Power Moves (SNES)

Pub: Kaneko | Dev: System Vision | January 1993 | 8 MEGS
Pub: Kaneko | Dev: System Vision | January 1993 | 8 MEGS

Power Moves, believe it or not, turns all of 25 years old this month [said no one ever -Ed.]. Hey! I just said it! [Like I said, said no one ever -Ed.]. Ahem, at any rate, 2018 is a crazy time. A lot of our favorite (and not so favorite) SNES games from 1993 will be turning 25 years old. Power Moves didn’t move the needle at all back then, and it’s a safe bet you won’t be seeing many (er, any) “Happy 25th Anniversary” messages for this game. Nonetheless, it stands as a critical game in my SNES fandom. I have a ton of nostalgic memories tied to this game even if it isn’t any good. Why is that? Well, let’s fire up the DeLorean…

THE YEAR WAS LATE 1992…

My brother was too shy to go rent video games so he would always ship me to do his dirty work. 90% of the time he gave me a specific game to rent. On this particular Saturday morning however, he didn’t have a choice title in mind. It was one of those rare “just rent whatever looks good” weekends.

Bow to the glory of imports
“I’M NOT WORTHY!”

Around this time a hot new rental store called GAME HUNTER burst onto the scene. Game Hunter prided itself on catering to the hardcore. No movies, just video games. You name it, Game Hunter had it. NES, Genesis, SNES, portables and even Neo Geo. But best of all were the imports galore! Walking in seeing a wall plastered by exotic Super Famicom boxes was mind blowing especially back in late 1992. Game Hunter had a HUGE cult following in my area and for damn good reason. They were, simply put, gaming paradise personified.

My very first import experience ever :)
My very first import experience ever :)

Strolling the SNES aisle I was taken aback by the countless rows of boxes on display. It was a visual feast! A game by the name of POWER ATHLETE eventually caught my eye. A Street Fighter II clone, eh? I was sold. Sadly for me, I didn’t realize until I got home that it refused to play on my SNES. My brother snapped at me. Not only did I waste my dad’s money and time, but now we had a game we couldn’t even play for the weekend! I immediately called Game Hunter to explain the situation and they told me about the special adapter that would allow an American SNES console to play Super Famicom imports. Thanks guys — a little warning in advance would have been appreciated! My dad, being a great father, drove me all the way back to rent that damn adapter.

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Some 40 minutes later, all systems were GO. And the rest is history. Power Athlete was my first import experience. My brother’s best friend came over that weekend and he loved the game. I liked it for what it was, and so did my brother. We had fun with it that weekend. It was no Street Fighter II but it has a cheesy charm to it. Now granted, I think we all knew it wasn’t good per se, but we still enjoyed our time with it. After all, kids have a funny way of making the most out of any given situation.

Nothing like playing a game months before it hits the US
Nothing like playing a game months before it hits the US

***13 YEARS LATER: JANUARY 2006***

Saturday night fever? Psst, I had SNES fever!
Saturday night fever? Psst, I had SNES fever!

During my winter break of December 2005-January 2006, I developed a nagging feeling I could no longer ignore: it’s time to get back into the SNES. On January 17, 2006, I logged on eBay to search SNES. The first auction ending (in 38 seconds) was none other than Power Moves. What were the odds? It was fate. How fitting, too, that my first import rental ever would become the first game purchase of my SNES comeback.

Of these 51 games, which one to play first?
Of these 51 games, which one to play first?

By the time the SNES came on January 30 I already had 51 games in my possession. Can you guess the first game I chose to play? Of course… POWER MOVES.

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Seeing the old sights and sounds for the first time in 13 years was rather surreal. A lot I’d remembered precisely like certain stages, special moves and the cheesy fighters. It was quite the neat little trip down memory lane of a bygone era.

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The graphics brought a smile to my face. They’re decent in some places while lacking in others, all while having a semi-nice (nostalgic) look to it all — if that makes any sense. The images of Warren and Baraki’s stages were burned into my retina 13 years ago. Warren’s stage features a big raft sailing across a ocean. Floating high in the air in the background is a blatant and shameless KANEKO blimp. Sure, it may look largely unappealing today, but back in late 1992 it was quite a sight.

"FIRE!"
“FIRE!”

Baraki’s stage, located in the exotic outreaches of Kenya, sees the fight taking place on soiled ground full of foliage. Littering the background quite nicely are a pair of huge dinosaur remains. A small river flowing about can be seen beyond all this. 13 years later, it still looked pretty damn cool to me at least.

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Each character has two special moves. These are executed by holding punch and kick, and tapping forward or back then forward, etc. Control could have been better. They can be somewhat difficult to pull off in the heat of battle at times. Sound and music is generic but passable.

Meet Average Middle of the Road Joe
Hey look, it’s Average Joe

The 1 Player mode only allows you to control Joe. You must build up stats in various categories as you progress through the ranks. It’s an interesting idea in theory but not so in execution. It’s a shame too that you can’t pick from any of the eight fighters in this mode. Only the 2 Player mode allows you full access.

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The combo system is very basic and simple. It’s nothing special, although it does feel sweet to jump kick someone deep followed by connecting a hard punch straight to the jaw. Like I said, there’s sort of a weird nostalgic charm to this game. Let’s meet the characters now.

POWER ATHLETES

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Meet Joe [Black -Ed.]. You better get used to liking him because he’s the only fighter you can control in the 1 player mode. One of the most generic and forgettable Ryu clones of the early-mid ’90s, Joe is obsessed with being the best in the world. Hmmm, where have I heard that before…

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Hadoken? No, meet the Ken-Do-Ha! That’s not its official name of course; I just like to think of it as such. To Joe’s credit, his Dragon Punch is pretty cool and looks different from most other Dragon Punch variants. The Rising Dragon Palm is Joe’s ticket to victory.

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Baraki is what you’d get if Blanka and Baraka had a love child. This savage beast hails from Kenya so he’s near and dear to my heart (see my Kenya adventures for more). Baraki’s stage is quietly underrated. The huge dinosaur bones littered about and the quaint little river flowing in the background blew my mind when I first saw it 25 years ago in December of 1992.

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“FIRE!” shouts the savage each time you unleash his Sonic Boom-like fireball. Not creative, but cheesy and charming in its own weird Power Moves way. He also rolls up in a ball and launches himself at opponents with no regard for human life. A goofy Blanka clone with a fireball? Yes, please.

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I remember calling Warren “The Old Muscle Man” as a kid.  He’s got one of the creepiest looking portraits I’ve ever seen in a fighting game. Imagine running into Warren down a dark alley. No thank you!

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Warren is a dangerous and capable adversary in spite of his goofy looking ass. The Hawaiian brute is deceptively agile and quick.

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Hey look, it’s Discount Chun-Li! Reayon is your standard token female fighter. Nothing about her really stands out — she’s pretty forgettable. I couldn’t even remember her name until I went to write this review. Considering my memory, that’s saying a lot

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Shades of Sonya Blade!

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Kabuki fighters weren’t too uncommon in fighting games back then. Kyoshiro from Samurai Shodown is probably the most famous one, but Buoh came out about seven months prior. He’s nowhere as interesting, though.

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Teleport and use Buoh’s long hair to your advantage. Battles take place in front of a Japanese shrine complete with a Torii gate.

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Shades of Neo Geegus from World Heroes, anyone? This mutant is the strongest fighter in the tournament.

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Vagnad is the king of the double attack. This includes a double piledriver and a double rushing punch. Combatants duke it out on a roaring train. The scrolling was rather impressive for its time to a nine year old kid, anyhow. Dreary as hell, which suits the character perfectly.

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An elite athlete, Nick spent years honing his craft. He tried to channel all his inner energy to unleash a fireball but he could never muster enough chi. Fed up, one day he realized, “Shit, I could just use daggers.” And the rest is history.

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Flamboyant and graceful, Nick uses his breakdancing skills and deadly daggers to inflict barrels of pain unto his opponent. His stage is reminiscent of Rolento’s from Final Fight. Nice looking sunset!

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China, known for its savage warriors, has produced Gaoluon — Master of the Bladed Tonfas.

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Gaoluon’s deadly tonfas act like boomerangs and has the ability to hit you twice. He also does one hell of a Flash Kick impersonation.

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After defeating all seven opponents, you face off with the big bad bruiser known only as Ranker.

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Ranker isn’t exactly top tier M. Bison Geese Howard Wolfgang Krauser level but hey, it’s Power Moves. In its own weird little universe, he’s not the worst final boss I’ve ever seen.

BONUS ROUNDS

Piece of cake
Piece of cake
Not so much this one, though
Not so much this one, though

WHAT THE CRITICS SAID

Not exactly champion...
Not exactly champion…

GameFan, notorious for doling out generously high review scores, gave this game ratings of 80, 85, 87, 90 and 90%. Pretty safe to say they would admit in hindsight that those scores were way too high. Power Moves is often considered a poor fighting game. Coming out roughly half a year after the amazing SNES port of Street Fighter II didn’t do it any favors, either. It would have fared better had it been released a year earlier in January of 1992. Power Moves felt like a massive step down by early 1993. Super Play, ever the reliable voice of reason especially when contrasted to GameFan, rated it 49%.

