There’s something special about the earliest SNES titles. That first wave of first generation games… games in which developers dipped their toes into 16-bit water for the very first time. Looking back at those early games is very nostalgic for me, as I remember the time well. The 8-bit NES was still alive and kicking in late 1991, and the SNES was just beginning its run here in the US. It was an interesting time of playing your dear old favorite NES while slowly exploring what the SNES could do. One of the earliest titles on the SNES was an action RPG by the name of Lagoon. Developed by Zoom and published by Kemco, Lagoon hit the 16-bit market in December of 1991. Now the last SNES game I reviewed was the epochal Legend of Zelda: A Link to the Past. Gamers in America didn’t get that one until April 1992. So, we had to make do with Lagoon, which was the first ARPG on the SNES North American market. And it came with mostly negative reviews, although there is a small camp of Lagoon backers. But I’m getting ahead of myself. Let’s rewind to the beginning…
THE YEAR WAS 1991
At this point in time I wasn’t one for ARPGs or RPGs in general. Those genres were never my thing. My older brother enjoyed them, but I wanted more “immediate gratification.” I didn’t stray far from my platformers and beat ‘em ups. But upon seeing this ad in late 1991 in a GamePro Magazine, I actually wanted to play an action RPG for the first time in my life. I remember being drawn in by the various grotesque looking creatures and demons. The two in-game shots blew my eight-year-old mind. The green orbs seemed to bounce around in my mind and the ghoulish boss on the right was the stuff nightmares are made of. I was instantly intrigued. But of course, Lagoon became like about 300 other SNES games from my youth. As many titles as I played from 1991-1995 or so, there were so many more I always wanted to try out but never did.
One of the best things about this hobby is the ability to finally play all those games you were curious about from your youth. Even though Lagoon has a less than stellar reputation within the retro gaming community, I was still curious to check it out for myself. After all, you never know for sure how you feel about a game until you’ve played it yourself.
THE STORY GOES…
THE GAME
Players start out in Atland. Gather some clues from the locals to figure out what’s next on the agenda. It’s very simple stuff, and an ideal ARPG for novices.
An interesting aspect of Lagoon is how unlike many other games of the genre, when you enter a building here you don’t necessarily enter it. In most cases, there is no interior. You just get this type of scene. At first it was a little jarring, and I felt like I was getting robbed. This element gives off a vibe of low budget, but after a while I came to appreciate it. One could view this low budget move as a time saver and the game getting down to the nitty gritty. I came to actually not mind it, which isn’t a great compliment, but for this game and its world, it somehow works.
The shop system is very straight forward and things never get too cluttered.
Equipping weapons and armor is as easy as 1-2-3.
Eventually you find your way to the Mayor’s house where he sheds some light to you. Which is ironic considering you’re the Champion of LIGHT, but I digress. Hey, we all need help on the journey of life (and saving kingdoms, of course). After a bit of chit-chat you realize that Giles is in trouble. His parents named him Giles after having nine months to think about it.
I know, they had nine months to think of a name and…
What’s up with demons and caves, anyway? Well, it’s a good thing we’re armed with a sword that would make Link and the Master Sword proud…
Wait a second! Er, what the HELL is that? Yes, one of the biggest complaints about Lagoon is the incredibly pathetic butter knife you wield. Some sword, huh?
Expect to see this a lot early on. You’ll try to swipe at the enemy, but instead it’ll miss and you’ll end up eating damage. It’s easy to stop here and say, “Man this game blows!” But stick with it a while and realize the trick is not to go on the offensive but rather, wait back and let them come to you.
Once you do that, Lagoon becomes playable and actually somewhat enjoyable. Sure it’s a gameplay flaw, but nobody ever said this game was perfect. It’s just a different type of combat than what most folks are used to.
If you can put up with the short length of Nasir’s “sword,” then Lagoon isn’t a bad game. The dungeons never get too big and confusing, and the game is a pretty simple straight forward ARPG.
One of the best aspects about Lagoon is the ability to save the game anywhere. This makes it an ideal game to play for 15, 20 minutes right before bed. Before you know it, you will have beaten it. Not like it’s a long adventure to begin with, either.
It’s fun to keep an eye on your status. Leveling up increases all of your stats, and there’s a certain satisfaction in watching your character grow stronger by the step. In addition, if you’ve taken damage, simply stand still and Nasir will automatically recover. It’s a pretty cool feature that makes Lagoon that much easier to beat. His magic points will also recover in a resting state. Give it a chance and pretty soon you’ll be hitting a sweet little rhythm of waiting for enemies to run into your sword, resting if need be, checking your status on occasion and repeat. I found it oddly addicting.
Tougher enemies soon appear, giving you more experience points when killed. There’s a definite simplicity to Lagoon that I appreciate.
The best part of Lagoon is hands down the music. It’s the one aspect of this game that is almost always universally praised. It’s funny… in that sense it reminds me a lot of Final Fantasy: Mystic Quest. Both games have a poor reputation but it’s generally agreed upon that the soundtrack rocks. Although Mystic Quest has a slightly better reputation than Lagoon and is the better, more redeeming game.
While the game is far from great, there IS a certain sense of satisfaction roaming the dungeons, killing the monsters, and rocking out to the awesome soundtrack.
Ah, it’s nice to see the sky and smell the air again after being in that dank, decrepit dungeon. Go on to find Giles.
I hope you found the Healing Pot prior. Otherwise you’ll have to do some backtracking and that’s never too fun.
After rescuing Giles, you’re not done yet. You have to guide him back to Atland. This son of a bitch moves like a grandma. If you go too fast he might get confused and lost, so always keep him in the line of sight.
Ah! Move it, you bastard! Thankfully, Giles can’t be hurt even if the enemies touch him. Weird. You would think then that he wouldn’t need you to save him. Shoot, if I were invincible too, the things I could do! Freaking Giles. This must be a rib or something.
Yes, I’m interested in acquiring Little Samson for the NES. And yes, I know it’s a DEMON of a game on the ol’ wallet. Thanks for nothing, old lady!
Now you can open the gateway to access Samson, the game’s first boss.
Shoot, I’m not surprised. With all the crazy dollars that collectors are throwing at Samson these days, one would think he got a little too big-headed for his own good!
Oh shit. You mean, you’re notLittle Samson, as in the NES game? Heh, my bad. I’ll just head back out and close the door. Enjoy the rest of your Sunday, big red scary guy…
Yeah, that’s just not a fair fight. God damn it… this is all messed up.
Samson sheds his helmet once he’s weakened up some. And it’s not a pretty sight, folks. In fact, I dare call it an eyesore…
Once conquered, Samson screams like an elephant, oddly enough. You get some fancy little explosion pixels going off all over him.
For your troubles you get your very first magic spell: the Fire Crystal.
This allows you to shoot fireballs, giving you a much welcomed long range attack. It eats up magic points but as I stated earlier, your MP recovers in a resting state. It definitely helps to flesh out the gameplay of Lagoon, making the pathetic short sword less annoying.
Hey wait a damn second here… where have I seen you before…
So you’re telling me there is a Princess, and she was kidnapped. Riiiight…
After Atland you head to the town of Voloh. Here you’ll meet a strange cat by the name of Thor. He’ll enlist your help to find the tablets.
As you progress in the game it’s fun to see the length of your energy bar increase as you continually level up.
There are your typical fire and ice dungeons to navigate and work through. The graphics aren’t anything to write home about, even back in late 1991 when it came out, but they’re alright and serviceable enough.
One thing I’ve always been a sucker for in video games are the mini-bosses, or the regular bad guys that are bigger and tougher than the rest of the regular bad guys. They look intimidating, but aren’t TOO hard to defeat. And yet they’re always satisfying to kill every single time. Lagoon does a decent job of throwing small, medium and even big monsters your way.
The bosses were intimidating due to a combination of their size, their menacing sprite work, your puny sword and their massively long health bar. They might be tough at first, but nothing you can’t work around with a little persistence. It’s just a matter of finding their sweet spots. Although it should be noted that during boss battles you can’t heal or use your magic. This could lead to some frustrating moments.
By the end of the game your health bar should be as long as theirs. Speaking of which, it took me 11 hours to beat Lagoon on my first attempt. It’s a game one could probably beat in under 10 hours (I like to grind here and there). So it’s definitely on the shorter side, which isn’t necessarily a bad thing.
