. A job well done!
My only wish? More monsters joining the fray! Particularly Baragon, Jet Jaguar, Titanosaurus, King Seesar, Hedorah the Smog Monster, oh heck, even Minya! A speed setting would have been nice, too. But nonetheless, I am more than satisfied. It’s a tremendous fan service and really captures the essence of the Godzilla universe. Best of all, it gives us one Godzilla game worth playing on the Super Nintendo. It’s only fitting that the “King of Monsters” would have at least one quality game representing him on the “King of Systems.”