CLOSING THOUGHTS

PowMoves

I always say when it comes to the SNES that nostalgia is a nice added bonus, but there has to be more to a game than just nostalgia. After all, that will only take one so far. The game still has to be fun to play. Unfortunately, Power Moves falls flat in that department. It isn’t your typical single plane fighting game. Imagine a beat ‘em up playing field, shrink that down and you get Power Moves. This means that pressing up moves your character up instead of jumping. Pressing down moves them down; fighters cannot duck. To jump you must press a button. Thankfully, blocking is still holding back on the D-Pad. While the freedom of movement is certainly unique — it’s easy to avoid fireballs and attacks — this engine sadly doesn’t make for a good 2D fighting game. It’s even more baffling when blocking special moves doesn’t inflict any harm whatsoever. It takes away from the gimmick of the more open ended playing field. Dubious decisions all around plague what could have been a semi-decent fighting game.

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To make matters worse, players can only control (Average) Joe in the 1 player mode. You can only use the seven other fighters when playing against a friend. So whatever limited replay value there was to begin with has been slashed even further. Surely there must be some sort of code? Nope. Not that it would have helped much, but hey, it can’t hurt to have more choices. Speaking of bad, special moves are awkward to implement. If there’s one thing a fighting game absolutely cannot suffer from, it’s bad controls.

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Still, there’s a part of me that will always appreciate what this game means personally to me. It was my very first taste of import gaming at a time when the word “import” still meant something very sacred and special. Nowadays with the internet and everything, gamers can play and buy imports at the drop of a hat. But things were a little lot different 25 years ago in late 1992. Imports back then carried a certain high level of mystique. They were exotic and almost mythical, even. I’ll never forget that weekend I rented Power Athlete in December of 1992, and the stupid fun my brother, our friends and I had with it. In addition, Power Moves became the first SNES game I bought during my SNES comeback 12 years ago in January of 2006. It also marks the first SNES game I reviewed exactly 11 years ago on my original RVGFanatic website. While the game itself borders on being bad (although not entirely unplayable), the rich history it has in my gaming fandom cannot be understated. As such, Power Moves will always have a spot in my gaming heart.

Graphics: 5.5
Sound: 4.5
Gameplay: 4
Longevity: 4

Overall: 4.0

Super Metroid (SNES)

Pub & Dev: Nintendo | April 1994 | 24 MEGS
Pub & Dev: Nintendo | April 1994 | 24 MEGS

Happy New Year! I wanted to kick off 2018 by reviewing a blockbuster title. One that would be worthy to ring in the new year with. A few games came to mind but in the end I couldn’t think of a better choice than Super Metroid. Considered arguably the greatest Super Nintendo game of all time, Super Metroid is an action platforming adventure unlike anything else you have seen on the SNES. It’s a bonafide first ballot Hall of Fame classic that stands as one of the best SNES, nay, 16-bit, nay, video games of all time. Few games are as atmospheric, immersive or engrossing as this 24 MEG masterpiece. So grab your Grappling Beam, don your Power Suit and join me for a blissful jaunt down memory lane!

IN THE BEGINNING…

MetroidNESBox

Metroid originated on the 8-bit Nintendo, arriving on the Famicom August 6, 1986. It landed in North America in August of 1987 and made quite the splash. I remember my brother and his friends loving this game. Being so young at the time, I didn’t quite get it. But I watched them play it and I was enthralled. Nintendo had created a unique alien-like world. Bright purple and orange colors. It was like a Sci-Fi film come to life.

EGM ranked it the 44th best game of all time
EGM ranked it the 44th best game of all time

MetroidNES

Metroid went on to become one of the NES greats. Often hailed as a benchmark title, it put players right in the shoes of one, Samus Aran. It’s hard to think about the NES and not think about Metroid somehow. Naturally, when the SNES came along in 1991, everyone clamored for a Super Metroid. It took a while but the wait was worth it.

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THE STORY CONTINUES…

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Years ago, having demolished a Metroid army and eviscerating the Mother Brain, Samus Aran descended to the planet known as Zebes.

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After Zebes was taken care of, Samus blasted the Metroid population of SR388 only to discover a hatchling.

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Samus took the Metroid hatchling to Ceres Space Station where scientists could study and look after it.

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The scientists discovered that the Metroid hatchling had energy-producing characteristics.

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Answering a distress call, Samus returned to the Space Station to find the lab in ruins. That wasn’t the only thing Samus discovered. For there stood the Space Pirate Ridley, with the hatchling firmly gripped by Ridley’s talons.

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Samus and Ridley immediately opened fire on one another, turning the once peaceful Space Station into a violent war zone of death and destruction.

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Without warning Ridley suddenly made its escape with the hatchling and took off for the planet Zebes. Ridley scales beautifully out of the screen, laying waste to what remains of the lab.

Better get the F*CK out!
Better get the F*CK out!

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Narrowly escaping the earthquake, you hop into your space ship and head directly for Planet Zebes where the hatchling awaits rescuing. God knows what they plan to do with the poor little thing…

Unfortunately for you, many nasty monsters lie in waiting ready to rip your head off. Better find some upgrades fast to ensure yourself even a snowball’s chance in hell! Between you and the hatchling lies countless chambers, catacombs, caves and chasms. Good luck!

WHAT’S ON THE MENU?

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This menu tracks what you’ve acquired. You can mix and match to your heart’s content. Toy around with a combo of beams and who knows, you may even get some new ones…

SOME ITEMS OF INTEREST

Just like the NES classic!
Just like the NES classic :)
So satisfying finding a new item
So satisfying to find a new item!

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The Super Missile is the power equivalent of five regular missiles. You can carry up to 50. Certain doors can only be opened via the Super Missile.

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Bombs never run out and can send blocks sky high, leading to hidden passages.

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The Energy Tank stores 100 units of energy. A maximum of 14 can be carried.

RUN FOREST RUN!
RUN FOREST RUN!
Eat your heart out, Sonic
Eat your heart out, Sonic
The Grappling Beam was a game changer
The Grappling Beam was a game changer
Enter these pods to save
Enter these pods to save

I GOT PLACES TO GO

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SuMeEx5

AND PEOPLE MONSTERS TO SEE KILL

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Crateria is crawling with all sorts of creepy creatures.

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The farther you go the more bizarre things get…

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This guy is my favorite non-boss enemy. Zebesians are bipedal crustaceans with lobster-like claws and lethal laser beams.

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They attack often times in packs. Watch your back!

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I don’t have many complaints but I wish there were a greater inclusion of bipedal enemies. As such, the Zebesians really stand out for me.

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After securing the bomb power-up, the Torizo statue crumbles and comes to life! It’s the first official boss battle of the game. It’s a cinch but a nice introduction to the big bad bosses that await.

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Samus isn’t one to get spooked easily but even this gives her some pause.

Bust out the heavy artillery!
Bust out the heavy artillery!
Well said, EGM!
Well said, EGM!
What in the blue hell is this...
What in the blue hell is this…
GAWD DAMN!
GAWD DAMN!

CONFESSION TIME

SuperMetroid-BrinstarDark

I never really played Super Metroid until a fateful Saturday night back in February of 2007.

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I played it briefly back in the spring of ’94 at KB Toys. From those five minutes alone, I knew it was an awesome game. But I never got to play it thoroughly. We never bought it as kids and the opportunity never arose. Getting back into the Super Nintendo nearly 12 years ago (January 17, 2006) gave me a second chance at gaming redemption.

My mind was blown to pieces
My mind was blown to pieces

Not only did it live up to the massive hype and billing, but it absolutely shattered my gaming world. It was easily one of the best video games I ever played. And to this day I can still say that with all the confidence in the world. Super Metroid is a fantastic work of art. OK, whew, now that I got that confession off my chest, let’s carry on.

THE JOURNEY BEGINS

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Samus begins the game atop her trusty Starship. I remember playing this at KB Toys in ’94 and being blown away. It’s such a small thing but I recall being amazed that the opening involves going left instead of the traditional right.

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Speaking of unusual, not many games at that time had doors up top and below. Such is the unique diversity of Super Metroid. The little details captivated my imagination and pulled me deeper into its world.

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Atmospheric is a word often used to describe this game. Look no further than the elevator shafts. There’s a sense of anticipation and tension that percolates as Samus rides the lift to her next destination spot, knowing all too well that it could very well be her last.

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Collecting goodies and using them effectively is the name of the game.

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Zebesians and Geemers litter the caverns of Crateria.

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Bloodthirsty bats wait for you to come near before swooping in.

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Congrats on attaining the bomb! But of course, the Torizo statue explodes, revealing a hideous monster underneath.

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Killing a boss leaves behind a trail of goodies. I always got a kick out of the health refills in this game — it’s like a purple Target sign!

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Combine different skills and power-ups to make your way through. Use the combo of the Morphing Ball and Bomb to forge new passageways.