The game moves along at a brisk pace, much like Mystic Quest. In that way it never wears out its welcome. It’s an easy title to pick up and play. Saving anywhere is a big bonus, as you can always pace yourself rather than being at the mercy of having to go to an inn to save.
There are plenty of weird locales to hit up, and some entertaining NPC’s to interact with when you’re not bashing baddies and blowing through dungeons.
As an aside, I also remember Lagoon for being the first game I played following the Teacher’s Fair in March of 2012. At the time I was teaching part time and acting in a Broadway-esque play. My goal was to become a full time teacher. I gathered my portfolio earlier that morning, put on my best suit and shook hands all day long following a two hour morning rehearsal. It was a memorable time in my life as I was living out my passion (acting) while pursuing my real life goal of becoming a full time teacher. Later that night, with over 500 SNES games from which to choose, I picked Lagoon. The urge to finally quell this longstanding childhood curiosity overcame me at long last. So anytime I think of Lagoon, I’m instantly transported back to that exciting time in my life. And yes, I got a full time position thanks to attending that Teacher’s Fair. I’m still teaching at the same school, going on five years. Man, where does the time go?
WHAT THE CRITICS SAID
Lagoon was not well received by the public. Most panned it, calling it a frustrating and boring Zelda clone. Super Play Magazine gave Lagoon a score of 56%when it hit the UK mindbogglingly late in May of 1993. On Youtube there are two excellent video reviews of this game which I highly recommend viewing. One is from The CG Dudes and the other is from Stop Skeletons From Fighting (formerly known as The Happy Video Game Nerd). Both video reviews pretty much sum up my feelings toward this game.
CLOSING THOUGHTS
Lagoon is far from a hidden gem, but far from a dud as well. A lot of people dislike it, and they’re well within their bounds to do so. However, I feel a lot of the hatred toward this game is due to a lack of understanding rather than anything else, as the game itself is fairly manageable once you get the nuances down and operate within that world. Such qualifiers are signs of a flawed game, sure, but not an entirely wasteful effort. I’ve played plenty worse on the Super Nintendo. Once I understood the mechanics of the game and employed the best strategies, I had a pretty good time making my way through this early first generation SNES title.
The magic spells really open the game up, and make killing the monsters much easier. I didn’t have to worry about the puny butter knife so much, and shooting various projectiles at enemies across the screen became rather addicting. If you’re looking for something new on your SNES and you’ve already beaten the rest, give Lagoon a chance. It’s a quick action RPG that can hold you over for a week or two. It’s rather flawed, but not without some “first generation charm.”
Today, April 13, 2016, marks 24 years since The Legend of Zelda: A Link To The Past graced the North American gaming world. Widely regarded as one of the best SNES titles around (if not THE best in many circles), it’s also considered one of the best video games of all time, period. When I got back into all things Super Nintendo over 10 years ago, I did so with two main goals in mind. The first was to relive my childhood. And the second? To right the wrongs from my past. In many ways it was the closest thing to having a time machine. There were so many SNES games I wanted to play back in the day but never did.Along with Super Metroid, A Link To The Past was atop my list of games to play and beat. I finally played through Super Metroid and finished it on February 10, 2007. It was ah-mazin’. Looking at my collection for the next game to play, I knew it had to be A Link To The Past. So it was. On February 20, 2007, I began my trek to Hyrule, and what a trek it was…
LEGEND HAS IT…
It’s a calm and cool night in Kakariko Village. Just like any other night. On the surface, at least. But dig a little deeper… put your head to the ground… stand entirely still and listen to the howling of the wind… the leaves dancing on the twisted tree branches… something is happening. Something is coming. Nightfall quickly approaches and the stars are out tonight in full force. Suddenly the wind whips the weathercock viciously, the elders cease work on their farms and quickly rush inside to take cover. A loud rumbling can be heard from the far distance, getting closer and closer with each passing second. An ominous banshee-like scream cuts through the night sky like piercing sirens.
Link arrives but oh woe is he, for the young lad is too late! The moon completes its destiny, shedding tears of pain all over Hyrule, transforming the landscape of the peaceful villages. People turn into monsters. Crops die. Dogs turn into ducks. And so forth.
And the prophecy is coming true…
WAIT A SECOND!
[You got it all wrong, ya git! -Ed.]
Right. Let’s start at the very beginning… the first Zelda on the NES, then…
[NO, NO, NO!Let’s try this one more time -Ed.]
Alright, I’m sober now. Let’s do this for real…
Although The Legend of Zelda appeared first in the series of Zelda adventures, it actually takes place many years after the third game. In this time, Hyrule had declined, becoming a rustic land with only a few remaining signs of its earlier glory. The land was overrun, and Ganon was to blame. At the heart of the conflict lay a missing piece of the Triforce and Princess Zelda.
When Princess Zelda discovered that Ganon had acquired a piece of the Triforce, she broke the Triforce of Wisdom into eight pieces and hid them. She knew a hero was needed to challenge Ganon, so she sent her nurse, Impa, to search the land, even as Zelda herself was captured. During her quest, Impa long evaded Ganon’s reach, but in a forest glade she too fell into his clutches and would have been killed if not for the heroic actions of a passing youth named Link. Once the villains had been driven away, Impa told the young man about Zelda’s secret. Then, unable to hold back her tears, she told him how the Princess had been taken captive.
Link’s heart burned with passion, and he pledged to defeat Ganon and rescue the Princess. He set off at once, knowing only that he had to collect the eight pieces of the Triforce of Wisdom. At every turn in the path he met waves of monsters from Ganon’s unholy army. They challenged him in battle.
Link’s first task was to find the hidden dungeons where Zelda had secretly hidden the divided Triforce. Many of the entrances were disguised, and only by using all of his wits and the scraps of hints that he picked up along the way was he able to succeed. Inside each dungeon he met countless enemies, for Ganon’s minions had taken hold of even the most remote chambers.
In the end Link was able to gather all eight pieces of the Triforce of Wisdom, then he scaled Death Mountain and gained entrance to Spectacle Rock. Ganon’s great maze dwarfed any that Link had previously encountered. In a hidden chamber, he discovered a magical Silver Arrow and, taking the prize, he came face-to-face with Ganon himself. The battle between youthful hero and villainous miscreant raged across the chamber, unaffected by the cuts of Link’s sword. As Link began to tire, he tried a last desperate strategy, putting the Silver Arrow to the test. The bowstring sang and the arrow flew straight. Ganon was destroyed!
With the defeat of Ganon, Link’s mind turned to the purpose that had driven him here — the rescue of Princess Zelda. One final chamber stood before him. Link pushed ahead. Here Zelda greeted him and the pieces of the Triforces of Power and Wisdom were reunited.
With the destruction of Ganon and the power of the Triforce restored, peace reigned once more in Hyrule. Princess Zelda now ruled the land, and the country prospered. It seemed as if the shadow of Ganon had been destroyed forever. But Link remained ever vigilant. Wherever Link roamed, he looked for signs of Ganon’s return, for he could not believe that he had truly banished evil from the land.
THE LEGEND CONTINUES
Zelda II: The Adventure of Link takes place several years after The Legend of Zelda. An older, taller and perhaps wiser Link has seen the country prosper. But peace is a fragile commodity in Hyrule and history has a way of repeating itself.
Marked by the sign on his hand, Link was destined to become a hero. But in the peaceful days following his first quest, he became restless. He combed through the forests, crossed the deserts and delved into the caverns of Hyrule, looking for clues to explain his feelings of unease. In time he became aware of a whisper that passed between the birds, beasts, and even the blades of grass: there was a new magic in the land… a new magic nameless and terrifying.
Lying as still as a marble, Princess Zelda slept the dreamless sleep of enchantment. When Link found her in the North Palace, he saw at once that she was spellbound. His greatest fear had come to pass. By refusing to reveal the secret power of the Triforce to a wizard, Zelda had brought on her own downfall. But not all was lost. If Link could somehow unlock the mystery of the Great Palace, then he could save Zelda and the Triforce of Courage to boot.
Again Link took to the fields and forests, but these places had become wild and dangerous, inhabited by enemies of old. Link found himself relying on his wits and swordplay at every step. Creatures he had never before seen also waylaid him: spiders called Deelers that dropped from the trees, tall Geldarms that rose from the sands of the Tantari Desert, and of course the Moblins, armed with spears and hatred.
