This past week, within a 24 hour period, two massive icons — especially to those who grew up in the early to mid ’90s — celebrated their 30th anniversary. On November 21, 1990, the Super Famicom made its debut in Japan. The following day, November 22, 1990, the Undertaker made his debut at the 1990 Survivor Series. A whopping 30 years later, both the Super Nintendo and the Undertaker live on in the hearts and living rooms across the globe. What an amazing 30 years it has been, and I can’t think of a better way to toast these two icons than to review a wrestling game featuring the Undertaker that came out exclusively for the Super Famicom. But before we get to that…
THE BIRTH OF A LEGEND
It’s hard to fathom that 30 years ago, the Super Famicom made its splashy debut in Japan. Damn, are we getting old or what? I remember when the 8-bit NES turned 30. I felt old enough then, but the Super Nintendo now being 30? Dang. Where does the time go? Thank you for 3 decades of terrific memories.
The Super Famicom launched with Super Mario World and F-Zero. Where were you when you first played those 2 games?
The following day, November 22, 1990, the 4th Annual Survivor Series took place in Hartford, Connecticut. The Million Dollar Team had a mysterious fourth member. Who was it going to be? I remember my brother and friends talking all about it for weeks on end. It was an exciting mystery.
I’ll never forget when The Undertaker first came out. He was a towering titan. He looked scary and sinister. And Roddy “Rowdy” Piper punctuated the moment perfectly by screaming, “LOOK AT THE SIZE OF DAT HAMHOCK!” (You just don’t hear cool shit like that anymore these days).
Man, look at the legends in the ring there. The Million Dollar Man Ted DiBiase, Greg “The Hammer” Valentine, Jim “The Anvil” Neidhart, Koko B. Ware, “The American Dream” Dusty Rhodes, Bret “The Hitman” Hart… geez, how cool was wrestling back in 1990?
The Undertaker quickly established his dominance as he took out the opposition one opponent at a time. What a badass. You knew right away he was the real deal.
Back in 2007, one of my earliest articles I wrote was about the connection the Super Nintendo and the Undertaker share. It’s wild knowing that both entities are now celebrating 3 decades. The fans have never forgotten either one of them over the past 30 years.
BURNING PRO
There is an English fan translation available to make it much more accessible.
There are a lot of different options. My personal favorite is the Battle mode, which lets 6 wrestlers duke it out for total supremacy.
One of the cool aspects of Burning Pro Wrestling is the ability to run diagonally. This gives a wrinkle to how you can dismantle your opposition, and is not featured in any other SNES wrestling game that I know of. Here, we see the Undertaker’s signature flying clothesline, just like we’ve seen throughout the past 3 decades!
Unfortunately, Hulk Hogan broke up the 3 count. I’ll get you your receipt later, Hulkster. Meanwhile, Hayabusa has “hulked up” and is temporarily impervious to pain. This special feature can happen to any character. Even Taker’s flying clothesline bounces off Hayabusa harmlessly. It’s a pretty neat feature that other SNES wrestling games did not have.
The Nature Boy Ric Flair is the first to be eliminated. The Dead Man delivers a picture perfect DDT on Hayabusa. That looks absolutely painful.
My revenge tour on Hogan begins! Take a flying clothesline, sucka!
Taker too slow for the save on Sting. I guess that’s one dream match that will have to remain in our wrestling dreams. Damn you, Vince! Should have done it at WrestleMania 31 in 2015! Alas, I digress.
Hayabusa reenters the ring as I’m about to take off the Hulkster’s head.
Somewhere JBL is wincing and green with envy. Those 24 inch pythons have knocked Hayabusa out of the match… leaving it to the Hulkster and the Dead Man. Of course, right? It had to end with these two titans.
CLOSING THOUGHTS
Gekitou Burning Pro Wrestling is a fun addition to the SNES wrestling catalog. I played it with my wife earlier this week, and she said she enjoyed it more than Zen Nippon Pro Wrestling 2: 3-4 Bodoukan, which I consider to be a very fine and accessible wrestling game. Somehow, Burning Pro flows a little better for her. It’s definitely simpler. It’s just a fun game that’s based on timing rather than who can mash the buttons faster. I definitely appreciate that. If you’re looking for a fun alternative to Fire Pro and Zen Nippon, give this game a shot! It’s a shame we didn’t get Burning Pro Wrestling in America circa, say, 1993. It would be lionized to this day if that were the case.
Happy 30th Anniversary once again to the Super Famicom and the Undertaker! Two GOATs in their respective industries, indeed. Thanks for all the memories!
Before there was Final Fantasy III (AKA Final Fantasy VI)… following Final Fantasy II (AKA Final Fantasy IV)… was Final Fantasy: Mystic Quest. It was a sidestep in the beloved franchise, being an entry level based RPG aimed toward a younger crowd (and those new to the genre). It has been deemed by some as the black sheep of the Final Fantasy family; some go as far as to call it an albatross and a waste of cartridge space. But surely, being from Square during their hey day, it can’t be THAT bad, can it?
Of course, as it often is the case, with one extreme you have the flip side. There are many Mystic Quest defenders who not only proclaim that this game isn’t bad but rather it’s actually pretty good. As it is with many things in life, there’s only one way you can find out for certain: by experiencing it yourself. And way back 12 years ago, during the Christmas season of 2007, I set out to do just that.
RPG: REAL POOR GAMES?
Growing up I was a huge fan of any game that granted instant explicit gratification from the moment I pressed start. Fighting and action games were my main go-to genres when it came to video games back in the ’90s. My brother, on the other hand, was obsessed with RPGs. I never could understand why as a kid. Why would anyone want to spend all day conversing with boring townsfolk, or engage in slow, plodding turn-based combat? What the heck is SO appealing about that, my 10 year old brain at the time wondered. I couldn’t figure it out. As far as I was concerned 25 years ago, the acronym “RPG” might as well stand for “Real Poor Games.” But in late 2003, SEGA SATURN MAGAZINE’s constant championing of RPGs slowly but surely opened up my eyes. Suddenly, and for the first time in my life, I began to see RPGs in a new light. It didn’t take me long to procure all the Sega Saturn RPGs, from Albert Odyssey to Panzer Dragoon Saga. Sadly, I never got around to playing any of them thoroughly. Flash forward to January 2006. Upon rediscovering my childhood love, the Super Nintendo, I was determined to finally beat my first RPG. Super Mario RPG perhaps? EarthBound? Chrono Trigger? None of those, actually. I knew in my heart my first RPG could only be… FINAL FANTASY: MYSTIC QUEST.
Sure I had read some negative opinions on it and heard through the grapevine it wasn’t worth playing, but that didn’t sway me one bit. Ever since I first laid eyes on the Mystic Quest blurb in EGM issue #43 (February 1993), part of me was always a bit curious about it, despite my disdain of RPGs even back then. There was just something about Mystic Quest that appealed to me and stood out from other RPGs. I guess part of it was the whole training wheels approach. I’d decided that if I were to ever play RPGs, Final Fantasy: Mystic Quest would be the very first. Besides, it’s not a bad idea to start at the “bottom” and work your way up. This whole SNES resurgence of mine was another chance at gaming redemption and fulfilling the wavering fantasies of my youth. In December of 2007, I decided it was time to finally quell a near 15 year curiosity. Having experienced the likes of Brandish, The Legend of Zelda: A Link to the Past and Soul Blazer (and enjoying those adventures immensely), the time had come to ‘level up’ and conquer my very first RPG. All things considered, I can’t think of a more “perfect” RPG to begin with.
THE STORY GOES…
For centuries the Focus Tower stood at the very heart of the World. It had been a center for trade and knowledge, and the people of the World met there to peacefully settle their differences. But on one warm summer day, the Tower was suddenly transformed into a symbol of the purest evil. For on that day, vile monsters battled their way into the Tower, stole the four Crystals of the Earth, and took off with the magical Coins that had kept the Tower’s doors unlocked.
With the Tower doors sealed behind them, the monsters relaxed their guard and turned their attention to the Crystals. As they basked in the radiant glow of the Crystals, the monsters grew stronger and even more wicked than they already were. The more light the monsters consumed, the more the World was drained of its warmth and color. Tremors soon shook the land. The sky grew cloudy and dark. The seasons went berserk. Monsters then appeared everywhere and terrorized the people. The World was thrown into total chaos. Something had to be done. A hero was much needed…
Enter Benjamin, the most normal youngster you could imagine. Like most responsible villagers his age, he arose at the crack of dawn to lead his family’s livestock to the upper meadow to graze. Other kids teased him because he read while tending his herd, and because a village Elder had taken him in as a promising student. Although he seemed mature beyond his years, he still dreamed of being more than he was: faster, stronger and more daring.
USE YOUR HEAD, SON
In battle mode you can attack with your weapon or by conjuring a variety of magic spells. Spells are usually stronger but eat up magic points. Also, some enemies are immune to certain spells, further adding to the strategy. Gotta use your noggin’ a little bit!
MAP QUEST
Starting out at the Focus Tower, before all is said and done you’ll travel to 29 regions, ranging from ice pyramids to volcano mines. Unoriginal but hey, all the classic themes are represented.
Having the novice RPG player in mind, your movement on the overworld map has been simplified. You’re quite restricted but at least you’ll never get lost.
THE CAST
Your party can only contain two members at any one time, and not by your choice. Along the journey various characters will join you for different reasons. Discover many items, weapons, magic spells and armor. It’s nowhere as extensive as other RPGs, but again, this was made with the novice in mind. Let the journey begin!
THE ADVENTURE BEGINS
Follow the old geezer and leap safely to the other mountain before the one you’re on crumbles. Unlike many other RPGs, you can jump in Mystic Quest. Jumping serves a very handy purpose.
“Look over there. That’s the Focus Tower, once the heart of the World. An old Prophecy says, “The vile four will steal the Power, and divide the World behind four doors. At that time the Knight will appear!” The Prophecy has now come true. Four monsters have locked the doors of the Focus Tower and escaped with the keys. They’re draining the light from the 4 Crystals of the Earth, and the World is in chaos. The people are in extreme desperate need of help. STEVE, only you can save the Crystals and the World, AND ONLY YOU.”
But before the Old Man and Steve can chat some more, BEHEMOTH shows up! The screen shakes and roars. It’s time for Steve to prove his worth…
You have the option to attack, use an item or spell, or defend yourself.
After your choice of command is selected, a big yellow square appears on-screen. Place it over any enemy, yourself or your traveling companion, in case of using the Cure spell, f’rinstance.
Occasionally, a critical hit occurs, accompanied by a flash. Triple damage!
Ah, the infamous heroic shrug of our main chap! It adds an enjoyable and quirky touch to the festivities. Any time that Steve is confused [Oh boy -Ed.], he’ll look at you and give a stumped shrug of the shoulders.
“That depends. What do I get out of it, gramps?”
“… Something more valuable than your eyes will ever believe!”
“Soooo, nothing.”
“Precisely. No! I mean uhhh… something beyond your wildest dreams!”
“I’m just fuckin’ with ya. My pleasure! Step aside.”
“A withered piece of wood… gee… thanks…”
“Silly kid. Open your eyes, and open your heart. Then find the young girl in Foresta. The rest is up to you, son…”
*vanishes*
“Okaaaaay. That was not creepy at all.”
Treasure chests are littered across the land. Items actually regenerate, so you can abuse the system if you so desire. Cures are invaluable [You don’t say -Ed.]
Speaking of cures, there’s a certain bed in a certain town that won’t cost you a dime and will fully recuperate our hero. Judging by the look of ecstasy on his face, I think he did more than take a nap, if ya know what I mean.
Well, you heard the old fart — off to Foresta with the Tree Wither in hand.
Some folks give you a valuable clue to progress the story while others simply add to the atmosphere of the town, and ultimately, the game itself.
“KAELI! Don’t you dare storm off with this stranger! You DO remember what happened last time, don’t you?”
“Awww, mom. Look, I have to do this. I hope you’ll understand some day.”
“Yes yes, down a little more, Steve. You’re doing very well my son!”
“No, up some more now. Up up, THERE ya go.”
“On second thought, it’d look real nice to the right…”
One thing I hated about RPGs as a kid whenever I watched my brother play were the insane amount of random enemy encounters. Sometimes it seems like you can’t take 3 steps without the screen flashing into battle. In Mystic Quest however, there are no surprises since all enemies are shown on-screen. In the words of Borat, “IZZ NICE!!”
Speaking of cool touches, here’s another one. This is a typical enemy screen in any RPG, no? Sure but…
Wait, what’s that? Yep, enemies show wear and tear as the battle progresses. Some of the weakened states are rather amusing to behold, such as the band-aid this goof sports. What a git!
Unfortunately for our diplomatic hero and lovely heroine, their moment is shattered by the appearance of a most vile creature.
Scattered across the land are battlefields. These regions host monsters dwelling deep below the surface. Not only do you gain experience points from killing the monsters, but you may win key items as well. You don’t have to fight them all at once, so make sure you heal up when your health runs low before reengaging in battle.
See the importance of clearing out the battlefields? Here you’ve won the Charm Necklace, which protects you against *drum roll* charm attacks. Don’t be a sorry wimp, kill ‘em all — courage and bravado pays off!