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Believe in the power of prayer? If not, now’s a good time to start!

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Audrey, I mean, the Spore Spawn, is a horrific plant monster that guards the lair of Brinstar.

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Those energy recharge capsules are a real lifesaver. Try blasting bombs over the thinner surfaces — you never know what new ground you might discover!

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Demonic statues doesn’t deter the likes of Samus. Especially not when the Spazer Beam is in your clutches.

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Foreshadowing at its best…

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Scarcely have I seen a more impressive looking boss than Kraid. Truly a memorable sprite and one for the ages.

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Spazer Beam can destroy certain surfaces, even. After venturing a bit in Norfair, you’ll come to the aptly named Bubble Mountain.

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Watch out for the many bizarre and gruesome monsters that call Norfair home.

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Samus is an agile sucker. This ain’t no Sir Arthur from Super Ghouls ‘n Ghosts! The Ice Beam allows you to freeze enemies and use them as makeshift platforms. Nice.

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Freeze those little bastards! Later on, a group of Etecoons (a race of non-violent intelligent mammals) will show you how to perform the Wall Jump.

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Crocomire cannot be killed by missiles or beams. Instead, you must use your firepower to push the monstrosity into the lava. What a glorious demise!

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“This will look great over my mantle.”

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Grappling Beam further expands the game world. Shades of Simon Belmont from Super Castlevania IV! The Phantoon guards the Wrecked Ship.

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Figuratively and literally, Super Metroid shattered the glass ceiling.

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Lurking in the murky underground maze of Maridia lies a huge aquatic serpent.

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Draygon and its hatchlings are all too happy to say hello.

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Special Charge Beam Attacks offer you even more firepower. Part of the fun is messing around and finding out what suits you best and when. Remember the Torizo from way back in the beginning? Here’s the MUCH tougher Golden Torizo. And suddenly I’m in the mood for some chorizo…

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Menacing mouth inside of a menacing mouth? Nice one, Nintendo. Ridley is back. Don’t forget: no one can hear you scream in space.

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METROID!

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MOTHER BRAIN!

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That… doesn’t look too good for you.

Good luck...
Good luck…

COVER GIRL

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Super Metroid graced the cover of many gaming magazines. By the way, Chris Marett, if you happen to read this, I’ve got your childhood Nintendo Power issue.

Gorgeous artwork by the one and only Wil Overton
Gorgeous artwork by the one and only Wil Overton
You go, girl!
You go, girl!

WHAT THE CRITICS SAID

Silly Samus -- we love ya!
Silly Samus — we love ya!

Critics and fans alike raved about Super Metroid. Many consider it as the pinnacle of 16-bit gaming. EGM gave it scores of 9, 9, 9 and 9. It earned GAME OF THE MONTH honors. GameFan scored it 96, 98 and 98%. Super Play rated it 92% in June 1994 and then 94% in October 2017 in their special “reunion” issue. You would be hard pressed to find many Top 10 SNES games list that doesn’t feature Super Metroid on there.

Super Play issue #20 (June 1994)
Super Play issue #20 (June 1994)
Super Play reunion issue #48 (October 2017)
Super Play reunion issue #48 (October 2017)
EGM ranked it as the 6th best game of all time
EGM ranked it as the 6th best game of all time
Bloody well said!
Bloody well said!

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CLOSING THOUGHTS

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From the moment you turn on Super Metroid to the bittersweet end, you’re in for one wild ride. I’ll never forget finding myself on Crateria for that first time. You’re being drenched in an absolute downpour as you head for shelter. But somewhere in the back of your mind, you know what lies inside (and beneath) is far worse than the terrible weather outside. You can’t help but get sucked into its gritty and dank universe.

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The beauty of Super Metroid is that it’s so wonderfully interconnected. Though you may be able to access Brinstar from the very beginning, there are certain regions you cannot pass until much later in the game after discovering a brand new power-up. Then you go, “Oh yeah! With this new ability, I can go back to X and now do Y!” And it’s all wrapped up in a very polished package. While the graphics won’t exactly wow anyone, they’re crisp and well detailed. Each region has a distinct look. The music is highly atmospheric and different for each section with each tune fitting the respective area to a tee. Some themes are haunting and creepy, crafting a feeling of desolation and despair in the air. Other themes have sort of a melancholy to them that will stick to your crawl as you explore the caverns and catacombs. The gameplay is simply divine. With so many hidden secrets, weapon combinations, power-ups, special techniques and so forth, Super Metroid plays like a dream.

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My only minor gripe is that it’s far too easy, especially with the multitude of energy tanks available. Oh that and the annoying wall jump (AKA the triangle jump). Wall jumps aren’t as easy and smooth to execute as I expected. Thankfully though, there’s only one section in this game where the wall jump is required, so it’s not like it’s a huge deal or anything. Other than those two very minor flaws I just listed, Super Metroid is virtually untouchable. Control is tight and the gameplay is a masterful concoction of intuition and discovery. Each time you grab a new beam, item or suit, the game’s incredibly intricate design expands before your very eyes. You can’t help but love every second of it. Samus is an agile sucker capable firing in all directions and swinging from cliff to cliff (once the grappling beam has been found). Hell, she can even kneel! She couldn’t in the previous Metroid games and it gives Samus a whole new wrinkle. I could ramble on and on but here’s the bottom line… this is 16-bit gaming at its very best.

Graphics: 9
Sound: 9
Gameplay: 10
Longevity: 8

Overall: 10

Platinum Award
Platinum Award

It’s clichéd but Super Metroid isn’t just a video game. It’s a loving work of art, it’s an experience, it’s lightning in a bottle. Few games on the Super Nintendo are as atmospheric or immersive as Super Metroid. It stands as a hallmark title in the annals of gaming history.

Teenage Mutant Ninja Turtles IV: Turtles in Time (SNES)

Pub & Dev: Konami | August 1992 | 8 MEGS
Pub & Dev: Konami | August 1992 | 8 MEGS

1987 was a special year for me. It was the year that my childhood pretty much began. 1987 was the year my uncle bought an 8-bit Nintendo for me and my brother. It was also the year I discovered Godzilla and professional wrestling. And of course, you know where this is going, it was 30 years ago today (TO THE DAY) that the first cartoon episode of Teenage Mutant Ninja Turtles aired. I still remember watching the premier and being completely blown away. The Ninja Turtles became a huge part of my childhood, and I can’t think of a better way to close out 2017 here on RVGFanatic than to honor the franchise that began (in cartoon form) 30 years ago today.

TURTLE POWER

Any child who grew up in the late ’80s remembers the above all too well. It was a staple of many childhoods, and had kids glued to their television sets on Saturday mornings all across the world. Who could ever forget that classic first episode? We learned about how the turtles came to be and the challenges that lay before them. The original series ran from 1987-1996 and spawned a whopping 193 episodes.

Mutagen!
Mutagen!
The irony of ninjas and turtles. Think about it...
The irony of ninjas and turtles. Think about it…
I love my exposition scenes when it's done right :)
I love my exposition scenes when it’s done right :)

The Turtles became a massive hit. Not only was a cartoon series flourishing but soon came the toys and video games.

Oh, the memories...
Oh, the memories…
I loved my Rat King toy
I loved my Rat King toy
But I had a soft spot for Mutagen Man
I also had a soft spot for Mutagen Man
Remember playing with the sticky green ooze?
Remember playing with the sticky green ooze?
Super Shredder was such a badass
Super Shredder was such a badass
Fun Fact: He was played by former WWF Champ, Diesel
Fun fact: he was played by former WWF Champ, Diesel
Big Daddy Cool! AKA Big Sexy AKA Kevin Nash
Big Daddy Cool! AKA Big Sexy AKA Kevin Nash
Another fun fact: Shredder was voiced by James Avery
Another fun fact: Shredder was voiced by James Avery
Then came the movies. Man did I love the first two
Then came the movies. Man did I love the first two

The Turtles became a cultural phenomenon by the early ’90s. They were everywhere you looked. It was a great time to be a kid.

Years later I bought the series on DVD
Years later I bought the series on DVD

The design on Season Four was my personal favorite thanks to Raph’s gorgeous face protruding out of the cover. Not to mention the set contained a whopping 39 episodes.

Bought the last two DVD sets in early 2013
Bought the last two DVD sets in early 2013
I took this picture on December 20, 2017!
Taken on December 20, 2017

About a week ago, my girlfriend took me to this arcade pub in her hometown. They had a bunch of old arcade cabs. I almost fell over when we spotted the original Ninja Turtles arcade game. I hadn’t played it in well over 25 years. Too bad they didn’t have Turtles in Time as well but this definitely brought back memories.

THE BOYS ARE BACK IN TOWN

Hmmm, whoever could they be??
Hmmm, whoever could they be??
Who else but our favorite Renaissance Italian artists!
Who else but our favorite Renaissance Italian artists!
The best beat 'em up on the SNES, bar none
Arguably the best beat ‘em up on the SNES

HEROES IN A HALF SHELL

NA: Normal Attack
RA: Rush Attack
ST: Special Technique
D: Defense
S: Speed

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COWABUNGA!