Link’s mission? Enter each of the six palaces and restore a missing crystal to a statue. Together the statues created a magical lock on the Great Palace. Only by replacing the six crystals could Link open the final door. In each palace, however, he had to battle a Statue Guardian of great strength: Barba the Dragon, Ironknuckle the Knight, Carock the Wizard and many other nasty surprises awaited our youthful hero.
Link came across many strange looking statues and structures. Some had switches that only the brave, OR the foolish, would pull.
As he closed the palaces off one by one, Link crossed the whole of Hyrule, from Ruto in the northwest to Death Mountain in the south, from the Island Palace in the Stormy Straights to Maze Island in the Far Eastern Sea. He helped villagers whenever he could, but he never lost sight of his ultimate goal. Finally, after uncovering the secrets of Old Kasuto, Link pushed on to the Great Palace where he met the Thunderbird.
Once the Thunderbird was vanquished, Link thought that Zelda and Hyrule would be saved, but it was not to be… not yet. Exhausted from his journey, Link had one more enemy to defeat — an enemy so unexpected that he did not know what to do, for the enemy was his own shadow.
THE LEGEND GROWS
Back in the mists of time, before the era of The Legend of Zelda and The Adventure of Link, Hyrule was a land of fabulous palaces and magic. It was also a troubled land, and the divisions of Light and Dark were tearing it apart. The origins of this conflict lay even deeper in the shadows of time, with the coming of the Triforce and the greed of Ganondorf, King of Thieves.
To comprehend Hyrule and Link’s desperate quest, one must first know the ancient legend of the Triforce. In the Golden Land, where it was placed by the creators of the world, the Triforce beckoned to people. Ganon and his band of thieves long searched for the secret entrance to the Golden Land, eventually stumbling upon it. Then Ganon defeated his fellows for possession of the Triforce.
In a period known as the Imprisoning War, the King of Hyrule brought seven wise men together to seal the door to the Golden Land, for Ganon’s evil power had been spilling forth, causing corruption and darkness. The once peaceful land became a place of dreadful rumors of the coming of a magical enemy. At this time the Master Sword was forged, but there was no hero valiant enough to wield it.
Before the wise men could seal off the Golden Land and the Triforce, Ganon’s army surged into Hyrule and besieged the castle. The knights of Hyrule fought heroically, but the power of the Triforce controlled their enemies, giving them inhuman strength. The battle raged back and forth. Many foes fell in the tide of battle, but too many knights perished as well. It seemed that they were beyond hope.
Then, at the end of the day, the wise men finally succeeded in blocking the door to Ganon’s Realm. With the power of their master removed, the enemies fled or threw themselves into the moat. Hyrule was saved and over the years the Golden Land, which then became known as the Dark World, faded from collective memory.
While the people of Hyrule forgot about the Dark World, the master of that evil land had not. Ganon brooded in his prison, surrounded by reminders of his fall. He grew ever more bitter as the dark years passed like the wailing of cold wind on a winter’s night. Ambition burned in his eyes. He vowed to one day return to power.
Many centuries passed with Ganon and the Triforce safely locked away. Then the disasters began: plague, drought, quakes and fire. The King sought sage advice and a wizard named Agahnim stepped forth, ending the strange disasters. He became a powerful advisor to the King, but he kept his true plans to himself…
It seemed like a Golden Age, but it wouldn’t last.
Once Agahnim had consolidated his power, he began to abuse it. First to fall victim were the ancestors of the seven wise men. The wizard imprisoned six maidens in crystal cocoons, never to be seen again. Then Princess Zelda herself was captured as she sent a telepathic plea into the night. The Hylian gift that enabled Zelda to send her message also allowed Link to hear her.
Having received Zelda’s message, Link felt compelled to save her, but his uncle forbade him to leave the house. Link’s uncle thought that the lad’s courage outweighed his common sense, yet he knew that something had to be done to save the princess. Turning away from Link, he gripped his sword. He knew a secret entrance into the castle, although he didn’t know the way out.
Link couldn’t tell how much time had passed since his Uncle had left — a minute? An hour? The only thing he knew was that Zelda had spoken to him. He could bear sitting around no longer. Taking a lamp to light his way, Link stepped out into the lashing rain and headed toward the castle.
As Link floundered about in the storm, he heard a second telepathic message from Zelda telling of a secret route into the castle. When he found the entrance, he also found his uncle inside, wounded and unable to carry on. Link took his Uncle’s sword and promised to return…
KEY ITEMS AND ABILITIES
Here are some of the cool things Link can do. You’ll be doing lots of this, and as you’d expect from Nintendo, the control is crisp and feels spot on. So far, so good!
And here are some of the items you must find in order to complete your quest. Some have multiple uses, some are one and done, while others act as teleporting devices! Nice.
The Magic Bottle is an awesome item. You can carry up to four and these babies can hold magic potions (recovering health, magic power or both), fairies (which if you have activated when you die, the fairy will escape the bottle and revive you there on the spot), etc. Can you find all four? Here’s my favorite of the four. A hobo trying to just see the light of tomorrow. I love how totally atmospheric this is and it gives Hyrule a real pulse.
Like I said earlier, many items serve multiple purposes, which speaks to Nintendo’s ability to make such playable games. The hookshot also acts as a potent offensive weapon!
Here, Link shows off the powers of the almighty Firerod.
The Goriya can be a tricky foe at first, but his pattern is actually simple, particularly in large open spaces. The green ones are a push over but the red ones are defiant with their scorching fireballs. Be sure you have a set of arrows on you and be prepare to move your feet.
Hmmm, I wonder what happens when you drop a bomb by damaged walls? Oh look this is just too hard. Back to my Rampage games, then.
Use your net to capture bees and store them in a bottle. They can be unleashed to help you battle Ganon’s minions. Did I mention how awesome the bottle is? And recall how items can serve multiple purposes. Did you know, in addition to the sword deflecting the magic of Agahnim, that the net ALSO works? Try it!
Hyrule is filled with cool legends and urban myths. Is the Tale of the Good Bee for real? Only weary travelers know for sure.
That little swirly spot is the mark of the Magic Mirror which allows you to go from the Light to Dark World. I love this shot. Just look at the billow of smoke blowing from the chimney, the little swords adorning the exterior, and hey, what would happen if you smash the stake down with the magic hammer?, Could you drop off the ledge into that opening down there… where would it lead? Hmmmm…
RAIN OVER ME
The opening scene, with the rain lashing down on Hyrule, is considered one of the most awe-inspiring gaming moments in 1992. It was simple, but it has stuck with many SNES players.
Your first goal is to head to Hyrule Castle, but you’ll need to find an alternative route…
One of the many great things about this game was that it wasn’t just a pure action game. You had to use your wits to progress throughout the game, making it all the more rewarding when you finally do conquer it.
Rescuing Princess Zelda is no easy job. First you must come to blows with the Ball and Chain Trooper. His demise comes with the prize of a big key. Congratulations, you’ve saved the damsel in distress and the game is over! Of course, wouldn’t be much of a game, so the silly lass gets kidnapped again. That wacky Miyamoto…
After you retrieve the three pendants (and solve a host of puzzles while killing tons of enemies), make your way to the Lost Woods and see if you can’t find the mythical Master Sword. Be careful, the Lost Woods is home to weird creatures, thieves hiding behind bushes, and to make matters worse it’s filled with fog and lots of false swords. Can you find the Real McCoy?
The mist clears and the surrounding thieves quickly scramble for cover. No normal being can so easily extract the Master Sword like that. Whoever this Link was, they knew better than to mess with him. And with that, the adventure is only beginning…
THINGS TO FIND AND DO
In each dungeon a Big Key must be collected in addition to a host of other keys. I love how the Big Keys are kept in these large treasure chests. Therefore, it’s rather satisfying whenever you locate these bad boys.
Other treasure chests hold not keys, but valuable goodies. Link like, oh yes, Link like a lot.
You gain an extra heart for each boss defeated, but 24 hearts are scattered throughout Hyrule in the Light and Dark World. Collecting four gives you one full heart. Some are hidden underground, others high above ground. Be creative! Push and pull any weird looking tombstones, trees, etc. Can you find all 24 hearts?