“I just wish I knew what was inside that temple…”
“YOU ARE INSIDE IT! IT IS THE PLACE OF LOST SOULS. ALL NEW SPIRITS MUST PASS THROUGH THERE…”
“But we’re not dead!”
“OOPS. WELL, NOBODY’S PERFECT YA KNOW. OH, AND BY THE WAY, NO ONE STILL ALIVE HAS EVER COME OUTTA THERE IN ONE PIECE!”
Ah, Ghostbusters. What a big fun part of my childhood you were.
TRISTAM TEAMS UP!
As Steve is confused and perplexed [what else is new -Ed.], a strange fella appears seemingly out of nowhere. Who is he, and what are his motives?
Personally, I enjoy taking my time and not rushing to the exit or end of a game. Taking side trips to stock up on items and such makes the game easier not to mention more enjoyable for me. I like taking my time and exploring the game’s world!
This ugly Sand Worm (Beetlejuice, anybody?) is basic yet effective at conveying the kind of nasties you’ll be up against. Just wait until you see some of the boss characters. The graphics won’t blow anyone away, but they get the job done.
Loading up on Tristam’s ninja stars is your reward for taking this little road trip. I find it most gratifying to take your time and really feel the ‘pulse’ of a game rather than rushing for the exit.
You’ll come to an entrance blocked by a ton of rocks. Never fear, for Tristam shows off his handy bomb attack. He will then offer to sell you 50 bombs for 30 GP. Buy it!
Aw bummer, I thought you meant the first person shooter.
At the far northern region of the Bone Dungeon lies the final skull cage. What horrible creatures lurk beyond these realms?
The best thing about ol’ Rex is seeing his sorry sack of bones deteriorate bit by bit. Mystic Quest is no visual tour de force, but this is a great touch you don’t see in many other RPGs.
“I’LL NEVER DIE!”
“Well, I hate to break it to ya bud but you’re breaking up.”
“WE SHALL SEE ABOUT THAT!”
Rex battles to his grave. You gotta admire that about him.
Slaying my first RPG boss. I know it sounds corny but you never forget your first time.
“WHOA, take a look at this, kid!”
“!!”
“NOW THAT’S WHAT I’M TALKIN’ ABOUT!”
“Now this Dragon Claw on the other hand… now THIS is something to gawk at! Check out the reach on this baby!”
“Yeah, that’s pretty good.”
“Oh yeah kid, don’t forget our deal now ya hear.”
“I know I know. I keep everything. Well thanks… for everything!”
“HA HA HA, nice try, kid!”
*SHRUG*
“Here ya go. Your very own bottle of Elixir. But the Dragon Claw, I KEEP.”
“Aw gee, THANKS. I’m overwhelmed by your generosity, really I am.”
Before you go charging into battle, be sure to switch out the Cat Claw to your bombs — bombs are far more effective. Don’t take my word for it, just look at the difference in the ATTACK ratings above. Also, because you can see enemies on the map, you’ll know when to switch. You can also switch on the main screen without having to flip to this menu.
I get up in the evening, and I ain’t got nothing to say.
I come home in the morning.
I go to bed feeling the same way
I ain’t nothing but tired.
Man I’m just tired and bored with myself.
Hey there baby, I could use just a little help.
You can’t start a fire.
You can’t start a fire without a spark.
This gun’s for hire.
Even if we’re just dancing in the dark. Even if we’re just dancing in the dark. DAAAAANCIN —
[Ahem. THIS boss says you’re fired, again -Ed.]
Actually, the Centaur is on fire, hahaha…. ahem, I’ll go pack my bags now.
An eyeful of arrows is not a fun way to spend a Tuesday night, or any other night for that matter. Quite a strong mini boss this one is. Well, looks like squid soup for dinner!
You gotta use your head a little bit, knowing when to attack and when to heal.
“Well STEVE-O, let’s see what we win for slaying that stupid squid, shall we?”
“I wonder what’s inside that chest?”
“Only one way to find out…”
“Uhhh, you first, Phoebe. After all, ladies first!”
“Alright, just stay behind me….. !! STEVE!”
“Yes?”
“That better be a flashlight!”
But before traveling to the Ice Pyramid you must pass Falls Basin. Push ice pillars to solve puzzles and slay the evildoers that stand in your way.
The enemies get bigger, badder and a whole lot uglier!
“Is someone getting the best, the best, the best, THE BEST OF YOU?”
Jinn is actually nothing to make fun of. Jinn refers to a form of demon. Back during my college days, I met a pretty interesting friend who knew a lot about the supernatural. He emailed me about the Jinn once. Here’s what he wrote:
So who are the jinns?
The jinns have long accompanied the fantasy and magical world of the human imagination for centuries. They compromise the world of fairies, genies, wish masters, aliens, ghosts, demons, and other supernatural beings. Humanity has long been interested with the jinn and has placed them into films, stories, legends, and even beliefs. We have all seen Aladdin with his genie that would spring out of the lamp, we have all seen Alice and her dreamy “wonderland,” and other such tales. In Christianity, when they warn against doing salvation or having trust in SPIRITS besides THE HOLY SPIRIT, they are talking about these dudes.
Ultimately, the jinns are mortal, carnal, lower spirits that dwell in the lower heavens and on earth amongst mankind. Rather than regarding them solely as demons, Islam regards them as a race or life form that dwells in a world parallel or maybe even perpendicular to that of mankind. This world called “The World of the Jinn” is also referred to as the SUPERNATURAL WORLD.
The word jinn in Arabic means “the unseen.” Therefore, we cannot see the jinn. The light that illuminates off their forms have different wavelengths from visible light (they’re either infrared or ultraviolet).
When a jinn possesses the living, it can make them ill both physically and mentally. That’s why possessed people act crazy. They can also tempt or convince them to do things to other people or themselves that may be bad for them.
Because they are mortal, jinns like humans copulate, consume and drink. They need to survive just like human beings.
They have their own customs, languages, rules, and beliefs. Their ways are different, however they can learn and follow our customs, languages, rules, and beliefs. They can follow our ways because they can see, hear and sense our presences, but we can’t do the same to them. HOWEVER, they can make their presences known to us by taking on the forms, voices and smells of things familiar to us. Never do they ever show their true faces; nevertheless, so forever they remain the UNSEEN [I see, or not, rather -Ed.]
Because they can hear, they can learn and speak our languages and religions. Jinns that dwell in England can speak English, those that live in China can speak Chinese, etc. There are jinn families, boyfriend and girlfriend jinn, young and old fart jinn, nerd and jock jinn, etc.
These spirits are also associated with curses. They dwell in places that are filthy, old, dark and abandoned (public baths, public bathrooms, caverns, deserts, historic ruins, sewers, garbage disposals, shit tanks, etc.). People should avoid entering such places where they dwell for it can harm their well being. In fact, most jinns don’t like it when humans enter their dwellings and can hurt or even kill those folks who trespass into their lairs! People in the past especially archeologists have died soon after picking up cursed ancient artifacts.
[Who is this guy?! Your friend huh? ‘SPLAINS A LOT! -Ed.]
At any rate, when I fought Jinn in Mystic Quest I immediately thought back to that email my college buddy sent me so many years ago. Pretty cool to see folklore make its way into the enemy roster.
This is a good time to stock up, refill, take a leak, do whatever you gotta do. Being able to see where enemies and bosses are on the map is extremely helpful to RPG virgins who detest random battles. So before tackling Medusa or any other (sub)boss, make sure you’re at maximum power.
Sure, she doesn’t look too hideous here, but wait ’til you see her second and third forms — ugh!
“So Steve, you want my magic potion do ya?”
“Of course!”
“Well… you can’t have it.”
“What? Why not?”
“My tree friends, you’ve chopped them down!”
“Oh THAAAAT… haha… yeah my bad.”
The Dark King is easily the strongest foe in Mystic Quest and it’ll take much healing to get through this one. Oh and fair warning… if you hate spiders, you’ll love his later forms…
M*AD*NESS
Who could forget these strange Mystic Quest ads back in late 1992? It caught my eye back then and has stuck with me ever since!
USA VS. JAPAN
FINAL FANTASY: LINK TO THE MYSTIC PAST?
WHAT THE CRITICS SAID
Mystic Quest fared well with the critics. EGM gave it scores of 8, 7, 7 and 7while Super Play rated it 79%.
CLOSING THOUGHTS
Final Fantasy Mystic Quest is one of those divisive games that has as many supporters as it does detractors. Myself, I quite enjoyed it. I’ll always remember it my first official RPG playthrough. And as an RPG starter kit sort of game, it does its job rather well. Enemies can be seen on screen. There aren’t a load of characters or items to tinker with. It’s about as bare bones as a 16-bit RPG can be, and for me at least there’s a certain amount of charm to that. Mystic Quest isn’t your typical epic RPG… if you want something along those lines then try Final Fantasy III, Chrono Trigger or EarthBound. But for those seeking a basic beginner’s RPG, look no further. Mystic Quest is a good “gateway” game for those new or unfamiliar to the genre.
Graphically, it won’t blow anyone away. Yet the visuals get the job done. Our protagonists are small but adequately detailed, and things such as the !!bubble and shrug add a nice touch. The monsters are well detailed, particularly the giant bosses. I was in awe the first time I laid eyes on the first boss, Flamerus Rex. Speaking of bad guys, you can see the physical deterioration on them as battles progress. Some bosses display as many as four different health status stances, and some of them are very cool. A perfect example being the Ice Golem, who almost melts but hangs on by a feeble grasp of what remains of his once giant hand. It’s a superb touch that adds to the fun of dismantling all the nasties found within. The game’s music is flat out terrific. Battle themes are appropriately intense while towns have a more subdued theme, adding to the adventurous atmosphere of the game.
In terms of difficulty, Mystic Quest is a cake walk. The plot is simple and moves along at a brisk pace. Sure, it doesn’t have the most elaborate plot in the world and granted, the character development isn’t as in-depth as what’s found in other RPGs, but I ask you this… what other 16-bit RPG allows you to see all your enemies on screen, jump, move pillars, or chop down trees as you’re walking about town? Don’t forget about the ability to hook on to platforms high above with the grappling hook either. There’s plenty to do in the short time the game lasts, which is roughly 8-12 hours depending on your play style. If you can ignore the lofty Final Fantasy label and take the game for what it intended to be, you just might enjoy it as well.
As a kid growing up in the early ’90s I can remember dreaming about the Genesis games that I wanted to see “souped-up” on my SNES. Thunder Force III was one of them. I would have given an arm and leg for a Super Nintendo version of Thunder Force III, figuratively speaking of course. I was blown away when I first played Thunder Force III on the Genesis in 1990. It was totally badass. SNES owners received Thunder Spirits in the summer of ’92. It was more or less Thunder Force III. Sadly, less… but I digress. First, let us take a trip down memory lane.
RAINING GHOULS ‘N GHOSTS
In early 2006 the SNES bug bit me hard and I began reclaiming bits and pieces of my childhood. It started out innocently enough with a mighty comeback to the SNES on January 17, 2006. Not before long I found myself repurchasing all things 8-bit NES and Sega Genesis as well. On March 31, 2006, I met up with a stranger outside a local grocery store. I remember it well. It was 3 PM on a Friday afternoon, and it was raining cats and dogs (or ghouls and ghosts, if you will). I met Kevin in the parking lot, a guy I had been communicating with off Craigslist. He waved over to me sitting in his red Toyota pick-up. I suppose he could tell who I was based on my nostalgic (and searching) eyes. Standing outside, umbrella in hand, I watched as he spoke fondly of the games he was selling to me, mentioning how they had been sitting up in his attic for years and years now, and how they were all purchased brand new back in the day. A small cute beagle stood on the passenger seat, its head tilted as it looked at me quizzically. I got all five games for $20. Thunder Force III was a game I used to watch and play all the time back at Tommy and Denny’s, way back in good old 1990. The game was mind-blowing and really brought home the arcade experience that a home system had yet to deliver at that point in time. I had always wanted to play the SNES version that went by the name of Thunder Spirits, but never did back in the ’90s. Less than a month then into my SNES resurrection, I picked up a copy.
THE STORY
The cybernetic computer that controls the planet Orn has long held a disdain for humans. It has surrounded itself with a formidable automated defense system consisting of four planets: Hydra, Gorgon, Saline, and Ellis. Motivated by its fear of the Commonwealth of Humanoid Planets, the computer has initiated a systematic plan to destroy the Commonwealth and enslave its members. The only hope for the Commonwealth is to intervene quickly and destroy the cybernetic computer at the Orn-Core!
The Commonwealth has pooled its resources to develop its most technologically advanced fighter, the Vrax. This ship’s diminutive size coupled with advanced stealth technology make it difficult to detect. Equipped with some of the most powerful weaponry ever to be deployed, it is easily the equal of ships many times its size.
OPTIONS
FIREPOWER
Be sure to blast these red ships. They carry new weapons, shields and the CLAW, a special and extremely valuable weapon. It attaches two orbiting drones to your ship which can intercept enemy attack. In addition, these drones will fire the same weapons as your ship, increasing the effectiveness of any gun you use. Sweet! As for the rest of your weaponry, discover them on your own
THE MISSION
WHAT THE CRITICS SAID
For a Thunder Force game hitting the SNES, Thunder Spirits shockingly received very little fanfare. EGM gave it lackluster ratings of 5, 5and 4. Super Play scored it 73%. On the internet, everyone highly prefers Thunder Force III. Though to be fair and more accurate, Thunder Spirits is technically a port of Thunder Force AC rather than Thunder Force III. Thunder Force AC was released in the arcades after Thunder Force III, and is largely based upon said game. Therefore, players expecting a magical carbon copy of Thunder Force III with SNES trimmings are likely to be quite disappointed.