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Konami’s faithful and awesome intro never gets old, especially when you factor in the steller Ninja Turtles theme.

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Mikey was always my guy.

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Konami did such a great job porting the arcade game over. They even threw in some bonus features, such as a Time Trial and Versus mode. Options were plentiful and you could customize it to your liking. It doesn’t make up for losing the four player mode (the SNES probably couldn’t handle it properly) but it’s better than nothing.

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Channel 6 News is on the scene with April O’Neil. Wherever April goes, trouble usually isn’t too far behind.

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Shredder does his evil laughter and the Turtles spring into action.

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Silhouette of the stage’s boss is shown at the beginning of each level. I always thought that was a nice touch. The Foot Soldiers make for the perfect beat ‘em up cannon fodder.

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Watch out for the wrecking ball! I love how the Foot Soldiers explode into oblivion.

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Avoid Krang’s laser eye beams. What a brilliant way to incorporate Krang’s exosuit early on. I love it when games use a bit of foreshadowing. The first boss is good ol’ Baxter Stockman. Eat yer heart out, Jeff Goldblum.

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Things can get sticky fast. Time to put this pest down!

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Alleycat Blues, what a great friggin’ name. Can’t have a beat ‘em up without some back alley brawling, can we?

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Interact with the environment and use it to your advantage. You can also deflect manhole covers back at the Foot Soldiers. Nice!

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DON’T try this at home, kids.

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Roadkill Rodneys may well become the bane of your existence. Foot Soldiers can fill the screen quick.

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Become a tornado of destruction by touching the pizza box with the bomb symbol.

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MechaGodzilla, I mean, MechaTurtle, I mean, Metalhead… damnit.

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Scrapheap that ass!

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Totally tubular! Sorry. But yeah, this is a nice break from the norm.

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Careful or you’ll be doing the Turtle Dance.

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Yellow Pizza Monsters… ah, my childhood. The Rat King gives a little speech at the end. Oh my foolish child. You had to do the whole bad guy exposition spiel, didn’t ‘cha?

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Firepower game is on point, admittedly. But Donatello spots a weak point and exploits it for all it’s worth. See ya in hell, Rat King!

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Technodrome! What a nostalgic sight.

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Turtles leap into action like only they can. The silhouette reveals Tokka from the second TMNT movie. Nice.

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Mobile Offensive Underground Search Excavation and Retrieval Sentries, or Mousers for short (thank goodness), are introduced here. They’re as annoying as Mousers.

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These two were featured in Teenage Mutant Ninja Turtles II: The Secret of the Ooze.

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Tokka and Rahzar can freeze or grill you.

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AWWW! How stinkin’ cute. But the level continues.

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Never gets old tossing Foot Soldiers at the screen :D

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Shredder has an obsession with turtle soup. This boss fight was not in the arcade. Konami made this exclusively for the SNES to further utilize their Mode 7 Foot Soldier tossing, which was also new to the SNES port. Bless those Konami lads.

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Maybe I’m operating on a hunch here but ya know something… I think Shredder might have some anger management issues.

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Traveling back in time… way back!

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Dinosaurs AND TMNT? TAKE MY MONEY!

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Revenge of the Foot Clan: they certainly are a lot tougher now. And to make matters even worse, the Rock Soldiers join the fray.

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Break out your special move in a pinch. It’ll damage nearby enemies from both sides. Of course, this comes at the expense of some health. And hey, beat ‘em up trope #87: bad guys throwing explosives and running away.

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Flattened like a pancake. Blue Foot Soldiers fly at the screen butt first.

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Slash… AKA one tough son of a bitch.

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Metalhead this ain’t. I can never beat him on just one life.

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Finally. GAWD DAMN.

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Marty McFly would be proud.

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Announcer reading the title of each stage always takes me to a happy place. Ouch — I felt that one too, Mikey.

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Archery lessons. Lucky me. Careful where you step!

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These Rock Soldiers are giving Michelangelo one hell of a hard time. Sorry.

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Rocksteady and Bebop… it just wouldn’t be a proper TMNT game without these two buffoons.

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Another awesome stage name — Bury My Shell At Wounded Knee. I can’t help but smile each time I see that title. The Foot Soldiers keep learning new tricks, don’t they?

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Riding horses and playing hide and seek, even!

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Keeping up with the (Casey) Joneses, the Rock Soldiers reveal a few new tricks of their own.

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Leaping over rolling barrels is always a good time, especially when said barrels knock over a few Foot Soldiers in the process. Leatherhead (no relation to Leatherface) is still pissed at that little kid who flushed him down the toilet…

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Animations are incredibly detailed and, at times, hilarious.

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2020… it’s crazy that we’re just about two years away. TWO! 2020 back in 1992 felt like it would never come. Neon Night-Riders was truly mind-blowing back in 1992.

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Mousers and flying Foot Soldiers can really put a damper on your night.

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Details help make a game more memorable. I love being able to see Super Krang flying in the background. It builds up the anticipation of the eventual showdown.

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Bosses flash like crazy as they weaken. Classic.

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Welcome to the year 2100, Where No Turtle Has Gone Before. The sliding attack works well so be sure to use it.

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Flinging Foot Soldiers at the screen never gets old.

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Nothing beats karate kicking a Foot Soldier upside its head. Beware of the futuristic traps that lie ahead.

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Watch out for the Rock Soldiers who have some new toys to play with.

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Krang is back. Time to pop his bubble!

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Krang’s beautiful demise leads our heroes to the portal back home. Quick, don’t miss it!

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Prepare to meet the Super Shredder. There are no Foot Soldiers, Mousers or Rock Soldiers to fight beforehand. You’re taken straight to the final boss. No boss gauntlet. Super Shredder wants you all to himself…

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Somebody really wants their turtle soup. Save the Statue of Liberty!

HOME BONUSES

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Versus Mode pits you against a friend. Pick from any of the four Turtles. It’s not the greatest mode in the world, but at least it’s something extra. There is also a Time Trial Mode.

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Select from either the classic animation look or the 1984 comic book look, which is darker and grittier. Doesn’t really make much of a difference but it’s a neat little bonus for diehard TMNT fans.

WHAT THE CRITICS SAID

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Turtles in Time was well received by the press. EGM gave it scores of 9, 9, 9 and 9. Super Play rated it 84%. Most people call this game the best beat ‘em up on the SNES. I certainly don’t disagree, although I would rank Super Double Dragon (in its Japanese form) a close second place. You know a game is special when people are still talking fondly about it more than 25 years later.

Perhaps the coolest usage of Mode 7 in SNES history!
Perhaps the coolest usage of Mode 7 in SNES history!

CLOSING THOUGHTS

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The Ninja Turtles celebrate 30 years today. Although they made their first appearance in May of 1984 through the comic book medium, they are perhaps most well known for their 1987 cartoon iteration. I know that’s how I was exposed to TMNT as well as countless other kids who grew up in the late ’80s. They’ve given us so many memories over the years. My girlfriend and I recently played Turtles in Time and it still holds up extremely well. Of course, some animations and speech samples had to be sacrificed. Not to mention the epic four player mode is nowhere to be found, but at its core still lies an awesome and fast moving beat ‘em up. The visuals are well animated and cartoony; it feels like a Saturday morning cartoon come to life. The sound and music are memorable as well and complements the onscreen mayhem nicely. Hearing the TMNT theme blare during the opening intro never gets old. Best of all, the game is fast, smooth and a joy to play alongside a friend. Many SNES beat ‘em ups capped out at three enemies simultaneously appearing on the screen, but Turtles in Time pulls off four enemies without a hitch. Sometimes there is even more. This leads to a more frenetic experience that truly feels like a slice (pardon the pun) of its arcade original.

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My fondest memory with this game took place seven years ago (Christmas 2010). My cousins flew in from Texas and that night the lot of us rotated turns playing Teenage Mutant Ninjas Turtles IV: Turtles in Time. We had a blast and my cousin was drunk with nostalgia, saying how this was her favorite arcade game from her childhood. Ironically, it wasn’t just the Ninja Turtles who went back in time that night. It’s one of my fondest gaming memories. TMNT was born to be a beat ‘em up. Four heroes to pick from, a ton of Foot Soldier variants and a badass end boss in Super Shredder. It was a match made in Heaven. I had a great time playing this game 25 years ago in 1992 and it’s just as fun to play 25 years later in 2017. Along with Teenage Mutant Ninja Turtles: Tournament Fighters, Konami gave SNES owners two of the best TMNT games of all time. Speaking of time, that’s my exit cue. See y’all in 2018! I hope 2017 treated you well. Here’s to a kickass new year — “COWABUNGA!”

Graphics: 9
Sound: 9
Gameplay: 9
Longevity: 8

Award4Overall: 9.0
Gold Award

Happy 30th Anniversary!
Happy 30th Anniversary!