There’s one! Random games can be played, at the price of some Rupees, and you just might find a piece of a heart in the process.
This is one of my favorite mini-games. It took me like 100 tries before I found the piece of heart! Worth it? YOU DAMN RIGHT!
Along the Swamp Ruins, Hyrule historians surmised that the civilization must have cultivated crops and practiced an early form of irrigation.
[They what? -Ed.]
Oh look, in layman terms this is another underground dungeon, but rather than being just another level, they lavished some feeling of history behind it to create its own unique world; such is the love that Miyamoto devoted into the game.
[Oh -Ed.]
Before you arrive here you must get by the intricate stonework and maze-like garden of the Dark Palace, which features a unique monkey motif. Due to the passage of time the garden has become unpredictable and thus can prove to be difficult to navigate…
The only way to enter this dark catacomb was to flip a switch up top. But how can Link get up there? Hmmm. Talk about monkey business…
The very ominous looking Eastern Palace, with twin gargoyle heads adorning the courtyard, is even more frightening inside. Link entered the stark domain where he soon encountered materializing skeletons and slumbering giants. Here lies the almighty Bow, but it’ll awaken the deadly Armos Knights…
Nowhere in Hyrule was it safe. Agahnim’s guards patrolled the castle walls and even on the Sanctuary grounds.
Many strange places call Hyrule home. Few adventurers dare make the trek in some of the more suspicious looking entrances. Thieves carved out this opening in a huge, old redwood stump, then tunneled into the earth to create a cave. Rumor has it, no one who has entered has come out alive. Children are advised to stay far away. It’s even said that a man-eating goblin lives deep underground…
Speaking of ghouls and goblins, the Hyrulian Cemetery was full of legends and rumors. One of which was that the tombstones didn’t always hide bodies, but treasures. Will you go tramping around and risk the chance of disrupting the slumber of the dead? Who knows what spirits you might unleash… or what treasures you might find!
The lightning laser guards Agahnim’s Tower. Man, if only I could find something to break that pesky magical seal…
Link can see all over the land of Hyrule atop the pyramid, but an odd sense of clot overcame the young warrior. So he did not linger around for very long. But he also sensed, somehow, that he’d return to the pyramid sooner rather than later…
A tricky section, this. Rather than floors you have intricate catwalks. Torches could be lit via the Lamp or Firerod, and then Link would have to make haste to the next position where he could relight the flame before it flickers out. You could also use the Magic of Ether to briefly light the way or push a block created by the Cane of Somaria. Or, you could just study this picture.
[Ahhhh -Ed.]
STRANGE BEINGS…
Across the land of Hyrule there are several fortune tellers. Villagers whisper that these mysterious cloaked figures are not human, and that to enter their shops is to take your own life by the throat. In a quaint cottage near one entrance to the Lost Woods you can find one of them. For a price, she would stare into a magical crystal ball and tell what fate lies in your future. Some people took the predictions seriously and visited often, while others felt it was a waste of money and claimed their crops never grew again after the visit. Link did not believe in such silly superstitions, and knew that with each fortune telling he also had his health fully restored. So, how bad could the fortune teller really be?
Many trees litter the landscape of Hyrule. In the Light World they don’t present any sort of threat. But in the Dark World some timbers are rumored to speak. Explorers claim they’ve heard weird chants and believe these trees to be Golden Land sentries who were petrified by Ganon’s magic. Link came across hostile trees and could feel the power of Ganon growing by the step.
This mischievous monkey, known as KiKi, has strange powers and is in love with rupees. In exchange for a set amount, he promises to do a huge favor that will right your quest. But can he be trusted? Will he steal your money and scamper off high in the trees? If you say no, will he summon his primate pals in a revolt? It’s your call…
Life in the Mire is a nasty place. The Swamolas, believed to be the cousins of the Lanmolas, hid below the muck and slime, surfacing only to snatch a meal [Sounds a lot like my ex-wife… -Ed.]
The chickens are innocent harmless creatures, that is, until you attack one repeatedly. Then, it calls upon its buddies to revolt against you. Useless? Perhaps. Fun to mess around with? You betcha!
In the Dark World the Ghostly Garden was filled with evil, from the bomb chucking Hinox to the squirming blobs.
Don’t be fooled by the Hinox’s grin, he is one of the tougher regular baddies in the game. Thank goodness then that they only patrol the Dark World!
The electro-blobs can cause havoc in packs, especially in close quarters.
Can you find the blacksmith’s partner? Without him your sword cannot be tempered.
Finding the partner will require some wit and cunning skill. Nicely done.
Sahasrahla the village elder proves to be very helpful throughout your journey.
Zelda can communicate telepathically with Link through various panels found on the walls of the various dungeons. She offers handy tips to further your progress.
Fairy Fountains are a Godsend, re-energizing weary travelers to full strength.
Can you rescue all six trapped maidens?
Steve, the handsome hero, once again [Yeah, ONLY in video games -Ed.]
YOU AIN’T THE BOSS OF ME
Many boss battles take place throughout the adventure and I won’t spoil all of them, but here are some to feast your eyes on.
The Armos Knights look intimidating, but they’re a cakewalk. Three well-placed arrows will dispatch of each one, but the last one is double tough. Defeating them earns you the Pendant of Courage.
Moldorm guards the Mountain Palace and can be very tricky. If you fall over you must start over. I suffered this such fate several times before I got the best of old Moldy. Once you upset him, he starts slithering really fast. It’s almost disturbing in a “It shouldn’t LOOK LIKE THAT!” sort of way.
Blind the Thief is very sneaky. Finding him is half the battle. Good luck with that, friend.
Agahnim guards Hyrule Castle and has captured Zelda, the swine.
[Zelda or Agahnim? -Ed.]
Hmmm, both, really, come to think of it.
Hint: He can only be hurt by deflecting his magic. Why not try out the bug-catching net?
Oh Lord… this doesn’t look too good…
Vitreousguards the Misery Mire. It sees all, har har har. Watch out for the lightning this vile creature emits, and once the giant eye comes after you like such, hack away. Like most of the boss battles, it’s easy but nonetheless very satisfying to kill.
The fall of Vitreous sees you rescuing the sixth and final maiden. Finally, the location of Princess Zelda will then be disclosed.
Ooooh, that’s one nasty looking bugger.
The Helmasaur King is a big bad boy all right, and guards the double tough Dark Palace. He starts the battle out wearing a gigantic mask. The first step is to remove it, somehow…
Can you destroy the evil Ganon and save all of Hyrule? The quest awaits.
MY FAVORITE LEGEND
Link to the Past has plenty of legends, rumors and urban myths. It gives Hyrule a real heart beat, a real pulse. It’s the magic that only Nintendo and Miyamoto seem able to craft. I love almost all of them, but I have to share this one… the good ole LEGEND OF THE FLUTE PLAYER.
Witnesses have seen animals gather around a fading flute player in a grove in central Hyrule. Others claim they can hear the faint playing of a flute hauntingly swirling from the grove north of the Swamp. They would run in the direction of the sound and then find absolutely nothing. Silence fell over as they approached the stump. Suddenly the music would play again and they ran for their lives, convinced that the grove was haunted by an evil, restless spirit. And ever since, everyone knows of the location simply as THE HAUNTED GROVE.
One day, Link ran into the Haunted Grove to escape some of Agahnim’s soldiers. There he found one of the strangest sights he had ever seen in all of Hyrule. A ghost-like boy sat on a stump playing a flute. Surrounding the boy was a host of animals. When Link approached, the animals ran away and the boy vanished. Try as he might, he could not catch the animals or the boy. Link later discovered they were ghosts…
Later in his journey Link came across villagers who indulged the youth on the legend of the Flute Boy.
In the Dark World, the mystery of the Flute Boy was slowly but surely unraveling…
The Flute Boy gave Link his shovel. Now if Link could only find the lost flute…
Link got to work, in hopes he would find the Flute and discover its magical powers…
I won’t say how the tale of the Flute Boy plays out exactly, but it’s pretty sad. I grew quite fond of the bloke. Blast it to all heck.
THE TRUE STORY OF ZELDA — FINALLY UNCENSORED!
Stop the presses! I’ve got the scoop to end all, er, scoops! Hidden in the vaults of Nintendo Headquarters I have managed, through my adventurous and plucky spirit, to secure the DIRECTOR’S CUT of how the story REALLY plays out!