Here’s a handy cheat to help maximize enjoyment of Thunder Spirits: during the game pause and press select 10 times followed by L, R, R, select. Now you can press Y to add a shield, X to add a Claw, and A to add and upgrade weapons. Try beating the game on Maniac mode with these cheats to help even up the odds!
CLOSING THOUGHTS
For nearly 20 years I wondered if this was *THE* ultimate Thunder Force game… a dream game which would combine one of my favorite Genesis titles with the souped-up capabilities of the almighty SNES. So much for that dream. When I finally played Thunder Spirits in the fall of 2011, I was sorely disappointed. The graphics and sound fail to meet SNES standards, and it pales in comparison to Thunder Force III which came out two years earlier. Then again, keep in mind that Toshiba Emi programmed the SNES version, not TechnoSoft (who did the Genesis game). Maybe the quality would have been vastly different in their hands. At any rate, the bosses here don’t look nearly as impressive or intimidating as they did in the Genesis version. The music is actually somewhat solid, but slightly tarnished by the weak sound effects that accompany it. I really like the first three stages, but the rest leave something to be desired… with too many similar space stages.
Still, at its core, it is Thunder Force. That alone is enough to carry some merit. The game does suffer from the sporadic spot of slowdown here and there, but it’s certainly playable and has its moments. It’s pretty cool being able to switch weapons and ship speed with the shoulder buttons (as well as during the pause screen). It also presents a fairly stiff challenge, especially on the Maniac difficulty level. Unfortunately, you can’t help but feel this was a rushed programming job, and certainly one that was handled with a lack of expertise and knowledge of the Super Nintendo’s inner workings. Thunder Spirits should have been an awesome shooter. Instead, it’s rarely mentioned whenever folks talk about the best SNES shooting games. It doesn’t do anything special. Even worse, you know the game didn’t live up to its potential. There are too many moments where you just fly around waiting for enemies to show up. It’s not the frenetic in-your-face shooter that, say, Space Megaforce is. Don’t get me wrong, I still enjoy Thunder Spirits. It’s just difficult to hide my disappointment that this game didn’t knock it out of the park. But hey, can’t win ‘em all!
Yesterday marked the official end of Major League Baseball’s 2019 season. It was the last day of ball for 20 MLB teams. Now 10 teams have emerged victorious and are prepping to do battle in the postseason. My team of choice, the Oakland A’s, will be taking on the Tampa Bay Rays on Wednesday, October 2nd. As an A’s fan for most of my life, I’ve witnessed some epic choking. Sadly, there’s a reason why they’re known as the Chokeland A’s. They make the playoffs fairly consistently but never quite make it far. Hopefully things turn around come Wednesday. At any rate, as I gear up for the big game, it made me think of an old obscure SNES baseball game that my brother and I enjoyed playing back in the day. I recently played it again after not doing so for over 20 years. Much to my pleasant surprise, it’s still a fun little baseball game even nearly 25 years on.
EDIT: October 2, 2019. DAMN. The A’s just dropped the Wild Card game 5-1 to the Rays. The A’s are now 0-9 in elimination games, setting a MLB record. Damn. Feels like they’re cursed. But that’s baseball. There’s always next year!
A FIELD OF DREAMS
In the summer of 1995, my brother had me rent The Sporting News Baseball. We both grew up baseball fanatics. I’ve been a fan of the game ever since my 5th grade class went to a ball game in 1994. The Sporting News Baseball isn’t the most refined baseball game on the SNES, but one thing it definitely had going for it was being able to play on that magical cornfield featured in Field of Dreams. Although I had yet to see the movie at that time, I knew it was an iconic field and it absolutely captivated my imagination. My bro and I played on that field every chance we got. There’s something truly magical about launching one deep into the corn stalks on a starlit night.
MLB LICENSE
Back in the ’90s, there weren’t too many MLB licensed games. But this one had the real players and the real teams. It was always nice when you ran across a baseball game featuring the real deal.
This game came out in Japan originally as Super Power League, so perhaps Hudson Soft forgot to remove the Power there from the title screen.
Matt Williams puts a charge into that baseball as he launches it high into that starry night. The irony? Matt Williams, most well known for his Giants stint during his playing days, is now the Oakland Athletics’ 3rd base coach. You can’t make this stuff up. Such is life. Such is life.
Results for previous at-bats are cited, which makes for a nice touch.
I love how the camera pans down to give you the full scope. The Field of Dreams ballpark at night in particular is simply majestic.
CLOSING THOUGHTS
My brother and I had more than our fair share of fun with The Sporting News Baseball back in the mid ’90s. Having played it recently in late 2018, I’m happy to say that for me at least, it’s held up pretty well. Granted, you’re probably not going to play this over the better baseball games available, but there is a quirky charm to this game. It’s definitely the cornfield — who doesn’t want to play a ball game on the iconic Field of Dreams cornfield? It just takes me to a happy place and makes Sporting News Baseball, at the very least, a notable effort. Speaking of which, it’s also the only 4-player baseball game on the Super Nintendo. Real players and teams, and plenty of editing options, round out the package. Unfortunately, there are only 3 ball parks to choose from. But in its defense, when you got the cornfield option, there could be 100 different ball parks to select from and I’d still pick the cornfield one 99 times out of 100. If you’re into old school 16-bit baseball games and you love Field of Dreams, Sporting News Baseball will likely entertain you enough for a few hours. It’s no Ken Griffey Jr. but what is? This certainly isn’t the worst alternative out there.
Last week my girlfriend and I caught the live movie adaptation of Aladdin in theaters. We enjoyed it, although both of us prefer the animated film. Seeing Aladdin on the big screen instantly brought to mind the time when Capcom, over 25 years ago, released Aladdin on the Super Nintendo. “Oh no, not another licensed video game!” Some might think from the outset. And really, history would have your back as many licensed games were seemingly more miss than hit more than a quarter of a century ago. Thankfully, Capcom incubated Aladdin with nearly as much maternal care as Disney bestowed upon their animated film. That means top notch animation, plenty of humor to keep things lighthearted and entertaining, and backed it all up with an incredibly authentic Middle Eastern atmosphere. Thus, what you have here is a strong example of the platforming genre based off 1992’s most successful film.
NEVER HAD A FRIEND LIKE ME
Aladdin roared into theaters the day before Thanksgiving ’92 (November 25, 1992 for those keeping score at home) and grossed over 500 million worldwide! It was met with undying fanfare. The song “A Whole New World” won an Oscar at the 1993 Academy Awards. The end credits boast a whopping 513 people! It was the first Disney film to show a belly button. Aladdin was based, believe it or not, on a cross between Michael J. Fox and Tom Cruise. Also, did you know that Aladdin once killed 40 thieves? [That was Ali Baba, you fool -Ed.]
Aladdin was such a smash hit that he had his own animated series as part of the classic Disney Afternoon lineup back during the early mid ’90s. I was a pretty big fan of the TV series. If you don’t remember the Disney Afternoon, it was essentially the cartoon version of TGIF. The Disney Afternoon aired Mondays through Fridays from 3 to 5 PM. Perfect for veggin’ out right after school for a couple blissful hours. Oh they don’t make them like how they used to, that’s fer damn sure! Needless to say, Capcom had a lot to live up to when they set their sights on adapting Aladdin to the Sega Genesis and Super Nintendo. But if anyone could pull it off back in those days, it was the Big C.
THE ADVENTURES OF ABU
THE STORY GOES…
THE BASICS
THE MARKETPLACE
Sprinting across the tops — high above the heads of enemies — looks great, but Aladdin’s movement has a certain herky jerkiness. It’s not a big issue but it does take a second to adjust to.
Aimed properly, you can bounce off a bad guy’s head and in one seamless motion stick the landing on a nearby platform. Pretty satisfying it is.
Press down to fall on the villain’s head and vanquish him. There is a sort of Prince of Persia feel to this game.
THE CAVE OF WONDERS
I rather like this stage quite a bit. Use your athletic acrobatics to maneuver your way across spiky pits and such. Good stuff.
Use apples to send pesky bats away. And what the hell is a delectable piece of meat such as that doing out in the wide open? It’ll spoil! Guess you better gobble it up then before it does!
Leaping off enemies and platforms doesn’t always go as you intend it to. Thankfully, it’s mostly a case of something you did that went awry, as opposed to flat out poor controls.
If you manage to survive this, you’ll run into a rather magical friend.
Carpet, in theory, could whisk you to safety, but where’s the fun in that? Nope, you must brave through this auto scrolling stage on your own.
After a couple head scratching stages where you’re forced to travel over murky waters and skin scorching lava without the aid of Magic Carpet, it finally decides to lend a hand, er, corner? Hey, better late than never!
Arguably the game’s most adrenaline-fueled level, nothing quickens the pulse quite like riding on Magic Carpet with your girl while doing your best to evade the sizzling molten lava that’s right on your tail!
INSIDE THE GENIE’S LAMP
Genie’s stage takes you to a cloud-filled universe that’s well out of this world. How befitting of a genie! You suddenly find yourself doing pull ups on cloudy wisps in a strange land that’s NOT AT ALL egotistical…
In classic Capcom fashion, landing on those Genie platforms will make the Big G frown for as long as you’re on it. Otherwise, the blue bastard’s full of cheesy grins.
THE PYRAMID
BONUS LEVEL: MAGIC CARPET RIDE
For my money, this is by far and away the greatest moment in the entire game. The sights and sounds — perfection personified. Based on the classic scene from the movie, it even replicates the “A Whole New World” song! Sans lyrics of course, but it’s a near perfect rendition otherwise. The whole damn thing is almost enough to make even the most hardened warrior feel all warm and tingly inside. Don’t take my word for it, watch it and listen to it here!
JAFAR’S PALACE
GENIE!
On the whole, Aladdin is a pretty easy game. It’s got a few tough spots, but with a password system in place and plenty of extra lives to be had, it’s something that the average gamer should be able to polish off without too much hardship.
Capcom’s classic continue screens, er, continue with Aladdin. Pull the yes one and Genie will flash you a satisfied grin.
But yank on the no one and watch the poor sap sulk and frown.
GENNY!
For ages now, even to this day more than 25 years later, there has been a debate amongst gamers on which version is superior: the Genesis or Super Nintendo rendition of Aladdin. Both games are significantly different from one another, as Capcom developed the SNES one while Virgin Interactive did the Genesis one. The Genesis version emphasizes more action than platforming. Both games were highly praised in their own right, but consensus seems to favor the Genesis game slightly. Regardless of which version you think is better, you can’t go wrong with either one.
WHAT THE CRITICS SAID
Aladdin was well received by the critics. EGM gave it scores of 9, 8, 8and 8. EGM’s sister publication, Super NES Buyer’s Guide, scored it 89, 86 and 85%. GameFan gave it ratings of 90, 90, 89 and 87%. Super Play rated it 81%. Most agreed on it being a fun and colorful platforming game by the ever trustworthy Capcom, who infused Aladdin with an admirable amount of care and respect to the source material. It’s not the most outstanding example of the genre on the SNES, but it’s certainly one of the better ones in the catalog.
CLOSING THOUGHTS
Aladdin is a quality platformer, but its two biggest flaws are that it’s too short and it teeters a bit too much on the easy side. Similar to Skyblazer, the levels are over right as I’m ready to sink my teeth into ‘em. The lack of enemies, not to mention the lack of enemy diversity, was also something of a disappointment. You can easily finish this game before you finish watching the animated movie! However, with a busy schedule that may include juggling relationships, kids and work, those two “flaws” aren’t the biggest indictments in the gaming world. I suppose that’s one way to look at it.
The graphics are splendid; they’re filled to the brim with detail, colors and parallax scrolling that seems to stretch on forever. The sound is pretty good, especially the renditions of the movie’s various themes. The SNES version of A Whole New World is my personal favorite and hits me in the feels every single time I hear its lovely jingle. Gameplay consists of your classic basics, sprinkled with a little Prince of Persia feel to it, complete with hanging from ledges with your pinkie fingers.
The control is generally solid but I do have a few gripes. Whenever you press left or right Aladdin will take a step (or two) in that direction. On small platforms this could cause him to slip every now and then, so be thankful for that hanging-on-the-ledge-with-your-pinkie business! Some handspring bounces off obstacles and enemies are also a bit tough to implement properly, particularly when it comes to needing several bounces in succession. Thankfully, such parts are few and far between. Mostly you’re just bouncing off one enemy or object at a time so it doesn’t adversely impact gameplay as much as one might fear. The control is definitely far from perfect but nothing you won’t quickly adjust to and manage. Those few niggles, however, are worth noting.
All in all, Aladdin is a fine platformer that deserves a spot in any SNES library. It does its source material a great deal of respect and is plain fun to play. It won’t last you long, or challenge you terribly much, but depending on one’s schedule and tolerance level, those things may be blessings or curses. Capcom could almost do no wrong back in the early-mid ’90s, and Aladdin is another solid example of such. Definitely and easily one of the better license games from the vaunted 16-bit era!