The Legend of the Mystical Ninja (SNES)

Pub & Dev: Konami | February 1992 | 8 MEGS
Pub & Dev: Konami | February 1992 | 8 MEGS

The Legend of the Mystical Ninja was one of those games I briefly played with my buddies back in the day but never fully explored. I bought a copy in 2006 during my my SNES resurgence but it took me over a decade later to finally play it. Around this time last year I wrote a massive article highlighting my SNES collection. In it I talked about some of my most anticipated titles. That is to say, the most high profile games in my collection I’ve yet to play but can’t wait to. I cited Legend of the Mystical Ninja as one example. Some of my readers told me this was a matter that needed to be rectified ASAP. So this past October my girlfriend and I sat down and started going through the game. It is every bit the SNES classic that most say it is. Ah, it seemed like Konami could do no wrong back in the early ’90s.

25 YEAR CURIOSITY AT LAST QUELLED 

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The excerpt above is a story/article I wrote that my buddy Jeffrey Wittenhagen published in his SNES Compendium book released earlier this year. This article is about the seven reasons why I love the SNES so much. Reason #4 is the ability to quell longstanding childhood curiosities. As you can see, Legend of the Mystical Ninja was listed first. Glad I righted that wrong!

Thanks Cindy!
Thanks Cindy!

And yes, it is late Christmas night as I write this. A few minutes to midnight, in fact. Look what my girlfriend got me. Best Christmas ever :P

THE EVOLUTION OF GOEMON

Goemon started out as an arcade game in 1986
Goemon started out as an arcade game in 1986
There were four Goemon games on the SNES alone
There were four Ganbare Goemon games on the SNES

WHY MYSTICAL NINJA ROCKS

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The following pictures come courtesy of Retro Gamer Magazine. It gives a great overview on what makes Legend of the Mystical Ninja so good.

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MEET OUR HEROES

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MASTERING THE ART OF JUTSU

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In addition to your regular attacks, you can master the art of Jutsu throughout the game which grants you some special powers that will make your life a whole lot easier.

THE STORY GOES…

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Diabolical forces has struck the village of Horo-Horo. Their beloved princess has vanished and without her powers, a plague of locusts will ravage the helpless. Only two brave souls can save the village… Kid Ying and Dr. Yang!

I THINK I’M TURNING JAPANESE

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Oriental flavor was thankfully retained. Back then, it wasn’t uncommon for SNES games featuring Japanese-esque elements to be Americanized. Luckily, there wasn’t much of that here. There are 10 Warlock Zones in all with each composed of two sections. It’s not a long game but it’s certainly fun (especially co-op) while it lasts.

SHOP ‘TIL YA DROP

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Rather than being a straight-laced action platformer, Konami added in shops where you can buy useful items or simply gather information by speaking with the locals. It helps to break up the action and definitely adds a bit of strategy. Here’s a more in-depth look at the places you can visit.

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I like how Konami gave players a choice. Sure, you could rush to the end of the level to face the boss and avoid entering any of the shops, but it will make the game a lot more difficult. Take your time, explore what each town has to offer and fortify your skills! All of the shops are helpful in their own little way but keep an eye out for the Travel Logbook Shop. It will give you a password (albeit an absurdly long one) that pretty much acts like a direct save system.

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You get a short password when you Game Over. This allows you to continue at the last level.

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However, with the Logbook password, although much longer and more tedious to input, it allows you to leave right off where you were, items and power-ups intact. Pretty cool that we got both options! I don’t really recall many games using a similar style as this one. On a side note, I’m sure this was a bitch to write down back in the ’90s. Playing Mystical Ninja in the year 2017 with smart phones FTW.

Don't say I never did anything for ya!
Don’t say I never did anything for ya!

THE JOURNEY BEGINS

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Sinister samurais and fretful fishermen mill about. Bash them with your not so peaceful pipe. Killing them earns you coins which can be redeemed at the various shops. This is crucial to getting better equipment and the like. Also, you can fire your coins as a projectile attack. Obviously the more coins you have the better. The first level even transitions to a spooky night time. Oooh.

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Tanuki (raccoon dog) greets you. This leads to the second section of the first level, which now takes place on a single plane. If playing with two, the Tanuki will even give you a choice: go solo or play with two. This allows more skilled players the chance of beating these sections without a less experienced player struggling to keep up. It’s nice Konami gave us options, but my girlfriend and I like to team up. Besides, it’s all part of the fun.

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Pound that big bell to extinguish the flames. The first boss can only be hurt by deflecting her projectiles back at her. Pro Tip: it’s a good time to fire off some of your coins. That’s why you don’t want to rush through the levels!

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Cutscenes break up the action in-between the levels and advances the plot. It’s nothing mind blowing but a nice touch nevertheless.

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Warlock Zone II is most memorable for this wacky bit. It’s so peculiar that it feels like a sordid scene right out of a weird nightmare. If you have plenty of coin then try standing on those ledges there and firing away at the lantern boss.

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Warlock Zone III takes you across a lovely bridge that leads into an amusement park.

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What’s more Japanese than being a contestant on a quiz show? [I can think of a few things that shall go unmentioned… -Ed.]. Later on, you even encounter an arcade where you have a choice of playing the original Gradius — nice! Or you can play Tear Down The Wall. Insert Donald Trump joke here.

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Gradius in all its miniature glory. This was quite the lovely surprise. Of course it’s no Gradius III, and you only get to play the first level, but hey it was still pretty damn cool!

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Amusement parks with sumo wrestlers posing as statues can never be trusted, I’ve always said. Fun Konami fact: the end boss for this stage is Takosuke, a giant octopus which first appeared in Parodius Da! (1990).

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Warlock Zone IV takes us back to another small village, this time by the sea. Get to the second section where more hi-jinx ensues. My favorite being the ability to go either into the background or foreground of the dojo.

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Starts out pretty standard before evolving into an impressive bit of Mode 7! Talk about getting big-headed…

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Warlock Zone V intensifies with savage barbarians, rock firing henchmen and wild boars. Not to mention a bomb-infested race to the interior of a ninja castle where your troubles have only just begun.

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Travel by way of those giant golden wrecking balls. Thankfully, control is pretty tight and snug. The boss, a ninja assassin, throws a ton of foot soldiers your way before deeming you worthy enough to crush.

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Warlock Zone VI takes us to Tengu Mountain. Beware of the crazy monkeys that litter the second part of this stage. More than mischievous, they are downright nasty if not defeated immediately.

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Awesome set piece! The Tengu Demon Warrior statue leers at you ominously while you’re fighting for your life. Those two Tengu Warriors may look like the end boss but they are in fact only mid bosses. The actual boss defending Tengu Mountain is a killer Kabuki fighter. The difficulty ramps up with each passing stage.

Four more taxing levels await. My girlfriend and I are currently stuck on Warlock Zone VI. We’ll beat it one of these days!

WHAT THE CRITICS SAID

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The Legend of the Mystical Ninja is heralded as a Super Nintendo classic, and rightly so. Super Play rated it 90%, ranked it a lofty #7 on its Top 100 SNES Games list back in 1996 and deemed it “Konami’s finest hour.” Very high praise indeed. The folks at Retro Gamer seem to agree, calling it “a timeless classic.” The game is well beloved by SNES fans and is considered one of the finer action games on the system. Certainly no SNES collection is complete without a copy.

Super Play sure loved them some Mystical Ninja
Super Play sure loved them some Mystical Ninja

CLOSING THOUGHTS

Phase one!
Phase I

I remember playing this game with my good buddy on a lazy Sunday morning in Sacramento 25 years ago. We only got to play it briefly however, but I remember having a blast with it. I always wanted to play it more thoroughly but never did until very recently. This past October, my girlfriend Cindy and I began tackling the game together. We’re having a good time! Whether it’s hopping from shop to shop, playing mini games galore, farming (i.e. killing bad guys for coins and goodies), or performing tag team techniques in the single plane sections, there’s always something to see and do. I also like the fact that there is a very minor open world aspect to each stage, or at least the first part of each stage anyhow. It’s not a linear game as you can travel up and down the towns and villages as well as left and right. This gives the game sort of an open feel but it never gets so big that it gets frustrating or requires you to chart out a map.

Phase II
Phase II

For more traditional action platforming fiends, that’s where the second section of each stage comes in. The open world shrinks into a single plane field where it’s a lot more linear. Versatility is a major positive as this game offers something for almost everyone. And it does it with bucket loads of charm that will appeal to even the most casual of players. My girlfriend for example is a fairly casual gamer. She’s played games before meeting me but it’s probably not something she’ll feel compelled to do on her own. However, she loves the wacky Japanese charm of this game and enjoys playing it with me. I’ve played it both with her and without. It’s fun both ways but it’s definitely more fun playing with two. Nothing beats a good couch co-op after all and this is certainly one of the better two player offerings on the SNES.

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The visuals are very good but they’re not quite on par with some of Konami’s other SNES titles from that era (such as Contra III: The Alien Wars). But they more than get the job done, with nice colors and an authentic Japanese style that makes it stand out from the crowd. The music and sound are typical classic Konami. Town themes are serene and soothing while action sections get a bit more intense. Boss themes are frenetic and intimidating, just like the bosses themselves. Control is tight and responsive. Very rarely did I die and felt like it was the fault of the game. Difficulty picks up steam with each stage. I wouldn’t call it insanely hard but it’s no walk in the park.