Take a look below.
Yoinks! Looks like when the pressure was on, his Master Sword broke… [Oh dear -Ed.]
WHAT THE CRITICS SAID
EGM: 8, 9, 9, 9
Super Play: 93%
In their 100th issue, November 1997, EGM listed Link to the Past as the 3rd best game of all time.
EXCLUSIVE INTERVIEW WITH THE SHIGSTER
[Don’t call me that ever again -Mr. Miyamoto]
Credit Super Play Magazine (a UK Super Nintendo publication that ran from 1992-1996) and Onn Lee of Electric Brain fanzine for their conversation below with Zelda mastermind Shigeru Miyamoto! Circa November ’92.
Shigeru Miyamoto has the golden touch. He’s directly responsible for both the Zelda and Mario series of games developed at Nintendo’s ‘Entertainment Analysis And Development’ department in Japan, making him perhaps the most important games creator at work in the world today. When a piece of software sells 10,000 copies in Japan it is considered a hit, but many Mr. Miyamoto has been involved with have shifted millions, as well as become household names worldwide. It all puts him rather in the super-league. Here’s a conversation recorded with Mr. Miyamoto earlier this year.
What exact role do you take in the games development process?
SM: I don’t actually do any of the programming, but I am involved in organizing the programming teams. Instead of imposing deadlines, I find that constant encouragement of your staff is the best way to keep them going. Perhaps it’s one of the reasons for our success.
Are the Super Famicom and SNES versions of Zelda III the same?
SM: Because the SFC version completely used up all 8 megabits of memory, we originally estimated that we’d need another megabit to cope with the text being translated into English for the American game. That being the case we’d need a 9 megabit cartridge for America, but wouldn’t be using up all the space on it, so we toyed with squeezing in a few of the spare ideas left out of Zelda 1 to fill up the space. In the event, though, we managed to fit the English version onto 8 megabits anyway, so any ideas like that went out the window. So yes, both versions should be exactly the same.
When was Zelda III originally meant to be released?
SM: We were hoping to release it at the time the Super Famicom itself first came out, back in November 1990 alongside Super Mario World. We couldn’t make that, so after that a March ’91 release was planned, but the project dragged on beyond that, too. Eventually it became a Super Famicom first anniversary release instead.
How many people actually worked on the game?
SM: We started with just a handful for about a year, but then added more as things progressed. Basically the small team works out a rough draft plan, and the large team refines this into a game.
What kinds of things did you have in mind when planning the new game?
SM: We wanted to improve on all the shortcomings of the 8-bit games that had been imposed on us by the technical limitations of the Famicom. In the 8-bit Zelda the player had to imagine a lot of effects that the graphics couldn’t simulate. Also, back in 1987 Zelda had introduced lots of new features to games, like the ability to save your game and buy items, but in the meantime these had become the bog-standard components of any RPG. We knew that to keep ahead of the pack, Zelda III needed more.
How difficult did you want to make Zelda III?
SM: On average it takes about 40 hours to complete, but the fastest recorded time at Nintendo is five hours! We’ve actually tried to make it as easy as possible. The way the game is structured you can’t take alternative routes to finish the game, so we’ve made it that, for example, if you come across a blocked passage you will be able to progress further, even if you have forgotten a certain item. If mainstream gamers could cope with less linear adventures, though, we might have made it a lot harder.
Is it true that loads of brilliant ideas had to be dropped because of a shortage of memory space?
SM: No, we dropped the average ideas and picked the best!
And finally, how about the future?
SM: I can’t discuss new games at the moment, but we’ve got lots of plans, at least one of which is along the same lines as Pilotwings[And that, as one might guess, became most likely….Star Fox -Ed.]
—
Thanks once again to Super Play Magazine and Onn Lee!
Interesting that Shigs [Oh forget it -Mr. Miyamoto] mentioned the average of 40 hours. Here’s how I fared on my first go ever…
As you can see, Turtle Rock and Dark Palace gave me the most fits. Most Zelda III players complain about Turtle Rock and Ice Palace. Ice Palace wasn’t too bad for me. I had a night class at 7 PM and had an hour to kill. I decided to tackle Ice Palace and ended up beating it just in time before class started. Nothing beats that I tells ya! Ah, good times.
CLOSING THOUGHTS
On Sunday evening, March 11, 2007, 19 days after I started Link to the Past, I dethroned Ganon and finally liberated Hyrule.It was bittersweet in some respect. Sure it was nice seeing the land blossom again and what have you, but a part of me wanted just one more dungeon to work through, one more boss to decimate, one more item to procure, one more heart piece to discover, one more mini-game to play and one more urban legend to solve. It was 30 hours of bliss, and the more I progressed the more the game grew on me, until it nearly consumed me, making me even all the more shameful I waited 15 years to finally play through this. Ah, to live and learn eh?
Every little touch in this game is just great. The hobo taking cover under the bridge, the tale of the quarreling brothers, the bedridden boy, the legend of the Flute Player, the witch, all the dungeons and bosses… there is so much to do and take in. And take it in you will. Not nearly enough games reach the level that Link to the Past did. And what a shame that is. This is more than a game — it’s an EXPERIENCE. Corny and cliche, but true. Take it from a converted fan of this genre, I am just beginning to discover the joy this type of game can generate. It’s not immediately satisfying perhaps, but it doesn’t take long before the quest takes over your every waking moment. After I beat the Ice Palace I ran to my night class. As my professor lectured on and on about BICS and CALP, I could only find myself thinking about what horrors the Misery Mire would bring, and counting down the hours until class would end. Is this the sign of a truly captivating game, or a truly sick man? Probably both.
Further proof of the latter… something disturbed me deeply regarding the theme of the Dark World. Play through that again and TRY TO TELL ME that the theme doesn’t sound like the infamous Saturday Night Live music skit DICK IN A BOX!
[Uh yeah, reminder to self: edit that out…. -Ed.]
Any complaints? Well, there is a hint of slowdown here and there, like the boss fight with Mothula f’rinstance. And while it’s relatively clear what you need to do next, a few of the puzzles are slightly, in my opinion, obscure and can be tough to figure out if playing guide-free. The incessant beep that plays when you’re on your last heart is annoying. These are minor quips though, quite frankly. Other than that, it’s hard to find a real flaw in the armor.
Zelda III was released in Japan on November 21, 1991, exactly one year after the Super Famicom made its debut. The American release was held back for six months. When it finally did appear it sold 250,000 copies in the first six weeks — faster than any other Nintendo game in history! If by some crazy chance you’ve yet to play Link to the Past, then I hope you make it a priority to do so. I still have a lot of classics I need to go through, and I can only hope they’re half as good as this.
Yes, Link to the Past is worth all the hype. You cannot call yourself a Super Nintendo fan, hell, forget that, you can’t call yourself a VIDEO GAME fan until you’ve played through this fine masterpiece. One of the best games on the Super Nintendo, heck, on any system ever. Magic, mystery, action, loads of multi-purpose items, puzzles, giant guardians, huge sprawling mazes, it’s got the lot! An epic hall of fame adventure you simply must go through at least once, if not twice, before you die.
While it boosts one of the greatest gaming libraries in the history of mankind, the SNES will never be mistaken as a system home to a wide plethora of darker, more mature games. One of the few that truly fit this class though is Majyuuou (AKA King of Demons) exclusively released on the Super Famicom. Just look at that box art. You’d think it’s gotta be the greatest thing since sliced bread. Sadly, it never quite lives up to the lofty expectations built inside of my head nearly 10 years ago when I first played it, but that doesn’t mean it’s a bad game. It just means I was hoping for a little more.
At first glance, “Resident Evil meets Castlevania” crossed my mind. A most enticing combination indeed. Well, when viewed from such, I guess it was doomed to fail. But I’m getting ahead of myself, as per usual, so let’s rewind it back a little bit…
WILLING AND ABEL
You are Abel. Your wife (Maria) and daughter (Iria) have been captured by your former friend Bayer who sold his soul to the devil. With them Bayer intends to revive the KING OF DEMONS. You’ll do anything to save your family, even taking on various demonic forms yourself. This gives it a bit of an Altered Beast feel.