As a kid I had almost zero interest in RPGs. My brother loved them but I had the ignorant opinion that they were slow and boring. Now opinions are opinions and I would never call someone who dislikes the genre “ignorant.” However, I say ignorant for myself only because I judged an entire genre without giving it a chance. Ironically, I now love RPGs as much as any other gaming genre. My first foray into the RPG realm came courtesy of Final Fantasy: Mystic Quest (December 2007). Although certainly a flawed game, I had one hell of a good time. Naturally, it made too much sense to have my second RPG experience be Final Fantasy II. In some ways you could say that Final Fantasy II marked my first “real” RPG (if you don’t count Mystic Quest as a legit RPG which some folks do not). Final Fantasy II was a sweeping and grand adventure; what follows below will be some thoughts and memories. Fair warning: some spoilers lie ahead so play it first before you continue on! Besides, if you haven’t already played it, you probably should.
THE STORY GOES…
Crew: Captain Cecil! We’re about to land.
Cecil: At long last!
Crew Guy 1: Pray tell, Cap, why are we stealing the crystals from innocent folk?
Crew Guy 2: That’s what we’ve been summoned to do. And that’s that.
Crew Guy 1: Do we really have to keep doing this? Captain?
Cecil: …
Crew Guy 3: Prepare for landing!
Elder: Take the crystal if you must.
Cecil: Could have saved yourself the trouble by saying that earlier.
Elder: But consider this. Why would the King of Baron do this? Why do you pursue the crystals so eagerly?
Cecil: …
Crew Guy 2: SHUT UP old man, or I’ll shut you up myself!
Crew Guy 1: Captain, I don’t know if we can keep doing this.
Cecil: Possessing the crystal is essential to our prosperity. More importantly, His Majesty has deemed that the Mysidians know too much about the crystal’s secrets. We are the Red Wings, the air force of the Kingdom Baron! The Royal Command is absolute.
Crew Guy 3: You sure?
Cecil: …
Baigan: About time, Cecil! I see you have the Crystal of Water. Well done.
Cecil: Indeed. But… the Mysidians were so helpless.
Baigan: What are you trying to say?
Cecil: Well… it’s just…
Baigan: Don’t get soft on me now. You did what you had to do. Don’t overthink it, for your own sake.
Cecil: …
Baigan: Follow me…
Baigan: Your Majesty, I’m afraid Cecil has developed a conscience and a rebellious air. I don’t think we can trust him going forward.
King: I have no room for backstabbers. I’ll take care of him swiftly.
*MOMENTS LATER*
Cecil: You called, Sir?
King: Yes! Good job, Cecil. Hand me the crystal.
Cecil: Sir, are we doing the right thing?
King: You dare question me, YOUR KING?!?
Cecil: I just want to know what’s going on.
King: Let’s cut the bullshit. I know of your discontent, Cecil. Since you no longer trust me, you cannot be commander of the Red Wings. You are dismissed from your post!
Cecil: What?!
King: Take this package, and venture to Village Mist. Just remember this one thing. A man digs his own grave. Guards, get this maggot outta my sight!
Rosa: Cecil! What’s wrong? You haven’t been yourself lately.
Cecil: We had to rob the innocent folks in Mysidia.
Rosa: Oh dear…
Cecil: I’m just a Dark Knight with no courage to disobey His Majesty.
Rosa: Hmph! The real Cecil I know would never whimper like this!
Cecil: Rosa, about tomorrow…
Rosa: I know. I know. Get some rest, for tomorrow is a big day… for all of us…
In typical RPG fashion, you trek through the land in an overhead view. It’s simplistic but therein lies the beauty.
Enemies randomly crop up, taking you to this battle screen. Growing up I thought RPGs were lame and boring, but now I can’t get enough of it. Go figure!
Early on in the game, Cecil fulfills a life long dream when he legally changes his name to Steve. Hey, can you blame him? [Shush you -Ed.]
The twins, Palom and Porom, are comic relief characters to the nth degree.
This part cracks me up because we all know a nostalgic person like this in our lives who can’t shut up about their old war stories or the “good old days” [Pot, kettle, black -Ed.]
Final Fantasy II featured an intricate plot full of twists and turns that will tug at your heartstrings. You latched onto the characters; you connected with them and believed in them. There’s a certain synergy about this game that makes playing it akin to reading a really good book.
JACKPOT! Finding a bevy of treasure chests just lying around is always exciting. Your eyes just light up as you make your way around each box. Classic RPG gaming at its best.
An epic battle wages between Golbez and Tellah. Tellah has a devastating magic spell up his sleeve known simply as Meteo. It inflicts a shit ton of damage — 9,999 HP reduction to be precise. But at what cost?
In life sometimes we have to learn how to forgive those who have harmed us. We’re only hurting ourselves if we don’t. It’s more about what it does for you than it does to the person you’re forgiving. A good lesson I’ve learned over the years!
One of the many things I love about RPGs is the relationship dynamic between the group members. I particularly like it when there’s some degree of inner turmoil among the party members. It just makes things more interesting when there’s little moments of in-house bickering. They add charm to the game and are always a hoot to read. Nothing like a little good old fashioned tension among the ranks to break up the monotony of the trip.
In the end, a grand celebration is held and many old faces rejoin the fray for one big reunion bash.
I love how stupid high the numbers get in this game. HP of 5611? Why not! My final stats:
Steve L55 3699 HP 222 MP Rydia L51 1704 HP 449 MP Edge L52 2614 HP 168 MP Rosa L53 2654 HP 440 MP Kain L54 3373 HP
WHAT THE CRITICS SAID
Final Fantasy II was very well received by the critics. EGM gave it the Game of the Month honors, earning scores of 7, 8, 8 and 9. Super Play Magazine rated it 90%. You can’t go wrong with this game, and there’s even a small spattering of fans who prefer it to the almighty Final Fantasy III. Final Fantasy II is a well paced, story driven RPG no SNES fan can afford to miss. If you’ve somehow missed it all these years, be sure to bump it up to the top of your queue.
CLOSING THOUGHTS
Final Fantasy: Mystic Quest eased me into the genre, which I blindly disliked as a kid, but it was Final Fantasy II that cemented me as an RPG fan for life. I discovered, in my mid 20s, just how satisfying RPGs can be. The action may not come at you fast and furious, but the great storytelling and character dynamics make for a hell of a ride no other genre can provide. From romantic subplots to betrayal to even death, Final Fantasy II is a breathing and organic piece of art that sucks you in and doesn’t let go until the very last magic spell. You can’t ask for much more from a video game than that.
The effectiveness of its characters can often times either make or break an RPG. Thankfully, Final Fantasy II is graced from top to bottom with plenty of memorable characters. Yang, the wacky twins, Cid and Edge — just to name some — are the sort you’ll grow attached to as you go about the journey. Although Cecil is the main star here, it’s more akin to an assemble cast. Sure, the formula’s a bit simple and basic, but that’s also part of its charm. You traverse from town to town, talking with the locals, picking up clues, buying supplies, leveling up in the nearby forests and caves, and then battle a boss before moving onto the next region. It’s the storytelling aspect of these games that I admire so much. When an RPG is done right, like this one is, it sweeps you away to a far away land full of wonder and danger. It’s video game escapism at its best. Long day at work? Long holiday weekend? Nothing like popping in a quality RPG to get away from it all for a few moments. Although Final Fantasy II may be linear, doesn’t have many side quests and may even seem rather basic to more seasoned veterans of the genre, there’s an undeniable charm to the game. The story moves along at a brisk pace, the characters are endearing and it’s backed by a stellar soundtrack. If you haven’t played this game yet, you’re missing out on one of the best SNES RPGs.
In April of 1994 — 25 years ago in fact — Takara released the SNES port of Fatal Fury 2. Being one of the Neo Geo’s most popular fighting games, the original version made its debut in the arcade in 1992 and weighed in at a hefty 106 megs. The Super Nintendo conversion clocked in at 20 robust megs, arriving (arguably) right around the peak of the golden age of both fighting games and 16-bit gaming. Fatal Fury 2 proved to be a prime example of how to nail down a sequel properly, featuring more playable fighters, more special moves and enhancing virtually everything that the first Fatal Fury had to offer.
FATAL FURY ORIGINS
March 1991. A one on one fighting game revolutionized the gaming world. STREET FIGHTER II became nothing short of a phenomenon and a household name. At the time I was only 7 years old, but I can still remember it so vividly. You couldn’t go anywhere without seeing the Street Fighter II arcade cab. Whether it was 7-11, video rental stores, Pizza Huts or trading card shops, people lined up in droves to play it. Fatal Fury came out roughly 8 months later in November of 1991. I remember encountering Fatal Fury for the first time on a Neo Geo MVS cab. These powerhouse machines could hold up to four games, giving players the ultimate choice. The cab stood out in a crowd with its bright red exterior and four mini game posters up top. It immediately caught your eye and it was always fun to look up and see which four games were featured. Occasionally, old games got filtered out and were replaced by newer ones. There was always an element of Russian Roulette with Neo Geo MVS cabs that I loved. If you were in the arcade scene back in the early ’90s, then I know you know damn full well what I mean.
In retrospect, that time period was truly special. There was a certain magic to it. Just standing in front of an MVS cab gazing up at the four titles and watching the game demos switch on the screen before you, each game making a convincing bid for your precious quarter, was epic beyond words. Maybe part of it had to do with being young… but I really believe in my heart of hearts that that was simply a magical time in gaming that will never be duplicated ever again, period.
Fatal Fury was often wrongly accused of being a Street Fighter II clone as it came out 8 months later. Back in the day it was easy to claim that. But years later I discovered a shocking fact. The sort that debunks the gaming theories of one’s youth. The creator of Fatal Fury, Takashi Nishiyama, also created the very first Street Fighter (1987). After gaining recognition for his talents following Street Fighter, he was sought out by SNK. Nishiyama, along with many members of the development crew for the first Street Fighter, made the jump to SNK. Fatal Fury was the follow-up title in November 1991. In an interview conducted by 1UP, Nishiyama was quoted, “Fatal Fury was my Street Fighter II.” Wow. As it turns out, Fatal Fury was never a Street Fighter II wannabe. In Nishiyama’s mind, Fatal FuryWASStreet Fighter II. My bad, Mr. Nishiyama. Forgive me for the sins of my youth.
So much for Fatal Fury being a Street Fighter II clone, eh? Fatal Fury was actually in development at the same time as Street Fighter II. Fatal Fury has a special place in my gaming heart. I fondly remember it best for its 2 player co-op mode, where you and a friend can team up to fight the thugs at the same time. This gave it a unique atmosphere, almost as if it were an old kung fu flick. I have so many memories of my brother and me battling South Town’s most corrupt and dangerous villains. From the ageless Tung Fu Rue, who could morph into a muscular monster, to the enigmatic dancing Duck King. With incredibly lush and vibrant visuals, it made for a damn fine alternative whenever the Street Fighter II line went past the entrance. In some ways I even liked Fatal Fury more than Street Fighter II as a kid.
It was so cool how the levels you fought on would change from round to round. At first it’s sunny but then evening would befall the battle tested warriors. Tung Fu Rue’s stage haunts me to this day, even nearly 30 years later. The second my brother and I saw those heavy raindrops falling from the sky, complete with ominous thunder and lightning, we didn’t know whether to wind our watches or crap our pants. I remember standing there at Safeway completely frozen in awe. To this day it remains one of my fondest gaming memories. Another night I recall fondly occurred either in late ’91 or early ’92. Fatal Fury just came out and my uncle took us to a mom and pop rental shop. We rented WWF Survivor Series 1991. My brother and I were so hyped to see the championship match pitting the Immortal Hulk Hogan against the impervious Undertaker. But instead of rushing home as we normally would following a WWF tape rental, we found ourselves fixated on tag teaming against Tung Fu Rue as the arcade screen rained cats and dogs.
Our uncle, being the awesome uncle that he was, stood by the arcade cab cheering us on. Not many games could put Hulkamania on hold, but there was something special about Fatal Fury that resonated with me. Those colorful backgrounds and their wondrous transitions haunt me to this very day!
While flawed, Fatal Fury was a fun game in its own right. While Street Fighter II featured smoother gameplay and placed an emphasis on combos, Fatal Fury (from Nishiyama’s own words) “focused more on storytelling and special moves.” Although Fatal Fury lacked a combo system, it did feature some amazing special moves. Since there were no combos, you had to rely on pulling off your special moves at just the right time in order to gain the upper hand. Special moves are the lifeblood of Fatal Fury. Fatal Fury also had a pretty good story. You play as one of the Bogard brothers (Terry and Andy) or Joe Higashi. Your goal: avenge your father’s death. The man responsible: South Town’s crime lord, Geese Howard! Sure it sounds simple, but there is much beauty in simplicity.
As was the case back in those days, one could only dream of owning the mega expensive Neo Geo system. Therefore, most of us mere mortals had to rely on sized down 16-bit conversions that were either hit or miss (often times seemingly more miss than hit). Sadly, Fatal Fury was a massive miss. My brother and I were ecstatic seeing it previewed in the vaunted pages of EGM in early 1993, but a small part of our childhood died when we finally played it months later. I won’t even bother to review it. It’s a super disappointing conversion, eliminating the 2-on-1 game mode that made the original so damn fun and appealing.