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Some games live up to the hype and some don’t. I always approach playing these higher profile games for the first (legit) time with some form of trepidation. I want to like them too obviously, but that’s not always the case. Fortunately, The Legend of the Mystical Ninja proves to be a damn good game. In fact, I don’t hesitate to call it great. I don’t quite agree with Super Play calling this Konami’s finest hour however. There’s some stiff competition there but it speaks more to the greatness of those other games. Bottom line, I’m glad I finally played this game. 25 years late to the party but better late than never. Now, where’s my trusty yo-yo?

Graphics: 8
Sound: 9
Gameplay: 9
Longevity: 8

Award4Overall: 9.0
Gold Award

 

Sayonara!
Sayonara!

Treasure Hunter G (SNES)

Pub: Squaresoft | Dev: Sting | May 1996 | 24 MEGS
Pub: Squaresoft | Dev: Sting | May 1996 | 24 MEGS

The SNES is blessed to have a stacked library that features some of the finest RPGs from the 16-bit era. Of course you have the good old standbys: Chrono Trigger, EarthBound, Final Fantasy III and so forth. But there are some lesser known RPGs that, while not quite in the same class as the aforementioned titans, are definitely worth your time. Similar to Gunman’s Proof, Treasure Hunter G is a “hidden gem” that doesn’t get nearly enough credit. Thanks to a dedicated community, lost gems like this have been fully translated and are ready to be explored. Ever wake up one morning and find yourself thinking, “Man, if only there were a game where I can save the world using two brothers, a girl and a monkey” — let’s be real here, who hasn’t? Well then, you’re in luck. Enter Treasure Hunter G!

A HIDDEN TREASURE UNEARTHED

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Treasure Hunter G was one of those games I never knew about until 2010 or so. I feel it flies under the radar and doesn’t get nearly the recognition it deserves, even in SNES circles. It can sort of be described as Donkey Kong Country meets a strategy RPG. It’s not hard to see why given the pre-rendered graphics and a primate companion. Sadly, by the time this game came out (May 1996), the SNES was pretty much dead in the water here in North America. As such, it was doomed never to touch American soil. Thanks to the dedicated efforts of a gentleman by the fine name of Metalhawk, gamers can now experience “lost” gems like Treasure Hunter G in all its English glory. What I love most about this game is how much you can explore your environment. By comparison it makes searching in other RPGs look downright primitive. If you see it you can smash it. We’re talking jars, pots, barrels, hell, even bushes aren’t safe from your OCD to treasure hunt. This leads to discovering useful items and the like, which make exploring the landscape very rewarding indeed. It’s a blast just to run around, destroying your surroundings and discovering secrets galore.

It's a congruous marriage of tactics and role playing
It’s a congruous marriage of tactics and role playing

Treasure Hunter G has a charming exploratory feel to it, and it’s only fitting given the title. You’ll traverse many unique locations and bear witness to some truly awe-inspiring sights, all in the good name of treasure hunting. Along the way there are plenty of apoplectic bad guys to dismantle, funky NPCs to interact with and various allies that are certain to leave a lasting impression.

THE STORY GOES…

Lacking a little originality there, are we, Gamrius IV?
Lacking a little originality there are we, Gamrius IV?
Im looking at you, Star Ocean...
I’m looking at you, Star Ocean
This is proof positive an RPG doesnt have to run 40+ hours
This is proof positive RPGs don’t have to be 40+ hours
*cue dramatic air horn blare from most trailers*
*cue dramatic air horn blare from most trailers*
Impressive indeed. The Dark Lord is already at work
Impressive indeed. The Dark Lord is already at work
Link, ever the glory hog
Link, ever the glory hog
Because silly, it's obviously a dramatic plot point...
Because silly, it’s obviously a dramatic plot point…
Uninspired plot but who cares -- the game is fun!
Uninspired plot but who cares — the game is fun!
The last SNES game published by Squaresoft...
The last SNES game published by Squaresoft…
Damn right it just might be
Damn right it just might be

THE HEROES

THGCharRed is the main protagonist. Not surprisingly, he’s the strongest character in your posse. Although he cannot use long-ranged weapons, he does swing a mean sword. Sadly, his mother passed away when he was young, and his father, Brown G, is often away on his treasure hunting expeditions. Therefore, Red was forced to fend for himself and take care of his younger brother for all those years. Robbed of a robust childhood, Red can be defiant and rebellious. He has the least amount of action points so he doesn’t get around as much as the others, but Red does possess the most evade and health points. Overall, he is a solid and capable combatant.

THGChar2Growing up a latchkey child, Blue has been (pardon the pun) rendered helpless. He is often found crying and whining; it’s safe to say that he’s one of the most feminine male characters in SNES history. However, don’t judge a book by its cover because Blue proves handy in battle. He can effectively wield either an axe or spear, which can strike two squares away and hit up to two bad guys at once. Owning the second highest amount of action and health points, he can set deadly traps as well. Eat your heart out, Kevin McCallister (Macaulay Culkin).

THGChar4Who is this mysterious girl that goes by the name of Rain? You’re not entirely sure when she shows up but being compassionate (and possibly horny) you take her in all the same. Fulfilling the RPG rule to have at least one female party member, Rain is the kind of gal that trouble can’t help but follow. And surprise surprise, she is the weakest of the group. On the bright side, she has the most action points and she also knows some powerful (healing) spells that are sure to come in handy. She can also communicate with her primate pal. So while she may be physically weak, she contributes in many other ways.

THGChar6Monkeys. You can’t live with them, you can’t live without them. Or so the saying goes… [There is no such saying, fool -Ed.]. Ponga is a cool little bastard who makes it impossible for you NOT to fall in love with. Able to play the violin and use magic, Ponga is unusually gifted for a monkey. He strikes with cutters which can hit up to two spaces (be careful that you don’t hit your own allies, which YES, you actually can). In addition, he is capable of learning all the spells within the game. Not just here to be a token cute mascot, Ponga is well rounded and will quickly endear himself in your gaming heart.

THE ART OF WAR

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The combat system is unique and different from most other SNES RPGs you’ve played. While it is turn based, that’s where the similarities end. Players operate on a grid that sees every movement count as an action point. Of course, you only have a set number of action points per round. Blue, yellow and red squares represent different point values, making forward thinking and game planning crucial to one’s success. Each color, then, eats up a certain amount of action points. The game thus works your brain a bit as you can’t just pound the attack button over and over again like you can in most RPGs from that era. I love strategically positioning my party in the right squares to maximize my strikes. It makes fighting very fun and much more rewarding than your standard turn based RPG.

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Most RPGs don’t allow you to level up (and regain health as a result) mid-battle. Experience points are usually doled out post-battle. Not so here! Each blow successfully landed grants you experience points on the fly. This means you can actually level up in the middle of a fight and regain full health. It’s such an awesome little feature and one of my many favorite things about Treasure Hunter G. Also, you know how in most RPGs the more you level up the more points you need in order to make the next jump? Well, once again, not the case here. Instead, characters level up for every 100 points accumulated. Nice! The game moves along steadily as a result and it never gets old seeing your levels climb rapidly.

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Another unique aspect is that the game never shifts to a new battle scene. You fight it out wherever you are. This ensures that each battle will be unique due to the ever shifting landscape. And yes, sometimes the scenery comes into play. Certain weapons allow you to clobber from a couple squares away, saving you precious action points for more strikes and less maneuvering. Brilliant.

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There aren’t many tactical strategy RPGs on the SNES, so it’s nice that this not only fills the void but does so with flying colors. You can attack in 8 directions, cast spells, use items, hell, even set booby traps. Crowding a miscreant, or luring one to be blown SKY HIGH by means of a well placed land mine, is immense loads of fun!

THGSF

Playing Treasure Hunter G hearkens me back to when I first played Shining Force on the Sega Genesis. I immediately found the grid tactical battle style appealing and unique. It felt more rewarding killing bad guys when you actually had to move your way through any given war zone. Shining Force remains a classic that holds up well to this day. If you liked that game then chances are you’ll dig Treasure Hunter G, too.

THE JOURNEY BEGINS…

The game is loaded with humor right from the start
The game is loaded with humor right from the start
The characters really grow on you fast
The characters really grow on you fast
"Yeah? Did it involve me beating up your ass?!"
“Oh yeah? Did it involve me beating your ass?!”
Nothing like a flashback to provide some backstory
Nothing like a flashback to provide some backstory
Incessant bickering made for an interesting storyline
Incessant bickering made for an interesting storyline
The old man isn't lying. There really IS a Ferric Falcon...
The old man isn’t lying. There really IS a Ferric Falcon…
... and a magical tree. *cough* Secret of Mana...
… and a magical tree. *cough* Secret of Mana
Deep shit, eh?
Deep shit, eh?
Now THAT'S enough to make ME cry
Now THAT’S enough to make ME cry
Gotta love old crazy Gramps
Gotta love crazy old Gramps :D
He's an original (Treasure Hunter) G.. [Oi -Ed.]
He’s an original (Treasure Hunter) G… [Oi -Ed.]
Behind his rough exterior lies a tender heart, er, clock
Behind his rough exterior lies a tender heart clock :P
You can actually hear the atmospheric tick tock. Nice!
You can actually hear the atmospheric tick tock. Nice!