You start the game out in human form. Here you can do the following:
Roll
Do a downward kick in mid-air
Double Jump
Fire his 9MM gun
Fire a power shot (hold attack until the power bar flashes)
Transform into different types of demons
Majyuuou opens with you battling Bayer on the bridge to hell. It’s basically a mere scrimmage, with Bayer eventually retreating. The door on the far right swings open, and your foray into the darkness begins…
A DESCENT INTO MADNESS
Things start out easy. Low entry winged demons are one and done. A fairy helper acts much like how an “option” does in SHMUPS.
Just when you think “This is TOO easy,” the earth rumbles and the ugliest, biggest grub you’ve ever seen quickly slithers your way!
The parasitic creature traps you into a dead end. Fortunately, or so you think, the ground collapses, sending you even deeper into the rotting depths of hell.
Mutant frogs, gun toting she-devils and hordes of zombies greet you with open, decaying arms. One shot cleans the zombies’ heads right off while two seals the deal. Out of the corner of your eye you can see victims pinned up against the perfidious walls like grand prizes, but there’s no time for sentimentality — you know you could very well be next! With hell’s army hot on your tail, you come to a decrepit elevator. There’s no choice but to enter the dank, rotting interior…
Exiting the elevator, you’re visited by an old friend. I do love the attention to detail in this game. Look at those nasty veins. It’s a fight to the finish.
March forward and meet the Barons of Hell. These big bastards are tough, requiring 12 shots to kill.
WHEW! That’s only the first stage. It’s all very short though, but you gotta love the assortment of mini-bosses and demonic enemies. On a system sorely lacking these such things, it’s a very much welcomed sight! But can Mayjuuou keep up the pace? Sadly, although every fiber of my being at this point wishes it were so, I’d be lying if I said I thought it did.
Stage 2 is a plant themed world with buildings in complete ruin. Green pods releases little red fairies. Kill ‘em, then you can eat their fallen carcasses to regain health. Brutally creative, and you know you love it.
Everything’s going smoothly until you cross an old abandoned building. You hear a trembling and know it’s not JUST the racing of your heart, but that something BIG and BAD comes your way…
If it catches you with its iron mandible it’ll drag you up and down the screen like a rag doll.
Defeat the insect mini-boss and then find yourself eye to eye (no pun intended) with yet another mid-boss!
The Plant Queen guards the exit of stage two. Put this wannabe Empress out of her misery and then get ready to enter the ride of your life, literally. A spook-filled speeding train rolling past a cemetery. Something afoul is in the air…
Within 10 seconds this mini-boss appears. It only has 1 attack: throwing its two scythes at you, which will spin in place for a few seconds. Just leave some room on the left and you’ll be OK. Battle the rest of the minions on the train and soon you’ll meet a pair of twins unlike any you’ve met before…
[Can’t be better than the Synch twins I met during the summer of ’89 -Ed.]
You are completely helpless as you watch the two monsters kill this innocent lass. Her banshee-like scream as she perishes is actually somewhat eerie and unsettling. After these two you immediately face the end boss of stage 3.
Once the disgusting bubbly mass is blown to bits, the Ghost Train is rendered helpless and crashes through the castle walls.
Level 4 begins and from here on out, I’ll let you discover what horrors await. Will you be able to stop Bayer? Will the King of Demons arise? Can Abel save his family?
MISCELLANEOUS NOTES
There are 3 different demon transformations, with stronger versions for each. Each has a unique regular / super shot. One demon form can flip, another teleports, etc. Find out which form works best for which stages
To get the good ending, you must use all 3 forms at some point before the final level. Doing so unlocks the 4th and ultimate transformation…
You are human only for stage 1, unless you opt to not touch an orb after defeating the end level bosses, which would make the game more challenging
The beginning plot is in Japanese, but throughout the levels there is no text. There is an English fan translation for those who want to experience it in full
Press select at the title screen to activate the options menu. As a side note, try pressing select 15 times. Done correctly, you’ll access a level select cheat in the options menu. Very handy…
The helper is very useful. If you die it’ll revive you for a 2nd go and you won’t waste a life. Some levels contain a green aura symbolizing the helper — touch it to gain its powers
There are health refills here and there. Stand over and press down
The health bar increases as your point total goes up. You can continue forever, but you’ll start at level 1 health and for the later levels, it’s simply not enough
CLOSING THOUGHTS
On a system lacking in these sort of darker, more mature titles, it’s nice to see a game such as this exist. It certainly helps to fill a void, but part of me, even nearly 10 years later, can’t help but still view this game as somewhat of a letdown. Now don’t get me wrong. I enjoy this game enough, but it pains me to think WHAT IF. It’s a perfect example of a game being “solid” yet “disappointing” all at once.
That said, this is a quality game. It’s just not the epic gem I was hoping for. Looking for a ghoulish action platforming shoot ‘em up sort of good time? With macabre visuals up the wazoo and some demonic transformations thrown in for good measure? Then check out Majyuuou. Just make sure you leave the lofty expectations at the door.
It’s no secret that the SNES lacks in the abundance of “mature games.” The Genesis is more well known for its darker, grittier games while the SNES is often seen as the system with super colorful, bright, “cutesy” type games. With furry critters, mascot platformers galore and cute mannerisms when said mascot is idle. However, that doesn’t mean the system was completely devoid of mature games. One of the very finest in that department is BLACKTHORNE. Players assume control of Kyle Blackthorne, an elite badass mercenary who is easily one of the coolest protagonists in 16-bit history. As a kid playing this you couldn’t help but feel so BADASS carrying a sawed-off shotgun and blasting goblins to Kingdom Come. Only you can deliver swift justice in a war-swept nation of chaos!
“I HAVE COME HERE TO KICK ASS AND CHEW BUBBLE GUM. AND I’M ALL OUT OF BUBBLE GUM”
I first played Blackthorne back in ’94 when I rented it for my brother for the weekend. We fell out of our chairs when my brother “accidentally” shot a good guy and actually killed him. The game has been firmly embedded in my gaming heart ever since. There’s just something really cool about Blackthorne. It feels different from your typical SNES game, and there’s something to be said about that. Hell, I still have the poster EGM handed out to subscribers back in the day. I love its comic book-like art style. It proudly hangs in my game room to this day. Each time I walk in I take a moment to not only admire my collection, but the artwork of the poster as well.
Blackthorne may not be a Super Nintendo classic per se, but damn if it doesn’t come rather close. It captured my imagination more than 20 years ago. It’s a game I enjoy coming back to again and again still to this day. Part of what captivated me so much was the game’s story and opening cinematic. I always felt this would make such a cool sci-fi movie. The intro absolutely resonated with my 11-year-old being at the time. It set the scene perfectly, creating a moody, morbid world of good versus evil. The whole prodigal son angle adds even more intrigue. I mean, who doesn’t love a good redemption story?
Bee tee dubs [TELL ME … YOU DIDN’T JUST… SAY DAT -Booker T], here’s a fun little fact. This is a “lost” review from my original site, RVGFanatic.com. I worked on it all October long, and was set to launch it right on the eve of Halloween 2015. That’s when I first discovered I couldn’t. Never fret, this “lost” review is now being restored and revealed for the first time in the history of cyberspace. Can’t you just feel the excitement bubbling over? [It’s practically up to my neck… -Ed.]
RAMPAGE, RUIN AND REDEMPTION…
SIMBA BLACKTHORNE?
On a related note, I find it fascinating that the plot of Blackthorne nearly mirrors that of the Lion King. Both feature a fair and just king only to be murdered by an evil adversary who then takes over the throne. Meanwhile, the rightful heir to the throne and the son of the former king is living his own life somewhere far away. Until that is, one day he’s finally summoned back home to take care of unfinished business. Back to where it all began to avenge the death of his father. There’s a lot of striking similarities between the two but it’s all probably just random coincidence as the Lion King came out June 1994 and Blackthorne was released only three short months later. The Lion King‘s plot isn’t exactly original or one-of-a-kind, either. Nevertheless, I find the whole connection between the two (even if it’s completely happenstance) to be of note. I love the father-son and prodigal son redemption theme that both of them possess. And yes I’m still holding out for the Blackthorne motion picture and Broadway musical.