At first glance, it looks promising. Although obviously scaled down visually, it looks pretty damn good for a 1993 Super Nintendo game. It captures the lush and vibrant colors of the arcade. F’rinstance, Andy’s massive energy wave looks fairly on point. But beyond excluding the 2-on-1 mode, the gameplay suffered due to its terrible control. The sound quality was poor as well. It was a far cry from the arcade original and that made me very sad as a kid.
ROUND 2… FIGHT!!
Following the “death” of Geese Howard at the end of the first tournament, a new leader stepped in. And not just any Average Joe [Higashi -Ed.], it was actually Geese’s half-brother, the vile Wolfgang Krauser! Talk about keeping it in the family…
HIDING IN PLANE SIGHT
The first Fatal Fury didn’t allow you to manually switch planes. But here you can, and it’s much better this way. It added in a wrinkle and made battles more strategic.
The six buttons on the SNES controller was fully utilized. Instead of pressing two buttons to switch planes like in the arcade, all you had to do here was push R. Nice! So while the arcade original is obviously superior, little tweaks like this made the SNES port easier to play in some ways.
Projectiles are much easier to avoid, and thus a bit devalued as a result.
A few stages have their own unique gimmick. On one stage you can shatter paper screens or “hide” behind them, making you feel like you’re in a Bruce Lee film. There are other stages where you can even send your rival into various hazards in the background, causing extra harm. More on that later…
ADDITIONAL FEATURES
Everyone can jump back to avoid attacks. Also, anyone can crouch while moving forward at the same time. Not just for the more agile fighters but everyone, including Big Bear. There are also counterattacks. All of this made Fatal Fury 2 a much deeper game than its predecessor.
Although home ports could never match the faithfulness of its arcade original, home bonuses such as the Elimination Mode was always a welcome sight.
LET THE TOURNAMENT BEGIN
THE KING OF FIGHTERS
It’s nowhere near as iconic as Ryu’s dojo rooftop but it’s memorable in its own right. Battling on a roaring railroad train, the passing scenery is majestic but the action is brutal and barbaric. Few landmarks scream AMERICANA more than Mount Rushmore, which you can catch a glimpse of in all its sweet glory.
Overlooking the exquisite sights of Italy, combatants wage war on a boat that’s anything but the Love Boat. As stated earlier, Andy’s always been my guy [Who are you, Woody? -Ed.] when it comes to the Fatal Fury franchise. He’s got the coolest special moves in (South) town…
Set in a quaint Thailand village, the hardworking women look on as they cheer their local champ who is anything but an ordinary Joe [You just had to, didn’t you? -Ed.]
Japan is well known for its bustling night life but Mai prefers to whup your ass on this private wooden raft. Gorgeous waterfalls and exotic statues grace the background.
Proud of his Korean roots, Kim shows off his skills in a busy part of town that showcases Korea’s rich sense of culture and tradition while also embracing modern sensibilities. Best of all, this stage is home to a hilarious sight gag. Timed precisely, you can knock the elderly off their bikes! Talk about some dark humor…
I love how Jubei kicks off his wooden clogs right before each fight, and how big they appear as they fly into the screen. Speaking of screen, his stage is one of my favorites because of all the paper screens. They’re irresistibly fun to mess around with, whether you’re “hiding” behind one or busting through one!
Hong Kong makes for a gorgeous backdrop. The skyline is absolutely breathtaking, and it’s awesome to see it transition from early evening to late evening between rounds.
The big Aussie, proud of his digs, wrestles all foolish challengers in the Australian outback. Having earned a large following, a small legion of his most fervent fans cheer on the big man as he attempts to rip apart his latest victim. All about branding, Big Bear even has his own personal big rig on full display. Raiden who?
DESPERATION SUPER SPECIAL MOVES
Fatal Fury 2 introduced desperation moves. These super moves, often featuring a complicated command, can only be performed once your energy bar is low and flashing. They are powerful and hard to pull off.
“YOU AIN’T THE BOSS OF ME!” [OH YES I AM, ACTUALLY -ED.]
For fighting games back in the early to mid ’90s, the inherent thrill of a home port was undoubtedly the strong possibility of a boss code. The very idea of playing as the boss characters at home — you know, the same ones that kicked your ass in the arcade — was titillating. Sure, home ports back then could never dream to approach the lofty standards set by their arcade original, but the really good ports were able to capture the spirit of the arcade while providing you with some awesome home bonuses. Look no further than Fatal Fury 2 which has a handy code allowing players to use any of the 4 bosses, expanding the roster from 8 to 12. Talk about a fantastic Easter egg!
An ominous fog permeates in the background. Watch out for those massive cogwheels — Billy Kane can smack you into them causing extra damage. Of course, this means you can do the same to him…
Balrog, you say? Never! At any rate, Axel Hawk (what a name) is a mean sucker who uses his environment to his advantage. He can pound you into the electric ropes, zapping you of whatever will remains in your bruised and battered body. But similar to Billy Kane, you can do the same…
Those stampeding bulls don’t discriminate. In the words of Richard Vernon (played by Paul Gleason), “Don’t mess with the bull — you’ll get the horns.”
Wolfgang’s elegance and refined taste is on full display here. This is the only boss stage without a background hazard. It’s actually quite fitting and symbolic. Just like Heisenberg, Wolfgang Krauseris the danger and the one who knocks.
When you finally dethrone the bastard, he goes out in dramatic fashion á la The Nature Boy, Ric Flair!
ADDING INSULT TO INJURY
BONUS QUESTION
Besides the boss code, what was a guaranteed staple of fighting games from the early ’90s? If you said the obligatory bonus stage, bingo! Fatal Fury 2 has two. The first appears after Round 4 and the second after Round 8.
GHOST STORIES, DEBAUCHERY AND MORE
I love a good ghost story. When I was a kid my uncle would regale us with his tales of terror and all things that go bump in the night. He spoke in a way that evoked haunting images in my soul, sending a wave of shivers up and down my spine. You’ve probably heard various stories about the Boogeyman or the Wendigo, but have you ever heard the story of The Lady With No Feet?
In Korea there is an infamous legend of a ghost woman and her two young ghost children wandering the streets in desperate search of the woman’s husband. Thousands of eye witnesses over the years have claimed to see them passing by on dark cold nights. The legend goes, the mom has walked so much that her feet fell off!
One anonymous man had this to say, “One night I was walking home per usual. Suddenly I felt a blast of cold air devouring me. I gazed up and there she was. I asked if she needed help but then I looked down and saw she had no feet. Frozen in terror, I watched in horror as she proceeded to float right through me. As she passed by I heard the awful wailing of “WHERE ARE YOU, MY LOVE?” Her two children skipped around me singing a lullaby, emotionless. By the time I turned around they were all gone. Vanished. Without a trace. And ever since that night I have never walked that path again… the Lady With No Feet is still out there… somewhere in the darkness. She’s watching… waiting… right behind you…”
ACTION FIGURE-O-RAMA!
Instead of your standard gaming advertisement to promote Fatal Fury 2, Takara ran a rather clever promo. They offered free miniature one inch Fatal Fury 2 action figures. It was a brilliant piece of business. Or maybe it was just Takara’s little way of saying sorry for the first Fatal Fury port. At any rate, I absolutely ate this up as a 10 year old kid at the time. I waited 2-4 weeks for my random action figure to arrive. In the meantime I was even more hyped for the pending arrival of Fatal Fury 2. So it worked like gangbusters. Genius marketing by Takara!
You didn’t know which of the 12 fighters you were going to get so that added to the excitement. To this day I wonder how many of these little bastards were made and how many are in homes today — relics kept from one’s childhood. I’m curious to see what the rest of the figures look like. From the four I’ve seen, the detail on these small figures were actually quite phenomenal especially considering they were free (more or less, not counting the two 29 cent stamps required).
I wanted Andy Bogard of course. My brother said if I got Terry that it would be his to keep. What a punk. It turned out to be a moot point in the end as a blue Wolfgang Krauser greeted me in my mailbox roughly a month later. I had the little guy for the next 7 years until I traded him away in a package deal along with Golden Axe: The Duel for the rights to Street Fighter Collection (Sega Saturn) via GameTZ on December 31, 2001. Damn, that was eons ago. I kind of wish now that I had kept the little blue guy. Oh well.
GREAT JOB WIL OVERTON!
WHAT THE CRITICS SAID
Fatal Fury 2 did well with the critics. It earned EGM’s Game of the Month honor in issue #58 (May 1994). EGM gave it scores of 9, 8, 8 and 8. Super Play rated it a respectable 79%. It was arguably the first Neo Geo port on the SNES that garnered praise and recognition for being a faithful and solid translation.
CLOSING THOUGHTS
After seeing Fatal Fury 2 earn EGM Game of the Month honors, my brother gave me the go ahead to rent it as soon as possible. As my brother and I booted it up, I could feel a certain unspoken level of trepidation between the both of us. I think part of us, despite the rave review from EGM, still expected the worst. That’s how bad the first Fatal Fury port was — we were scarred. But I’m very happy to say the sequel passed with flying colors. SNES owners finally had a Fatal Fury worth playing on their Super Nintendo.
25 years ago I viewed Fatal Fury 2 highly. 25 years later I still think it holds its own quite well. Graphically it captured the essence of its arcade brethren. Visuals are lush, vibrant and colorful. Some desperation moves, such as Joe Higashi’s towering tornado which goes from top to bottom, are a sight to behold. Control wise, while it doesn’t have the perfect control of Street Fighter II, it’s fairly precise. Sure, the music and sound could be a bit better but it plays well, thus making combat easy and fun to play. The boss code is the icing on an already well made cake. Adding 4 new fighters to the fray made Fatal Fury 2 a serious contender and one that fighting game fans could truly sink their teeth into.
With 12 fighters to pick from, a unique two plane battle system, memorable backgrounds, and plenty of cool special moves and devastating super specials, Fatal Fury 2 is quite the package. I liked it a lot back then and I still like it now. Although long gone are the days where one had to rely on the Super Nintendo for their Neo Geo fix, it doesn’t change the fact that this was a very competent port for its time. Fatal Fury 2 proved that not all hope was lost when these arcade monsters were ported over to the SNES, and that the possibility of capturing the essence and spirit of the arcade original was feasible.
I still throw Fatal Fury 2 in my SNES for a few rounds every now and again. The SNES controller’s six button layout allows me to experience the game in a way different from the arcade, which earns the SNES port major cookie points with me. You also had some awesome home bonuses like the Elimination Mode, handicap levels and of course the boss code, which made it feel more like Fatal Fury 2½. It’s just a great effort all around, and one that made me forgive TAKARA for the atrocity that was the first Fatal Fury port. And that’s saying a lot!
Over the years you might have noticed that I always list the meg count of every SNES game I review. There’s a good reason for that. Ever since I was a kid I’ve been fascinated by MEG count. The Neo Geo had some ridiculous 100+ meg games, and as a kid it was always fun to see how big a certain SNES game was. The meg count varied on the Super Nintendo from 2, 4, 8, 10, 12, 16, 20, 24, 32 and 48. For sure, the size of a game does NOT indicate how good it is. Some of the best SNES games are only 4 megs. Some still look great for their lack of megs while others boast a much higher meg count but look far worse. It was just part of the fun back in those days.
20 megs was my favorite of the lot. 20 is a nice round number, and there weren’t many SNES games that were 20 megs. Less than 10. Speaking of 10, 10 MEG games are a close second favorite. There were only a small handful of them. I remember when Final Fight 2 first came out, my friends and I wondered to ourselves, “How many megs? 8 or 16?” Then you read in EGM or GameFan only to find out it was neither. Instead it was 10 MEGS. You couldn’t help but chuckle as 10 was a very uncommon meg count. In homage of those good old days, I make it a point to cite the meg count of each game off the bat! It’s just something I love to do, and I feel it’s all part of preserving the history of the Super Nintendo.
This month Claymates celebrates 25 years. Sadly, it never turned into the big hit that the people behind it a quarter of a century ago were hoping for. And even to this day, for the most part, it flies under the SNES radar. But the question is, does it deserve to? In this gamer’s humble estimation, the answer is a resounding NO. Claymates is quite a fun and unique game that rises above the average SNES platformer. Right off the bat you can’t help but notice its claymation look. But most notable of all is the ability to morph into one of five different animals — all with varying abilities — and levels brilliantly crafted with those creatures in mind. By the way, I interviewed the programmer of Claymates, Brian Greenstone, and that Q&A can be found toward the end of this review. Many thanks, Brian! Happy 25th anniversary
CLAY… HERE TO STAY?
THE STORY GOES…
Mudville, USA. Clayton is zapped into a blue clay ball by the vicious Jobo. The witch doctor then kidnaps Clayton’s father Professor Putty. Clayton’s day just went from bad to worse, and it’s up to him to save his dad, himself and Mudville by gaining back possession of the magical serum.
Citizen Kane this ain’t, but this is a 25 year old Super Nintendo video game we’re talking about here
PLAYING WITH CLAY
Finding yourself in Clayton’s yard, the game thankfully doesn’t look like that for long. It’s more or less an overhead map screen with some puzzles thrown in, but more on that in a bit. By the way, does Clayton live by an amusement park or something? O_o
Starting out as Clayton, your life is brittle and bleak. Your only form of offense is a giant fist. Luckily, there’s a gray ball nearby that turns you into Oozy the frenetic mouse. Leap through random tree holes collecting red gems, complete with a lovely mini explosion of sparks once procured, and jump on bouncers to send our plucky field mouse sky high.