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The ability to interact with much of the environment made exploring in this game fun rather than a tedious chore. Some RPGs aren’t very interactive. Treasure Hunter G, on the other hand, lets you can snoop around to your heart’s content!

Manage your inventory wisely
Manage your inventory wisely
SNES flexes its graphical muscles here
SNES flexing its graphical muscles

The overhead world map is gorgeous and simple. The map is much smaller than most other SNES RPGs because the game isn’t nearly as long, but I don’t mind that. In fact, one of the reasons I enjoy this game so much is partially due to how quickly it moves along. Pacing is tight and it never wears out its welcome. I can’t say that about all SNES RPGs (*cough* Breath of Fire). Give me quality over quantity!

Nothing like seeing a save point after a long section
Nothing like seeing a save point after a long section

These Saturn statues serve as your classic save or restore points (depending on the color). Nothing beats seeing one of these bad boys after a particularly long and difficult stretch of dungeon crawling.

Enemies are either visible or ambush at set intervals
Enemies are either visible or ambush at set intervals

Throughout the existence of RPGs, fans are split on enemy encounters. Should battles occur at random with no warning, or is it best if enemies are visible on screen prior to the battle? Some love the old school random battles but others find it archaic. “Ain’t nobody got time for that!” It’s a bit ironic though if you think about it. It’d be like going to a baseball game and bitching that it isn’t a brisk two hour affair. But I digress. I don’t mind random battles so long as it’s not taking place every few steps. I like being able to see enemies on the field but it does take away a bit of the “suspense,” if you will. Well the good news is that Treasure Hunter G satiates both sides by featuring a bit of both. Though the random battles aren’t random — they’re more like set ambushes, á la Chrono Trigger. On a side note, enemies are eliminated forever once you kill them. Convenient, indeed.

She teases a large donation but only gives out 20, ha!
She teases a large donation but only gives out 20 :P

I love everything about the text, from how it looks to the actual words used. It’s just got a very pleasant aesthetic; the font and avatar catches the eye.

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Oops, I originally thought Blue was my younger sister hence I I named her Jenny. In reality, Blue is actually my younger brother. Well, it was hard to tell, what with all the crying and long hair! My bad, Blue…

Who is Blue? Guess I wasn't the only one then...
Who is Blue? Guess I wasn’t the only one then…
Characters can face diagonally. Nice
Characters can face diagonally. Nice

Most RPGs from that era did not allow you to face diagonally. Not so in Treasure Hunter G. It’s the small details, and this game is loaded with them.

At least he knows who he is!
At least he owns it, eh?

One of my favorite things about RPGs is interacting with all different kinds of NPCs. The NPCs in this game are fun to talk with. Some spew philosophical musings while others lament over their youthful regrets. It’s all handled in a very slick and quirky package that keeps you entertained from start to finish.

Patience is a virtue... or NOT
Patience is a virtue… or NOT

And then there are tongue-in-cheek moments of tomfoolery, showing you that the game never takes itself TOO seriously.

Um, yeah. Talk about an awkward silence there...
Um, yeah. Talk about an awkward silence there…

Later you’ll run into a strange little cat named Mio. Mio, ahem, takes a liking to Rain. Talk about something that would never happen in America back in the ’90s.

The grid adds an extra layer of strategy to boss battles
The grid adds an extra layer of strategy to boss fights

Any RPG worth its weight needs to have some big, bad, memorable bosses to liven things up. Treasure Hunter G has a solid selection on offer, starting with Hel the witch. Hel has an undying loyalty to serve the Dark Lord and she can unleash some nasty spells in addition to teleporting anywhere on the grid. This will keep you on your toes. Kill her zombie minions first, and then go for the head!

A little gang bang action... wait, what?
A little gang bang action… wait, what??

Nothing satisfies like cornering a boss. Take turns teeing off until you pound them into submission. Poor Hel here finds herself trapped, much to the twisted and sick delight of my foul heart.

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Who needs Lyft or Uber when you got Kujira the whale? Seeing him streak across that vast ocean with the coalition nestled on top is a sight to behold.

Gotta love Ponga's reaction
Gotta love Ponga’s reaction. Never change, buddy

Of course, peace doesn’t last long. Trouble looms over the horizon…

Kill those nasty slime creatures to protect Kujira
Kill those nasty slime creatures to protect Kujira

Nothing like playing a game, seeing something cool happen and thinking to yourself, “Man, that’s exactly how I would have programmed it, too!” Using Kujira’s backside as an impromptu war zone? Brilliant.

I won't spoil it but this was a memorable moment
I won’t spoil it but this was a memorable moment
Nice dude but lose the "last mad scientist" shtick, eh?
Nice dude but lose the “last mad scientist” shtick, eh?

Meet Dr. Hello. He’s the zaniest cat in town, filled to the brim with personality. Not just a pretty face, he also invented some mighty things that will aid you in your quest.

Sometimes less is more...
Sometimes less is more…

Ah, exactly 20 hours in and it hardly feels like it. That’s when you know a game is doing its job. The pace never dragged; it’s a breath of fresh air when compared to some other RPGs that require 40+ hours to beat.

"No... it's Iowa"
“No, it’s Iowa…”
[D'oh. Someone missed the punchline -Ed.]
[D’oh. Somebody missed the punchline -Ed.]
Always sick when a spell accounts for all :)
Always awesome when a spell accounts for all :D

Besides physical attacks, you also have at your disposal a variety of handy spells. These range from pillars of flame to shards of ice. Different spells have different effects, and bigger spells cover more grid tiles. I love it when a spell damages every bad guy in one fell swoop.

Pops wasn't lying after all. The Ferric Falcon LIVES!
Pops wasn’t lying after all. The Ferric Falcon LIVES!

This mammoth winged goddess directs you to the path of serendipity. She is quite the impressive sight, displaying the growth the genre made compared to character models from early SNES RPGs such as Final Fantasy II and Inindo: Way of the Ninja.

Everything I needed to know I learned from RPGs
Everything I needed to know I learned from RPGs…

Like that old TV show Father Knows Best, at the end of the day your pops knows what’s up.

Behold -- the Dark Lord in all his evil glory!
Behold — the Dark Lord in all his evil glory!

Like most major RPG bosses, the Dark Lord has more than one form. Keep your hero up front because he can only attack up close, and keep Ponga in the back to cast spells.

He's defenseless. Dish out a monster-sized ass kicking
He’s defenseless. Deliver a monster-sized ass kicking

But just when you think it’s over, the Dark Lord’s prized treasure, the Bone Dino, is resurrected! Er, at least partially, anyhow. Still, it makes for quite the spectacle as Dino’s half rotting corpse remains firmly buried in the frozen cliff. With each blow the Bone Dino emits an ear-shattering cry as the screen shakes like a sumbitch, making this final fight very satisfying and memorable. In a weird sort of way, it’s almost a tragic fate for the trapped, half-resurrected monstrosity. Unable to defend itself, you and your party unleash Armageddon on its frozen ass.

G STANDS FOR GRACIOUS

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Treasure Hunter G is incredibly easy. You actually recuperate some of your health following each battle. It’s like possessing the Sword of Miracles (for all you Dragon Quest V fanatics out there). But truth be told, I’ll never hate too much on an overly easy game when it’s as much damn fun as this one is.

WHAT THE CRITICS SAID

Another feather in the Super Nintendo's cap
Another feather in the Super Nintendo’s mighty cap

The SNES was left in the dust more or less by mid 1996. Thus, Treasure Hunter G sadly never saw the light of day here in the good old US of A. But suppose for one second that it did. If so, there’s no doubt in my mind that it would be hailed and lionized as one of the better RPGs on the SNES today. In reality though, only dedicated and devoted SNES gamers who scour retro gaming forums and spend hours looking for hidden gems they might have missed, will ever experience all the joys this game has to offer. Although gaming history cannot be rewritten, thankfully the original Japanese dialogue was so that English users can enjoy this game as though it were officially released. And enjoy it they did — I have yet to meet anyone who didn’t like Treasure Hunter G after giving it a shot.

Super Play gave Treasure Hunter G some good loving
Super Play gave Treasure Hunter G some good loving

CLOSING THOUGHTS

Squaresoft goes out with a bang as SNES publishers
Squaresoft goes out with a bang as SNES publishers

Treasure Hunter G just might be the best SNES RPG you’ve yet to play. It combines cutting edge visuals (for its time) with good old fashioned RPG traits. This includes a simplistic four person party, zero class changes and plenty of fun NPCs to interact with. Add to this a unique grid style battle system and you have something that is truly special. The game looks beautiful and plays like a dream. Every battle is a little different due to the shifting landscapes so there’s more strategy to be found here than your average RPG. The formula works extremely well and makes going through the zany universe a blast. With plenty of rich locales to traverse, nasty bad guys to kill, wacky locals to meet and rare treasures to be found, Treasure Hunter G is a great adventure from beginning to end.