Furthermore, both good kings had a wise elder in some sort of advisory role. Mufasa had that creepy little monkey Rafiki while Vlaros had Galadril by his side. And both Rafiki and Galadril were responsible for beckoning Simba and Kyle Blackthorne back to their homeland in order to reclaim it as their own. It’s just another wild similarity. Now you know if you ever become king, make sure you have a wise advisor at your side. That way should you die, your advisor will at least be able to lure your wayward son back home to save it!
FLASHBACK TO A TIME WHEN GAMES WERE OUT OF THIS WORLD
Blackthorne employs a rotoscoping animation technique. Some other SNES games incorporating this technology were Out of This World, Flashback, Prince of Persia and the long delayed Nosferatu. Kyle comes with highly detailed animations but at the cost of Mario-esque fluid platforming. You have to be very precise with your movements and it can feel a bit mechanical at times. It takes a bit of time to get used to, but for this sort of game I feel it works. Just don’t expect to zip through the levels because Mario you ain’t! But then again, I guess you could say Kyle Blackthorne Mario ain’t!
TAKE NO PRISONERS, NoA
I’ll never forget the time I sat there in my old living room, watching my brother play this game. He fired off a shot at an innocent good guy and as he crumbled to the ground, so too did we! It was a moment in history for us. With the uncensored Mortal Kombat II also released at roughly the same time, this was a major change of heart for Nintendo of America. No longer was this strictly a “kiddie” system as NoA battled head to head with the Sega Genesis for 16-bit brand supremacy in the mid-’90s. OK sure the blood is green but STILL, killing chained innocents! It was simply unheard of at the time, and in my 11-year-old mind it instantly elevated Blackthorne into a special category all its own.
There are no ramifications one way or the other for killing or saving them, though. I kind of wish the game rewarded you for keeping them alive (especially when enemies come into play and you save the prisoners from getting killed in the line of fire). This would have added in an extra layer to the game. An extra layer of skill and morals. With there being no punishment though, I freely admit that still to this day I rarely hesitate to put a slug in their heads each and every single time. I know, I’m terrible. But damn is it still a blast more than 20 years later. Well, maybe not for the Androthi, but definitely for moi
Be sure to talk to them first at least before putting them out of their misery. Some will have helpful items or the odd hint here and there. If you kill them before conversing, then you risk losing out on whatever advice or item they had for you. After a bit of chit chat though, they are indeed fair game…
YOU GO HIDE, AND LET ME SHOOT. LET ME BE THE ONE TO MAKE YOU HOOT
The bulk of the gameplay consists of you battling these goblin henchmen known as Graggs. The first wave of Graggs early on in the game start out simple enough. A couple shots and they die. Later they get much tougher and fire off more bullets so the difficulty jumps by quite a bit. Get ready for plenty of “hide and shoot” battles. Duck into the shadows to avoid the bullets being pumped your way. Once the Gragg takes time to reload, you bound out of the darkness to fire back. Blizzard obviously took creative liberty since I don’t think in real life you can dodge a bullet by merely ducking into the shadows [Try it out sometime Steve, and let me know how that works out for ya -Ed.]. I like to think of this system as a very early, primitive model of what would eventually morph into games such as Gears of War. Blackthorne‘s early take on hide and shoot isn’t exactly the most thrilling gameplay experience, especially today in 2016, but it’s the atmosphere that makes this game through and through. There’s simply not much else like it on the SNES.
Blackthorne is a very methodical game. Kyle can only walk when holding his shotgun. To run or jump you have to first put your gun away. It puts sort of a “speed bump” in the action. On the bright side, Kyle can kneel, roll and even hang onto ledges by the tip of his fingers. This style of slower paced gameplay isn’t for everyone, especially those who enjoy more seat-of-the-pants action. It can grow a bit repetitive as the game progresses since there are only a small handful of level themes, but it’s got such an engrossing atmosphere that I don’t mind traversing the many similar looking levels.
TOOLS OF DESTRUCTION
Along the way you’ll find some helpful items for Kyle’s cause. These items can be found either by talking to the Androthi prisoners or in some cases can only be found by killing a certain bad guy. Don’t mind if I do! I love all of the items but my favorites have to be the bridge key (for how damn cool it looks and how neat it sounds inserting the key) and the levitator.
THE KARNELLIAN SWAMPS
It’s refreshing to see the Androthi unchained on these levels. However, you can still “accidentally” fire at them. But this time, if you do that…
PASSWORD FRIENDLY
WHAT THE CRITICS SAID
Blackthorne fared well with the critics. It earned Game of the Month honors with EGM, who scored it with marks of 8, 8, 8 and 8. I remember thinking back in ’94 how cool it was that the Game of the Month didn’t receive any 9s. If I’m not mistaken, that was a first in EGM history. GameFan gave it ratings of 90, 88 and 85%. Super Play wasn’t quite as impressed (what else is new). They rated the game 76%. Nintendo Power was a big fan. In their 100th issue (Sept. ’97) they ranked Blackthorne as the 86th best Nintendo-related video game of all time. That’s some mighty praise there. Overall, it’s been well received.
CLOSING THOUGHTS
When it comes to darker mature games, the SNES is certainly a bit lacking in that department. However, Blackthorne is a shining example of an atmospheric game that went against the grain of your typical SNES offering. Combine that with some excellent animation and solid (albeit basic) action puzzle platforming and what you have here is a very strong effort. Unfortunately, it’s weighed down by a few too many flaws to be considered a bonafide classic. The incredible animation came at the expense of ultra fluid gameplay. Blackthorne is not the smoothest playing game in the world. There are moments where you may want to scream and shout at your TV. Mario fluid this is not. You must be very precise and deliberate in your choices. It’s a rewarding experience although perhaps one that isn’t always instantly gratifying.
Another flaw is that while the game starts out with a bang, it can quickly grow a bit tedious and tiresome. Duck in the shadows. Run and jump. Hang on ledges. Solve simple puzzles. There isn’t a great deal of locales either. There are 17 levels containing one of four themes: mine, swamp, sand and Sarlac’s castle. After a while they all seem to somehow blend together a bit. But for all the flaws listed, this game knocks it out of the park in terms of attitude and atmosphere. Every detailed pore of its world bleeds with desolation, despair and dread. There’s an overwhelming sense of bleak futility that permeates the game’s 17 levels. Yet in spite of the foreboding thickness, there’s always a glimmer of shining hope in the form of one, Kyle Blackthorne. With his trusty sawed-off shotgun and a never-say-die attitude, players are flung into a grim world of grays and darkness. It’s one of the more immersive games I’ve ever played on the Super Nintendo, and one I enjoy breaking out every late fall or winter season. There’s just something cool about it. While it’s far from perfect, it’s damn good and one of the better “mature” games on the entire system. As such, it will always hold a noteworthy place in the annals of SNES history.
Ever play an obscure-ish game for a little bit and walk away feeling like you had just unearthed a hidden gem? Then for whatever reason that game gets lost in the shuffle. You always mean to come back to it, but somehow you never do. Until you do. And you stick with it a little longer the second time around. Then it suddenly dawns on you that the game isn’t a hidden gem at all but rather, it’s a disappointing effort that could have been (really) good with a little more polish. But I’m getting ahead of myself, so let’s rewind a bit and start from the beginning.
THE YEAR IS 1996, AND 16-BIT FINDS ITSELF BATTLING EXTINCTION
The first game I bought to ignite my SNES resurgence (January 17, 2006) was Power Moves. And fittingly so, it was the first game I reviewed on RVGFanatic.com exactly one year later (January 17, 2007). With this WordPress being sort of RVG’s second coming, it’d only be appropriate to kick off the SNES reviews here with the second SNES game I purchased just seconds right after winning Power Moves. The same seller was selling an obscure little platformer called Prehistorik Man. It was one of those games I remember seeing in EGM, being oddly curious about, but never played. By the time it came out (early ’96, although some reports cite mid ’95), gaming took a bit of a backseat in my life as middle school loomed front and center. So faced with the opportunity at gaming redemption, there was only one thing left to do. I began counting down the days until I could quell this childhood curiosity.
One of my primary reasons for getting back into the SNES was my burning desire to play platformers. When I think SNES, “platformers galore” is one of the first things that, er, jumps[Oh dear -Ed.] to mind. And if Power Moves represented another main factor for why I got back into all things Super Nintendo (i.e. nostalgia), then Prehistorik Man was a shining example of the other factor: a desire to play the games I missed out on back in the day. So it was fitting that these were the first two game purchases of my SNES resurrection. A game I have fond childhood memories of, and a game that more or less “got away” from me. It was the perfect blend of revisiting my past while rectifying the errors of my youth.