Sandwiched between two bouncers, the poor rodent’s fragile body is deflected back and forth like a scorching pinball. You can almost feel his bones rattling, his tiny teeth chattering as he is flung from one bouncer to the next. When you come across a new animal form, it’s a hint that you should probably take the bait as the next section is sure to have terrain most suitable to your latest transformation.
Muckster climbs trees to reach otherwise unreachable goodies. Later on, you can switch back to the mouse if you wish. His bark is actually stronger than his bite.
Successfully bounce off all the squares one at a time to win. Sounds easy, right? Until you factor in that with each bounce it gets faster and faster.
Following the conclusion of each stage, there’s a brief puzzle that must be solved before you can enter the next level. A pair of mindless robots wander around aimlessly. You’re tasked with manipulating the environment in order to steer them toward the weapons required to clear the path. I have mixed feelings about this gimmick. I liked it initially, but it grew a bit old after a while and I just wanted to jump into the action. Still, I give them credit for trying something slightly different.
Sunday morning strolls are the best… that is until two weasels crash the party.
Smiling clouds abound as though it were a Nintendo game. Throughout the history of civilization, cats and dogs have struggled to get along. Claymates doesn’t attempt to change that.
Continue markers and collapsing bridges… hey, you can’t always be original.
Overhead power lines are a dangerous place for an itty bitty mouse to be. Unless of course, that mouse happens to be Oozy and his powerful bark.
Electrical charges zipping along the exposed wires will keep Muckster on his toes, er, paws. After traveling high above ground, make your way underground.
Muckster’s casual stroll, complete with his head held high, captures your typical feline attitude to a tee. You revert back to Clayton (the blue bouncing ball) if damaged in animal form, where you’re then just one hit away from death. I love the pinball effect that those bouncers induce. So damn satisfying.
Enemies ramp up, so be sure to grab that second Muckster power-up. Since you’re already Muckster, you don’t transform. Instead, you can now throw a clay ball a short distance that boomerangs back. It also gives you an extra hit to play with. Good stuff.
Linger around these shady underground tunnels long enough and you just might run into doppelgängers decked out in red carrying scissors. Shout out to Jordan Peele! Multiple passageways await as you ricochet off the bouncers to make your way back up to the surface.
*shakes fist* “These here tunnels be big enough for only one of US!“ A waterspout sends you to your first boss encounter…
Thankfully you can morph into Globmeister before the battle with Big Ben, a floppy-eared clay hound of hulking proportions! The chipmunk hurls acorns aplenty, making short work of the colossal canine.
Following the victory over Big Ben, Clayton clambers into a cannon and is shot across the globe where he lands in the great Pacific. Hmm, I smell salty water…
Although it looks like you can, Muckster sadly took ducking lessons from Mega Man…
Ricocheting off bouncers like a pinball never gets old. The Pacific introduces us to a new animal friend, Goopy. He spits air bubbles and can stay on dry land for only 10 seconds.
Surrounded by deadly piranhas and razor sharp spikes, you best better catch that ride and catch it fast!
Whew… just made it! Piranhas aren’t shy to jump so keep an eye out. Later on, you find yourself swinging precariously over a bed of spikes.
Clayton is slow moving and offers very little defense in his clay ball form. Find the next animal morph ASAP. Good news: you’ve found Goopy. Bad news: just when you thought it was safe to go back into the water…
Claymates has two different bonus stages. This is the second type. Is it just me or does the first shot there remind anyone else of Uniracers? (Although Uniracers came out about six months later). I much prefer the first bonus stage shown earlier. This one can go on for too long, wearing out its welcome, and the physics feel slightly off.
Mallards are cranky and testy. Punch them out of their misery.
Where’s Martin Brody when you need him, eh? Enter those small wooden doors for a nice little surprise.
Leader of the Pacific, Corky the Clam is a tough customer to crack. Keep your distance and shoot from afar whenever possible.
Corky’s giant eyes are taken out one at a time. I’m a huge sucker for video games that feature deterioration damage on its bosses, which not nearly enough games do.
Clayton never once imagined in his wildest dreams that he would ever end up in the Land of the Rising Sun, yet here he is. Adventure beckons!
Samurais litter the Ooze Garden. [I wonder if one of them is Oroku Saki -Ed.]. They’re fast suckers and the katana’s long reach makes them a lethal foe. You can morph into Doh-Doh, a bird that can fly for a brief bit provided you get a running start.
Mighty winds give life to paper lanterns, allowing you just enough time to use them to reach the top. Morph into Mucky and get ready for a ride so wet and wild that even Schlitterbahn would envy.
Muckster shows off his great leaping ability, but haste makes waste. Having the clay ball power-up is huge, especially in areas of play where there’s very little room for error.
Temporary invincibility is always appreciated. A bevy of irascible samurais guard the stage exit. If your clay ball doesn’t get the job done, just keep swiping. It’s a numbers game and sooner or later you’ll get a hit [Are we still talking about Claymates, or online dating here? -Ed.]
Globmeister is the only one who can dig, which allows you to explore new playing areas below the surface.
Platformer Rule #72: The collectibles in your game MUST, at some point, be placed in the form of an arrow. Rule #89: Falling objects must be present. In this case, lanterns filled with explosives apparently, since they explode upon impact.
WELCOME TO THE JUNGLE! We’ve got fun and games. We got everything you want honey. We know the names! We are the people that can find whatever you may need. If you got the money, honey we got your disease!
Clayton finds himself in Africa. That giant rotating coin there evokes memories of Sonic the Hedgehog.
Things get a lot tougher in Africa. Obstacles and projectiles come flying at you from every which direction.
Globmeister’s life must be flashing before his very eyes. Muckster too, for that matter. Jobo is the boss of Africa, but the game isn’t over after defeating him. There’s one more place you must traverse…
Claymates turns into a horizontal space shooter!
INTERVIEW WITH BRIAN GREENSTONE
The programmer of Claymates, Brian Greenstone, was nice enough to participate in an extensive Q&A. The following interview was conducted on August 4, 2015. Enjoy.
Me: How did Claymates come to be?
BG: This was my very first Super Nintendo game that I was hired to do straight out of college. I had already made a lot of games for the Apple II and Apple IIGS, but this was a whole different ball game for me, so I had a lot to learn from day one. The idea was originally my boss’, and he wanted to do a claymation game. I forget how he got hooked up with this claymation firm, but the people we hired were really good, and they helped a lot in the design.
Me: How long was development?
BG: I believe this was a 9 or 10 month project. That was fairly typical of SNES games at the time.
Me: What were some pros and cons working on a game that relied purely on claymation?
BG: The main issue was memory space and color palettes. Both were very limited on the SNES. The company that did the actual claymation for us supplied us with each frame of animation, and then it was up to our artists to reduce those frames to something usable with the 256 color palette that we had available. One other issue was that if anything went wrong it was very hard to fix, and adding new animations required going back to the claymation company and waiting for them to do it. In a normal game the artist would simply sit down and draw a few new frames of animation by lunchtime, but not so for claymation.
Me: There’s some confusion online about the North American release date. Wikipedia has it listed as April 1993 and some folks swear by that. [Note: As of March 2019, it’s since been changed to April 26, 1994]. Others claim first quarter of 1994. GameFAQs has it as March 1994. Please clear the air: when exactly did Claymates first hit store shelves in the US?
BG: My memory is a little foggy on the exact date, but what happened was that the game was shown at CES and was a big hit. The game was supposed to be released shortly thereafter, but around the same time Visual Concepts began work on Clay Fighter, another claymation game. At the time fighting games were huge, so Interplay, the publisher, wanted to hold off releasing Claymates and wait for Clay Fighter to be completed instead. This took a very long time — in the meantime Claymates sat on the shelf. Additionally, the original name of the game was “Animal Exchange” — at least that was the working title. Interplay wanted to call it Claymates, and we objected strongly. That name was absolutely horrible, so when it finally did get released (probably in 1993) it didn’t do well. Interplay gave all the attention to Clay Fighter even though Animal Exchange had won awards at various trade shows, and the name change to Claymates scared off any self-respecting kid over 8 years old.
Me: How many copies were sold?
BG: I’m not sure. I know the game was a bit of a disappointment due to Interplay’s mismanaging of the marketing.
Me: You mentioned in our Harley’s Humongous Adventure interview that you wanted Claymates to have a different name. What was that name, and was there a reason given about why EA changed it to Claymates? And, how did EA (Electronic Arts) get involved? There is no mention of EA being attached to Claymates anywhere that I know of. Did you mean to say Interplay instead?
BG: For some reason I thought it was EA, but actually the publisher was Interplay. As mentioned above, the game’s working title was Animal Exchange, and we never really thought that would be the shipping title. But then we never thought Claymates would be either. We had a whole bunch of other titles that we suggested to Interplay and they were all better than Claymates, but for some unknown reason Interplay insisted on that name, and it destroyed the game’s chances of success.
Me: The box was incredibly unique. As a kid back in the ’90s it totally stood out in a crowd! How did you feel about the box?
BG: Yeah, the box was really cool! We thought that was going to make up for the horrible title, but it didn’t. It definitely got people’s attention but it was also a very expensive thing to do for the manufacturing. The lenticular lens — the original faux 3D technology — made the box look very neat.
Me: Speaking of the box, it proudly touted BLAZE PROCESSING (obviously inspired by Sega’s Blast Processing campaign years prior). Is there a story behind this?
BG: I vaguely remember that. If I remember correctly it was all marketing BS. It didn’t actually mean anything, and I’m sure it was another Interplay marketing idea since it made no sense [Ouch -Ed.].
Me:Claymates is pretty long by genre standards. Why wasn’t there a password (or save) option? Thankfully, the three warps included throughout the game do help somewhat to mitigate that.
BG: Could you save games on SNES? Wow, it’s been so long I can’t even remember. I guess there were passwords, right? Seems we should have had that.
Me: Do you recall the ads and if so, what’s your opinion of how the game was advertised? I remember they had the fish Goopy doing a Playboy-esque spread! Clever with the “Claymate of the Month” tagline too!
BG: Despite the horrible title, the ads looked pretty good. Very colorful, and well designed. Probably the only bit of marketing that Interplay did correctly with this game.
Me: There are five animals that Clayton can morph into. Which one is your favorite and was there a rhyme or reason for the five that were chosen?
BG: The fish was my favorite simply because the actual clay model for him looked so cool! I don’t remember if there was really much rhyme or reason to the different animals other than we needed variety. The claymation guys did a bunch for us and we picked the ones we liked the most.
Me: After each stage there’s a puzzle to solve before advancing to the next stage. You had to move carts and other objects in order to manipulate the mindless robots to reach the exit. I didn’t really like it personally just because I feel it disrupts the flow of the game. What’s your opinion of those gimmick puzzles?
BG: Yeah, I don’t think I was a fan of those either. They were probably put in there to try and differentiate the game and give it some sort of bonus round type feel. From what I remember we struggled a bit with them because they used up valuable memory space that we needed for the main game.
Me: The Milky Way, the last level of the game, transforms Claymates (I suppose that is rather ironic / poetic if you think about it…) from a platformer to a space shooter. Talk about that.
BG: I think that’s the level that used the infamous “Mode 7″ on the SNES. That was the primitive pseudo-3D mode, and there wasn’t much you could do with it. Making it a space shooter was probably the only thing we could come up with that worked with the very limited resources we had. Plus, we thought it looked cool.
Me: Do you have a favorite stage or world?
BG: I’m sure I did, but after 22 years I couldn’t remember it enough to say. I just know that I enjoyed making that game, and since it was my first “professional” game out of college I was proud of every bit of it.
Me: Was a sequel ever planned?
BG: Oh, yes. We thought the game was going to be a big hit since it played so well at CES, but when Interplay destroyed it with poor marketing decisions, it ruined any chance of that sequel ever happening. They just wanted to do Clay Fighter sequels instead.
Me: It seemed like Visual Concepts and Interplay enjoyed a successful relationship with titles such as Claymates, Clay Fighter and Clay Fighter 2 AKA C2: Judgment Clay. What was working with Interplay like?
BG: It was actually very good other than the fact they ruined the game by holding off on its release, giving it a horrible title, and then completely ignoring it over Clay Fighter. They gave us everything we needed to develop the game, and they were a good company. I later worked with their Mac subsidiary MacPlay on Power Pete.
Me: Looking back on Claymates, what are you most proud of? What disappointed you? If you could magically go back to tweak some aspect of it, what might that be?
BG: Hehe, well, I’d change the horrible title. Other than that, I think for my first console game it was really good, and considering we had 128K of memory to work with we got a lot in there.
Me: In closing, any funny or memorable stories you’d like to share?
BG: I wish I could remember the name of the claymation company that did all that work [instruction manual states A-OK Animation, Angie Glocka and Owen Klatte -Ed.]. They were really great guys to work with, and it sure would be fun to do a claymation game like that nowadays. It would be such a nice break from the CG world we live in now.
Thank you Brian Greenstone for answering my questions and thanks for programming this underrated SNES platformer
WHAT THE CRITICS SAID
Claymates received solid reviews from the gaming magazines of its day. EGM gave it scores of 6, 7, 7, 7 and 8. EGM’s sister publication, Super NES Buyer’s Guide, rated it 80, 81 and 84%. Super Play, typically more difficult to impress, gave Claymates a very respectable 79%.
Sadly, despite pretty good reviews and a robust advertising campaign full of ’90s charm and cheese, Claymates more or less got lost in the SNES shuffle. Even to this day it doesn’t get as much recognition as it probably deserves. It has way more substance than Clay Fighter, that’s for damn sure!
CLOSING THOUGHTS
Claymates, though far from perfect, has quite a bit going for it. The levels are long enough to sink your teeth into and the level design is fairly well crafted. The gimmick of morphing into five different animals all with varying abilities makes it a blast to play, even if the control isn’t super crisp. The claymation look definitely sets it apart from the rest of the pack. Although it may lack intricate details, there is a certain charm to the visuals that can’t be understated. Each animal, including Clayton himself in blue putty ball form, has its own unique attack. It’s just more satisfying to peck critters to death — or viciously hurl acorns at them until they’re vanquished — than the standard hop ‘n bop formula that so many of these games employ. So any slight deviation earns extra points in my book, especially when you essentially have six different playable characters. Variety is the spice of life!
The music in the first world sounds a bit annoying but it gets better as the game progresses. Some of the later melodies are rather catchy; there were times where I found myself humming! There is a lively and whimsical beat to the soundtrack that makes playing Claymates even more enjoyable (once you get past that first world at least). I really dig how the levels are designed around the different animals. When a new color clay ball appears, you can bet that the next stretch of that level will be based around the abilities of the new animal. This helps tremendously to keep the long levels feeling fresh and your gameplay style switches on a dime depending on the animal you are using.
Above all else, Claymates has heart. You can tell that the people involved had a lot of fun making it and weren’t afraid to take risks. Look no further than the last level which all of a sudden boldly morphs into a side-scrolling shoot ‘em up! There’s something charming about Clayton’s adventure — he goes from his small hometown of Mudville, USA, to the Pacific, Africa and even the Land of the Rising Sun. Along with his animal friends, you’ll have to guide him even to the far reaches of outer space to save the world from certain doom. It’s not the best platformer ever made but it’s fun and delightfully eccentric. I recommend Claymates if you’re looking for something quirky and under the radar!
Graphics: 8 Sound: 7 Gameplay: 7.5 Longevity: 6
Overall: 7.5 Bronze Award
SAD BUT TRUE: July 11, 2015. Saturday night. At 6:40 PM I fired up Claymates. When I finally beat the game straight through (due to a sad lack of a password or save option), I looked at the clock and it was 1:40 AM. I sat and played through Claymates for 7 long hours. Wow. That goes down in history as my single longest game playing session, beating my previous high by probably a good 3 hours or so. Insane. Of all games, Claymates! For some wacky reason, on that particular night, I was locked in. I managed to beat it although the last level took me several dozen tries it felt. I’ll probably never do that again but man was it a crazy fun night
I love beat ‘em ups. Always have, always will. From Double Dragon to Final Fight to Streets of Rage, I love me a good old fashioned side scrolling beat ‘em up. One of the most revered brawlers on the SNES is Ninja Warriors. I missed out on it back in the day and despite buying a copy 13 years ago in 2006, I finally got around to playing it earlier this month. There are simply too many good games and not enough time, so forgive me for waiting so long. My backlog is seriously insane, but I digress. Ninja Warriors on the SNES just turned 25 years old so it was the perfect time to see what the hype has been all about. Play as one of 3 robot ninjas and battle an army of villains and evildoers. Surely, it’s a formula for smashing success, no? Let’s take a look…
THE YEAR WAS 1987
Developed by Taito, Ninja Warriors began its life in the arcades in 1987. The cabinet was a massive monstrosity, one I never had the good fortune enough to witness in person. Back in the ’80s, ninjas and cyborgs were running wild. Taito had the brilliant idea of mashing the two together.
FAST FORWARD TO 1994
Some 7 years later, Taito revitalized Ninja Warriors when a remake was issued for the SNES and hit store shelves in February of 1994. It rapidly garnered positive reviews and is often considered as one of the best beat ‘em ups on the SNES.
MEET THE NINJA WARRIORS
MEET THE NINJA WARRIORS AGAIN [I SEE WHAT YOU DID THERE -ED.]
NEW NINJAS ON THE BLOCK
One of the cool things about this game is the ability to block enemy attacks. It’s just too bad then that blocking is the same exact button as attacking. Not a dealbreaker by any means but with no option to adjust the buttons, it’s a bit of a bummer. Back on the right side of things, there are plenty of fun items to throw around. In fact, let’s check them out.
What could be more gratifying in a beat ‘em up than seeing that big health refill right as you’re on the verge of dying?
Plenty of fun stuff to fling at enemies. The containers are the best because they may house energy pods inside.
THE STORY GOES…
Banglar seeks to rule the world with an iron fist.
Reminiscent of Contra III: The Alien Wars! On a side note, Natsume developed the SNES remake of Ninja Warriors. That same year they also made Mighty Morphin Power Rangers. The two games are eerily similar, and it wouldn’t surprise me if some of the same Natsume folks worked on both titles.
Somewhere, a darkened corridor lights up…
Something awakens!
UNLEASH THE TERMINATORS!
Nothing like that classic giant scrolling title screen to get you all pumped up to kick ass.
MISSION ONE
Smashing out of a window that takes out the opposition, Ninja Warriors is off to a blazing hot start. Love seeing all those shards of glass flying every which way. The sprites are pretty big and the colors are bright and bold. So far, so good!
There’s a “Blaster” bar at the bottom that automatically charges as long as you’re not hit. Once full you can unleash a super attack that damages any enemy onscreen. I’m not a fan of the weird visual effect it produces, however. It looks like a glitch that managed to slip past the game testers.
Natsume, I like to think, learned from their mistakes and did it the right way in Power Rangers.
Unlike most beat ‘em ups, Ninja Warriors operates on a single plane. Due to this restriction, I had my concerns about crowd control. Thankfully, the protagonists can attack in such a flurry that it provides extensive coverage, taking out bad guys in front of you as well as behind.
Missiles rain down from the sky, damaging anyone caught in its wake (bad guys included). Be careful not to get stuck in the middle where enemies can gang up on you. Better yet, watch out for that missile rapidly approaching your face!
Shoulder tackles are good for clearing crowds. It’s not quite Contra III but seeing this set piece explosion on the first stage sets a good tone.
Explosions continue when you defeat this towering terminator.
MISSION TWO
Kunoichi is the fast but weak fighter of the group (to no one’s surprise).
Mindless enemies are easily lured to a grisly death (in theory, anyhow). I’m not a big blood guy, but if there was ever a time…
Leatherface would be proud! What an awesome entrance.
Chainsaw is as big as her! Son of a bitch blocks well, too.
What’s worse than dealing with a chainsaw wielding homicidal maniac? Contending with soldiers who have plenty of firepower!
MISSION THREE
Kamaitachi is my favorite of the ninjas. He’s agile enough while being able to withstand more damage than Kunoichi. Not only that but he has a cool spinning attack as well as a retractable scythe!
Beating up businessmen in suits is extra satisfying. That big fella there is the toughest of the regular enemies. He’s more or less the “Andore” of the game.
Banglar flashes intermittently on the multiple screens as the boss fades in and out. Beware of bombs!
MISSION FOUR
Throwing a searchlight… points for creativity! Also love that atmospheric skyline. Later in this stage a tank comes smashing through the wall. Don’t get caught in the middle if you can help it.
Exercise crowd control by jumping to one side and kicking an enemy to take out their own. This is critical to keeping your head above water.
Insane flexibility on his part to kick that high without splitting his business slacks. A helicopter flies by launching an all-out assault. Stay out of harm’s way; the bullets will blast Banglar’s brigade!
Massive destructive energy beam aside, this boss is a joke.
MISSION FIVE
Strolling through the city at night is always fun. That is, until you meet a pair of schmucks in slacks!
Remember the first boss? He’s back but now he’s a regular enemy. Avoid jumping at him or he’ll uppercut the holy hell outta ya.
Blocking and capitalizing is key to success. I love when levels transit from one scene to another, such as this seamless transition to a dojo. Any backdrop featuring Shoji screen panels is a big win in my book!
There’s something inherently beautiful about beating up thugs in a dojo. Especially when the buildings come into view at night time. Ninja Warriors has an ’80s action movie vibe to it.
Speaking of action movies from the ’80s, this boss looks like the big bad from a Jean-Claude Van Damme movie!
Obviously, he’s well versed in black magic…
MISSION SIX
Destroy Banglar’s exquisite statues by sending his army through it. The key to beating Bumblebee and friends is attacking them from behind; their front defense is very strong.
Banglar! But he doesn’t stick around long. He tramples off, the bald little bastard. In his place comes two towering titans. Good luck!
MISSION SEVEN
Snowy levels are always nostalgic for me, as they take me right back to the days of Contra and Teenage Mutant Ninja Turtles II: The Arcade Game.
Unlike most other SNES beat ‘em ups that typically max out at 3 enemies onscreen, Ninja Warriors can have up to 4. Throw them into each other to exercise crowd control.
Heaving around gas tanks lead to huge explosions. The red variant is the strongest of the regular enemies. Luckily there should be a health refill in one of those containers…
Bumblebee and friends are tough when they surround you from both sides. Knock them into each other if you can.
Experiment gone wrong… or right?
MISSION EIGHT
Banglar is an interesting final boss fight. You face his cronies (and his deadly laser beams) rather than Banglar himself.
Damage is inflicted only by throwing his lackeys back at him. This takes a long time and the enemies get tougher and tougher. Damn you Banglar, you chicken shit coward!
THEY RETURN… ONCE AGAIN
In September of 2018 it was announced that Ninja Warriors would be the latest retro intellectual property to be revitalized. It is set to land on the Nintendo Switch at some point in 2019. I personally cannot wait.
A proper 2 player mode and gorgeous sprite work? Count me in!
Check out the teaser trailer!
WHAT THE CRITICS SAID
Ninja Warriors was met with high praise. EGM gave it scores of 8, 8, 8, 8 and 9. GameFan gave it ratings of 86, 87, 92and 93%. Even Super Play, who were often critical of beat ‘em ups, rated it 84%. SNES fans often cite Ninja Warriors as one of the best beat ‘em ups on the Super Nintendo.
CLOSING THOUGHTS
Ninja Warriors has a lot going for it. Straight forward arcade-like action, cool ninjas, killer robots and an atmosphere plucked right out of late 1980s action movie lore. Huge detailed sprites, menacing bosses and all the classic lackey tropes you could want to beat up. Yet, for some reason I’m not over the moon for this one. It plays well and the ability to block adds depth to the core gameplay. But I’m not a huge fan of the action taking place on a single plane. Enemies can quickly crowd you and sometimes cheap hits feel impossible to avoid. Thankfully you can block bullets but I would like this game much more if it were free roaming like most other traditional beat ‘em ups. There’s a flash of utter brilliance here and there, such as giant fans being able to kill enemies or the helicopter that flies by spraying bullets unmercifully. Sadly, that’s pretty much it as far as that goes. In addition, a 2 player mode is sorely lacking.
That said, it’s still pretty good. The colors scream “1994 SNES” as they are bright, bold and easy on the eyes. There are 3 distinctly different characters and I like how the bomb attacks uses a separate meter rather than subtracting from your precious life bar. There’s a certain amount of satisfaction that comes with pummeling the various enemies and exploiting their weaknesses. The music gets the job done for the most part although it doesn’t really stand out, either. Ninja Warriors is a very worthy addition to any SNES library.
But I’d be lying if I said I completely loved it. After all the hype I’ve heard over the past 25 years, I find it to be slightly disappointing. I would much rather play Teenage Mutant Ninja Turtles IV: Turtles In Time or Return of Double Dragon. Ditto Final Fight 3 and King of Dragons. In my book, Ninja Warriors is an odd case of a game that is somehow both pretty good and disappointing all at once.
One of my favorite things about this hobby is the ability to right childhood wrongs by going back to play games that I missed out on. Ardy Lightfoot turns 25 years old this month, and it was one of those games that intrigued me as a kid. It looked like a fun game and a hidden gem. When I got back into the SNES over 13 years ago in January of 2006, Ardy Lightfoot was one of the earliest games I sought out. At that time, I’d been curious about it for 12 years. Sometimes your gut feeling about a game is right and sometimes it’s wrong. Let’s see where Ardy Lightfoot stacks up.
THE YEAR WAS 1994
I was instantly intrigued the first time I laid eyes on Ardy Lightfoot via an EGM preview guide. Sadly, my brother made most of the renting choices back in the day and “ALF” never struck his fancy like it did mine. Thus, Ardy Lightfoot (along with over a hundred other SNES games) became doomed to remain a childhood curiosity… that is, until my SNES resurgence in early 2006.
WHO IS ARDY?
AND THAT BLUE BLOB?
AND WHO, PRAY TELL, IS LIGHTFINGER?
WHAT ABOUT ARTY?
Congrats to Konami for securing the rights to Monsters, which eventually became the cult hit Zombies Ate My Neighbors. Reading tidbits like that is always a blast when revisiting the gaming magazines of yesteryear.