THERE’S NO PLACE LIKE HOME
Firing up Prehistorik Man, the game opens up well enough. It blasted me with that unmistakably bright and bold mid-’90s SNES look. Like a Saturday morning cartoon bursting at the seams, I was instantly impressed and won over. I couldn’t wait to maneuver Sam around this colorful world of hop and bop bliss.
Sam’s club [I see what you did there -Ed.] strikes hard and fast. Bonus points for the swing radius as you can take out enemies coming from even behind you. Barry Bonds has nothing on this caveman critter. Speak softly and carry a big stick Sam does. Except, he doesn’t… speak softly, that is.
It’s quite the useful tactic, you see. Especially when the enemies grow in strength and quantity. They come at you pretty fast and soon the club becomes less and less effective. Luckily, Sam’s super scream doesn’t take precious health points away, like it would in a beat ‘em up. Good thing this is a platformer then! Here you have a scream bar that gradually builds up each time you’ve used your super shout. It’s nice that Titus gave this to us as sort of a “free” special move if you will. You just got to be careful when and where you use it, though. There are times where spiders swing back and forth. And the only way to advance is to hop on them to catch a ride. Use the Starscream and you’ve killed your only ticket. But thankfully, Prehistorik Man does the whole Mega Man “move off screen and enemies will respawn” trick. Super useful. But, also, super annoying in any other area but. A classic tale of the ol’ double edged sword, no?
Titus had some neat tricks up their sleeves. In addition to clubbing enemies into oblivion, they also gave you the choice of the good ole hop and bop. Now, one hop can send Sam soaring into the air. This allows you, the cunning and skilled player, the opportunity to collect otherwise unreachable goodies for extra bonus points. Or, hop on an enemy a few times consecutively and you’ll kill them but ALSO earn bones. The bones collected will allow you to enter the shop scattered throughout the levels to buy clues, continues and more. So you can go for the straight clubbing kill, which requires little skill, or you can go for the more tricky multiple hop kill which rewards you with bones for the shop system they’ve set up (pardon the pun). This allows sort of a differentiated level of play for novices and experts, and is a pretty cool little system.
TITUS’ DINO SIZED SINS
Do you see that “save game” option above? You might have to squint and lean in real close, or simply zoom in if you’re browsing on your smart phone or tablet. For all the neat little things this game does, it botches it with some truly idiotic blunders. Take for example this whole “save game” BS. You pay your hard earned bones to save the game but guess what, as soon as you turn the system off, the save game is null and void. So what’s the whole point of this option at all? It makes no sense, and really puts a damper on the whole game. Worst of all, there is no password system. It sure could have used one being that it’s 23 levels long. Granted, the levels aren’t long, and some are incredibly short, but 23 is still a lot.
TITUS REDEEMS ITSELF
Thankfully, along comes one of my favorite cheat codes ever…
So, in a weird way, that whole null and void thing on the save system is now null and void (again) thanks to this handy cheat. Damnit Titus, what the hell were you doing?! [That’s what Vince McMahon said… -Ed.]. At any rate, at least Titus made up for it with this cheat.
Sam isn’t alone in his quest. Along the way you’ll meet various NPCs that engage you in entertaining ways. I like the game’s sense of humor and the elder in particular is vintage “GIT OFF MAH LAWN!” material. Er, if cavemen had lawns. Ah you know what the hell I meant!
… AND TITUS SCREWS UP YET AGAIN
In addition to NPCs, Prehistorik Man attemtps to break up the mundane by incorporating various transportational devices. Quite frankly, they’re tough to master and have a somewhat steep learning curve. I consider myself to be a pretty decent platforming player, but these rides took me some time to figure out, and even then I felt like I was dying more than I should have. In other words, the control on these sections feel a bit finicky and feel like they could (and will) betray you at the drop of a hat. It’s too bad because I do like the idea of them, but they lack the polish of a primo platformer. Hence why I think for all the good this game does, it still ends up in the middle of the pack.
In addition to the various rides, Sam can pick up assorted weapons. Some of them even serve multiple purposes, which is something I always love and appreciate. Well, ALMOST always.
There’s one infuriatingly maddening level in this game (actually, there’s more than a few) that I have not been able to bypass sans cheat code. The spear seems like a cool weapon at first. Unfortunately, the execution is terrible. It cuts through multiple enemies in a single fling. COOL. It can also pierce itself into surfaces which allows you to jump to higher ground. Again, COOL. But at the end of this blasted level, you come to a humongous tree that requires you to throw a spear and jump on, rinse and repeat. I can do it about 4-5 times consecutively but I can never reach the top. Either the spear gives way or my button push to jump doesn’t register in time. It’s way harder than it needs to be. It was symbolic. I kept falling and each time it felt like Titus was laughing in my face. Just like how they added that stupid save system but when you turn the game off it no longer saves! Seriously, screw you, Titus. Bunch of gawd damn assholes!
BUT EVEN AN ASSHOLE CAN HAVE SOME REDEEMING QUALITIES
ONCE AN ASSHOLE, ALWAYS AN ASSHOLE
Prehistorik Man is one of those games that wows you early on, but regresses as you progress. After the impressive multi-jointed dino boss, you enter “Slime World” (Todd’s rolling in his grave somewhere in 16-bit purgatory). These slime themed stages (whose only correlation to slime has to do with the few blobs that exist in these lame levels) are horribly designed and unappealing, both to look at and to play. There’s way too many blind jumps and too many instant death pits. Sure, you can move the camera around a bit like in Super Mario World, but SMW didn’t have the weird herky-jerky scrolling and slippery controls that plague Prehistorik Man. These aspects adversely affect the game.
I do like the fact that some of the levels involve certain goals other than survive and advance to the exit at the far right. But when these goals include narrow ledges in far off places and sometimes require blind leaps of faith to find them… it becomes very annoying very fast. But just when you think the game becomes a bit too unbearable, we thankfully see a return of better stage design.
It should be noted that the bosses in this game will give you nightmares. They are way too hard. Especially when you only have 3-5 hearts to work with while their energy bars stretch from California to New York. Add in the slightly too slippery control and you have a bad combo.
WHAT THE CRITICS SAID
EGM rated it 9.0, 9.0, 9.0 and 8.5. It did well with the critics in North America, anyhow. Good old Super Play though, like the tough loving father that they were, didn’t quite agree with our friends at EGM and GameFan. They gave the game a 76%. Initially, when I first played Prehistorik Man in early 2006, I fell in love with it after 15 minutes and thought of it as an “8.5” game. I recently sat down with it 10 years later to finally THOROUGHLY play it. The more I played it, the more disappointed I became. It’s certainly not a BAD game by any stretch. But it’s a prime example of a game that sort of wows you early on, but can’t maintain or build on the early momentum of the game. Few things are more disappointing in a video game than that. Still, there’s some value to be had here. On a side note, as of this writing it doesn’t seem to go for very much. It’s not very common as it came out later in the system’s lifespan. If you consider yourself a fan of the genre then I recommend picking up a copy now while you still can for $20. It wouldn’t shock me one iota if this commands $50+ one day soon.
CLOSING THOUGHTS
With a little more polish, Prehistorik Man could have very well been a hidden gem. I used to think it was until I sat down to play it longer than 15 minutes. For the past decade I kept wondering why no one ever mentions it in “SNES hidden gem” threads. Now I know why. It’s one of those games that upon initial play tricks you into believing it’s better than it is, but press on and the flaws soon become readily apparent. The game has amazing visuals. Well, for the most part at least. I’m not crazy about those bland looking “slime” stages. But the other stages are vintage SNES era stuff. The sound effects can be annoying, particularly the grunts. And the music is very forgettable. So much so that the GameFan review (see above) went out of its way to mention it. And as you may know, GameFan rarely complained about music as they tended to overhype EVERYTHING. So it just goes to show you how forgettable the music in this game is. The gameplay is hit and miss which leads to a very uneven playing experience. Sometimes it will delight while more times it’s likely to infuriate. There’s enough good to make it worth your while but it’s also plagued by enough bad that only fans of the genre should seek it out.