AND THIS GUY?
THE STORY GOES…
That awesome mini-manga was featured in the instruction manual of the Super Famicom version. The English text was translated by Kate (AKA vgperson). Thanks Kate for your awesome contribution!
Coincidentally, Titus published Ardy Lightfoot and Titus’ logo bears more than a passing resemblance to the titular hero. I like how the title screen conveys a sense of wonder and adventure. Even the font and colors are on point and all indicators, thus far, seem to point in the right direction. What could go wrong?
PROLOGUE
Introductory stage takes us through a mysterious mine.
Indiana Jones and Metroid flashbacks…
Visconti, the big bad of the game, is informed of the latest. Meanwhile, Ardy maneuvers about the cute isometric map. It makes me think of games such as Super Mario RPG, Equinox, Shadowrun and even EarthBound.
Reading the slate aloud, the old man tells us that the rainbow has been divided into seven pieces. Scattered across the land, it’ll grant the owner a wish once all seven pieces have been reunited. But before they can enjoy some tea, the local town is suddenly set ablaze!
Isometric visuals will never get old for me.
SCENE 1: MINING TOWN ABLAZE
Visconti’s goons are bombing this poor little town. Save the denizens from certain doom! Throw Pec around to clear the bad guys.
Eventually, it crashes into a water tower and Ardy goes through the hole as the old man and Nina look on with grave concern.
SCENE 2: GROUNDER’S MINE
Regular jumps won’t suffice here. Call upon Ardy’s tail spring super jump. Jump and then press the jump button again before landing to activate his springy tail. Unfortunately, it’s a bit awkward to implement and never feels as smooth as you would like.
SCENE 3: TUNNEL CHASE
Reminiscent of Donkey Kong Country… but don’t forget that Ardy Lightfoot came out a year prior. The Super Famicom version was released on November 26, 1993 while Donkey Kong Country came out precisely one year later on November 26, 1994. What are the odds?
Donkey Kong Country has it beat though in terms of which mine cart level is more interesting and fun! Some of the stages in Ardy Lightfoot are laughably short and simple — this being one of them.
Beware of falling rocks and spring tail jump him to oblivion. Pec won’t damage him and neither will regular jumps. You secure the first of seven Rainbow shards after beating him.
Mysteriously swooping in is Don Jacoby. Is he friend or foe? Make your way to the forest next.
Flashback of how Catry stole one of the precious Rainbow shards.
SCENE 4: LUMBERJACK FOREST
There’s no shortage of stars to collect here. Pec gobbles up enemies like Yoshi.
Special icons transform Pec into an inflated makeshift ride. It doesn’t last long but you’ll be able to grab otherwise unreachable items.
Platformers typically have some kind of continue marker. Step on her head and she writes furiously to record your journey. I like it a lot; it’s quirky and has that “Nintendo touch” to it. On the flip side, the game’s first truly annoying bit presents itself when you have to jump off those enemy heads in succession to safely reach the other side. They’re a bit far apart and the control is not very precise, making it unnecessarily frustrating.
Paying homage to Sonic the Hedgehog, Ardy comes screaming down the hill with incredible speed. Clear the stage and head to the tree fortress.
SCENE 5: CATRY’S TREE FORTRESS
Platforming rule #72: one must have a vertically scrolling stage. This one is a bit annoying because certain jumps require the awkward spring tail jump and some of the platforms rotate, giving you very little time to react.
Wrestle your way to the top and it’s that blasted Don Jacoby again. You’ll find a 1-UP generously placed in the chest because the upcoming boss fight can be a bit tricky at first.
Jumping on the color buttons causes a boxing glove of the matching color to extend out. Be quick on your toes!
Securing the second Rainbow shard? Not so fast. That cowardly Catry flies off with it but she ends up getting eaten by a giant worm! Crap, you got no other choice but to follow…
SCENE 6: EATEN!!
Following in the tradition of the Bonk games, Congo’s Caper and The Magical Quest: Starring Mickey Mouse, Ardy finds himself navigating through the belly of a beast. I’m always a sucker for such levels.
Climbing and sliding down the slimy strands of this beast is as fun as it is disgusting. Watch out for the acid and sharp teeth!
Apprehend Catry’s Rainbow shard and we’re off to the pyramid.
SCENE 7: ANCIENT PYRAMID
Difficulty of this game fluctuates like crazy. This is a very annoying stage that requires pinpoint precision from a game lacking such.
Killing that enemy reduces the light.
Killing another one reduces it even further. The thing is, you pretty much have to which leaves you no choice but to brave the dark.
Thankfully, it doesn’t last too long.
Falling spikes impale Ardy easily. I like the lighting effect here but damn is it hard to avoid those deadly spikes.
Pushing gimmick is utilized a bit here but I wish the game used it a little more. That mouse is up to no good.
World’s Strongest Genie (eat your heart out Will Smith) flexes like a champ. Get up to the lamp and secure the key.
SCENE 8: MOUSE TRAP
Homewrecker mouse nabs the Rainbow shard before you can. Flag it down to end this ridiculously short level.
Quickly get the hell out before you’re crushed!
JACOBY?!? He appears out of nowhere to save Ardy. You book it and the wall collapses right after you’re out of harm’s way. Does that mean Don Jacoby is…
Beecroft reports Ardy’s adventures back to Visconti. Meanwhile, our furry hero sails out to the high seas.
SCENE 9: GILSON’S PIRATE SHIP
Somewhere Steven Spielberg is smiling (or not). Gilson is a vicious owl with some serious firepower.
However, beat Gilson and you’ll earn his respect and another Rainbow shard. Time to sail back.
Beecroft proves to be a real punk as he runs over an old man and kidnaps helpless Nina.
SCENE 10: ISLAND OF RUINS
Beware of cannonballs in this gorgeous early evening stage. Hold the block to block incoming arrows.
Catching a ride on an arrow is quite satisfying. Use the cannonballs to make your way across this spiky pit.
Always been a sucker for collectable items arranged in a recognizable fashion. A lone skeleton guards the exit. This game suffers a bit from short and sparse levels.
SCENE 11: BEECROFT’S STRONGHOLD
Nothing like a starry night to hit me in the feels. Watch out for the buzzsaw.
Mindless bots will carry that block. Time your spring tail jump perfectly. It can be a bit tricky. You meet up with Beecroft once again but this time, it’s on.
Visually, this is the game’s most impressive moment. It’s such a beautiful sight and makes me wish Ardy Lightfoot had more strong moments like such. Use the prism to deflect the boss’ energy beams. Suck it, Beecroft!
MechaGodzilla flashbacks. This boss has a ton of projectiles but it’s no match for Ardy and his trusty prism!
Earthquake!! Hey look, Don Jacoby lives! And, he offers a helping hand.
SCENE 12: UNDERGROUND PASSAGE
Miniature Ardy gives you an extra life. Ardy can hold his breath underwater. But beware of biting fish!
Yanking and creating a path for yourself is the order of the day here. It’s fun and this is easily the best stage of the game. I just wish the other stages were as well crafted as this.
Another reason I like this stage so much: Pec becomes Super Pec! Sadly, Super Pec exists only in this one level. Pull more switches to solve the puzzle.
Nothing stands in the way of Super Pec! Toss him through barriers and he’ll do the rest. Treasure chests abound but the “trapped” skeletal prisoners burst to life!
Awww… how cute. Ardy’s posing for his eHarmony profile. More skeletons spring to life but Super Pec sends them packing.
Finally, we come to the third and last switch. Yank it to make the water rise which opens up the exit for Ardy. It’s a shame the other levels aren’t as fun or interesting as this one.
Visconti’s castle looms ominously in the background as Ardy makes his way to the stronghold.
SCENE 13: VISCONTI’S CASTLE
Punishing BS here. The game’s uneven difficulty is jarring, to say the least. One level it’s easy and the next it’s murder (literally). Catch a lift on the arrows going up. This requires timing and precision. It wouldn’t be so bad if the control was more responsive and there wasn’t a lava pit below. Hey, at least there’s no timer right?
SCENE 14: THRONE ROOM
Speaking of brutally difficult, stage 14 isn’t any easier. Use Pec to navigate your way through. Unfortunately, Pec can stay inflated for only so long. Thankfully, there are treasure chests scattered throughout for you to return your friend to puffy status. But it’s still a bitch.
SCENE 15: THE TOWER
Springboard from one platform to the next and make your way all the way to the top. Thankfully, this one isn’t too bad.
SCENE 16: HALL OF MIRRORS
Visually, the Hall of Mirrors is a standout. The effect is very reminiscent of that one stage from Battletoads in Battlemaniacs.
Aquaman would be proud of Ardy here. Things get a bit trickier when a wall obscures part of your view and you must rely on your reflection on the bottom of the screen. Neat stuff!
SCENE 17: ROYAL THRONE ROOM
Perfect form on Nina’s part! So dramatic and theatrical. Even the tiny sound effect of her arms hitting the floor on that last shot there is flawless.
Lightning bolts stop Ardy dead in his tracks. Visconti is a nasty final boss. Good luck!
Having collected all 7 pieces, Ardy is granted one wish. He uses it to revive Nina. What a good guy, that Ardy.
PSST, WHAT’S THE PASSWORD?
Although not a long game by any means, password systems are always a plus. I particularly like the style of this one a lot. Arrange the three blocks in the right spots. These spots include the house, table, stump, balloon and tree. It’s cute and memorable!
CHEAT CODES
There’s a cheat code to play Ardy Lightfoot in either black and white or sepia. Kind of odd but hey, it’s there if you have that urge.
There’s even a code to play as miniature Ardy. It’s basically being able to control the 1-UP icon. At the end of the game, we get a TO BE CONTINUED message. Sadly, this would be Ardy’s one and only adventure to date. On a side note, I think this universe has a ton of potential and could find a great home on the Nintendo Switch…
WHAT THE CRITICS SAID
Ardy Lightfoot did well with the critics. EGM gave it scores of 6, 7, 7, 8 and 8. Super Play rated it 83%. However, opinions vary among SNES fans. Some praise Ardy Lightfoot to the moon, calling it a hidden gem and deeming it as one of the great forgotten SNES games of the ’90s. Other retro gamers don’t hold it in quite the same esteem. If you haven’t played it yet and you have a penchant for mascot platformers from the early-mid ’90s, definitely find a way to play it somehow and see for yourself which camp you belong to.
Sorry EGM but I have to call you out on one thing here. “Huge levels” — really? Really?? The levels are almost embarrassingly short, well, many of them at least.
Super Play got it right when they called the levels short. Not sure what EGM was smoking
CLOSING THOUGHTS
When I first booted up Ardy Lightfoot back in early 2006, it had been a 12 year curiosity. I remember seeing the previews in EGM and wanting to play it so badly. Alas, it wasn’t meant to be. I thought to myself that surely it had to be a hidden gem. The visuals have that classic SNES look — they’re bright and bold and look a bit like a Saturday morning cartoon come to life. Ardy had the potential to be a great protagonist, and his trusty sidekick Pec adds to the overall appeal of the package. Heck, there’s even a cool isometric map that makes the game look like an RPG even though it’s strictly a platformer.
I think you know where this is going, though. So what went wrong? To be certain, Ardy Lightfoot is by no means a bad game. It’s quite playable and even enjoyable. But for my money, it comes nowhere close to fulfilling its potential. A platformer is only as good as its control. You look at a masterpiece like Super Mario World with its impeccable control and stunning level design and it’s easy to see why it stands the test of time. Ardy Lightfoot, unfortunately, is let down by less than stellar control. It isn’t ultra responsive, and the tail spring jump mechanism is a bit awkward to use. And you use it quite a bit. It’s also annoying how simply pressing either left or right sends Ardy sprinting not long after. In general, something about the control is slightlyoff. These factors are enough in my book to bump Ardy Lightfoot from hidden gem contention.
Some of the 17 levels are quite fun to navigate, with interesting gimmicks that reel you in. Unfortunately, the majority of the levels leave something to be desired in terms of both design and length. I never really felt like I was able to truly sink my teeth into this game. For every semi-brilliant level, there are 4 or 5 very plain ones that struggle to leave an imprint. Enemies are also very sparse, leaving the game to feel a little devoid of action. Speaking of missed opportunities, they could have done a lot more with Pec. Yeah you can toss him at enemies and he has two different forms he can turn into, but his different forms only occur in a paltry 3 of the 17 stages. This game would be so much better if only the developers incorporated Pec more to further differentiate it from the pack of “me too” platformers that proliferated the SNES throughout the ’90s.
These blemishes make playing Ardy Lightfoot a bit of an uneven experience. One level you’re cruising through and the next you’re utterly decimated. The difficulty fluctuates and the less than stellar control doesn’t help when the difficulty randomly spikes. But if you’re the persistent type and can overlook the game’s notable flaws, then there’s enough merit backing Ardy Lightfoot to make it worth seeking out.
It’s just a shame it doesn’t quite live up to its potential. Not all childhood curiosities have a happy ending. But at least it didn’t flop. There’s definitely a decent game here, but hidden gem? Not in my book. Ardy Lightfoot to me is a slight disappointment, bordering on moderate. I was hoping to love it and sing its praises. A little tweaking here and there and some polish could have made this one special. Instead, it is what it is. Ardy Lightfoot is merely a footnote in the annals of SNES lore.