That's what she said {What is this, 2005? -Ed.]
That’s what she said {What year is this… 2005? -Ed.]

But of course it’s not without some flaws. You can only carry 20 items per character which can be annoying at times when the goods begin to quickly pile up. On the other hand, this added even more strategy as you’re forced to work out what to keep and what not to. Though developer Sting did a fairly admirable job with the sound and music, it’s not up to par with the likes of Square or Nintendo. The game is also on the easy and short side. But honestly, after playing so many 40+ hour RPGs I found it refreshing to play one that only took me 26 hours and could probably be finished in 20. Rather than dragging on and wearing out its welcome, Treasure Hunter G moves along at a very brisk pace. And by the time you finally imprison Bone Dino in its frozen grave, you almost feel a sense of sorrow that the end is nigh. If you love the genre and the SNES then do yourself a favor and play this game. Besides, I ask you, where else could you save the world with a violin playing monkey? I rest my case. Put this at the top of your queue; you’ll be glad you did. Squaresoft’s last game published on the SNES is not only worthy, it’s a damn fine swan song.

Graphics: 9
Sound: 8
Gameplay: 9
Longevity: 8

Award4Overall: 9.0
Gold Award

 

Bone Dino is perhaps the most tragic SNES boss ever
Bone Dino is perhaps the most tragic SNES boss ever

You can’t help but feel a little empathetic for Bone Dino. What did it ever do? The Dark Lord is the true evil one here. He resurrected Bone Dino in the hopes of making the creature do his evil bidding. But the Bone Dino was only halfway resurrected and is basically left defenseless as you pick its bones.

Hey, it has to defend itself!
Hey, it has to defend itself y’know

It’s definitely not like any other end boss I can think of on the SNES. Ultimately, Bone Dino was less an abomination of destruction and more an unwilling victim of circumstances. Truly tragic, then.

... or is it...
… or is it… ???

Star Ocean (SNES)

Pub: Enix | Dev: Tri-Ace | July 1996 | 48 MEGS
Pub: Enix | Dev: Tri-Ace | July 1996 | 48 MEGS

After beating Tales of Phantasia in February of 2013, I knew there was only one game that I could play next. And that was Tri-Ace’s SNES follow-up, STAR OCEAN. Just like Tales of Phantasia, Star Ocean clocks in at a hefty 48 MEGS. I guess Tri-Ace only does it big, eh? For years I had heard about what a great game this Star Ocean is. Some even say that Star Ocean is one of the best RPGs not only on the SNES but of the entire 16-bit era. After having a blast playing through Tales of Phantasia, let’s just say I had very high hopes for Star Ocean. Was it able to live up to the lofty hype? Well…

THE HUNDRED DOLLAR GAME

I never paid triple figures for any one game sans one
I never paid triple figures for any one game sans one

The topic of retro gaming prices has long been a hot topic of discussion (and frustration). The prices some of these old games commands, particularly the less common SNES titles, is downright scary. You want manuals and boxes, too? Then be prepared to give up an arm and a leg. Whenever I read about today’s astronomical prices, I’m reminded of how lucky I was to get back into the SNES scene when I did (January 17, 2006). Back then, you could easily secure 95% of SNES games, cart only, for no more than $40. Most, however, went for $10 and even as low as $5! The one game that did run me over $40 was Harvest Moon, and that came with the manual. $40 was always sort of my magical mark, and I managed to get games like Earthbound, Ninja Gaiden Trilogy, Aero Fighters and Castlevania: Dracula X for $40 or less. Good luck getting that deal today.

A charming and whimsical RPG
A charming and whimsical RPG :)

I say that all to say… I’ve been damn lucky in this hobby. So when it came to buying Star Ocean, I did something I thought I would never do. Star Ocean marked the first time in my life that I paid $100 for a video game. During my Saturn days, I prided myself on never breaking the $100 mark. I scored games like Radiant Silvergun, Panzer Dragoon Saga and even Psychic Assassin Taromaru all for under $100. The Star Ocean reproduction cartridge back in 2012 was hard to come by as very few people offered to make it. Supposedly, it was one of the more difficult reproduction cartridges to make. Therefore, they sold like hot cakes whenever they did pop up, and often at $100. With all the great bargains I’ve scored throughout my gaming career, I felt it was OK to splurge this one time and finally break the magical $100 mark. Of course, about three weeks after buying one for $100, people started marking down the price to $85. Go figure. Alas, what’s done is done. All I cared about now is whether the game was worth it or not. Let’s take a closer look, shall we?

Not sure what this is
Not sure what this is
Or this. But it sounds important
Or this. But it sounds important

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Nice cinematic quality to it
It has a nice cinematic quality to it
YOU PLANET! Ahem, sorry...
YOU PLANET! Ahem, sorry…
It's my party and I can die if I want to. Die if I want to...
It’s my party and I can die if I want to. Die if I want to…

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Slightly reminiscent of Rendering Ranger: R2
Slightly reminiscent of Rendering Ranger: R2

StaOc9

... lived Ratix Farrence (AKA Steve)
… lived Ratix Farrence (AKA Steve)
"You know, to break up the monotony of Clatos a bit"
“You know, to break up the monotony of Clatos a bit”
"Monotony... or is it really tranquility..."
“Monotony… or is it really tranquility…”
Dorn asks Steve what he thinks of Milly...
Dorn asks Steve for his thoughts regarding Milly…
Steve: Uh, uh, Dorn...
Steve: Uh, uh, Dorn…
Dorn: Dude, WHAT?! Can't ya let a brother finish up!?
Dorn: Dude, WHAT?! Can’t ya let a brother finish!?
*BOINK!*
*BOINK!*
Dorn: Uhhh... no one in particular! *nervous chuckle*
Dorn: Uhhh… no one in particular! *nervous chuckle*
Dorn: Shaddup Steve!
Dorn: Shaddup Steve!

Milly: Classic Dorn, always talking a good game but never backing it up. Be a man for once and tell it straight to my face! Yeah, I thought so. PUNK ASS :P

Steve: Probably just gonna be another quiet day...
Steve: Probably just gonna be another quiet day…
*CLANK!* *UPROAR* *SCREAMS*
*CLANK!*  *UPROAR*  *SCREAMS*
Lackey 1: My Parkour training pays off, haha!
Lackey 1: My Parkour training pays off, haha!

Lackey 1: C’mon, let’s make the boss proud! Get down from there!

Lackey 2: Just because you’re Lackey 1 doesn’t make you the boss of me!

Not exactly a ninja, are you?
Not exactly a ninja, are you?

The battle system is different from other SNES RPGs but more on that later.

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Baird: So you are the mighty group that will take our empire down? HA! Don’t make me laugh.

Steve: How about we make your tombstone instead?

Dorn: Steve, please leave the trash talking to me…

Baird: HEY! What is this, comedy hour? Prepare to meet your DOOM!

Milly: Uh boys, how about we NOT agitate the big bad ugly guy?

StaOc24

It took me a while to get used to the battle system. First you have to press A, which makes arrow symbols pop up. Then you select the bad guy you wish to target. Hit A again for your main hero to strike. Part of me can’t help but wonder what if they just used a Legend of Zelda: Link to the Past control scheme instead…

Act fast -- battles happen in semi-real time
Act fast — battles happen in semi-real time
Love them sandwich strikes
Love them sandwich strikes

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Listen to the gentle pitter-patter of rain just outside...
Ah, the gentle pitter-patter of rain just outside
Any RPG worth its salt does well to whisk you away
Any RPG worth its salt does well to whisk you away

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Steve: Sorry, something heavy weighs on my heart
Steve: Sorry, something heavy weighs on my heart
Ever get that ominous feeling... a premonition?
Ever get that ominous feeling… a premonition?
... where hatred and war is replaced by peace and love
Where hatred and war is replaced by peace and love
No genre delivers atmospheric night time scenes like RPGs
The stage is set for an epic adventure…
Star Ocean is like Secret of Mana in this regard
Star Ocean is like Secret of Mana in this regard

Instead of the typical world map you get in most RPGs, you travel across pathways like this one. As you can imagine, the world is much smaller and more compact than your average 16-bit RPG. It took me a while to adjust. But it somehow works for this game.

Better recruit some allies fast, pal!
Better recruit some allies fast, pal!

Special skill moves consist of projectiles and deadly swordplay combos.

Special skills are like your magic attacks
Special skills are akin to magical attacks

The first special skill earned is the Rift Wave. It creates a shock wave around you, granting you temporary protection while damaging any unlucky fool standing in its way. Effective mastery of these special skills is crucial to your success.

Very impressive looking for a Super Nintendo game
Very impressive looking for a Super Nintendo game
One second the waves are flowing toward the ocean
One second the waves are flowing toward the ocean
And the next they crash against the shore. Nice!
And the next they crash against the shore. Nice!
[I like that Ed guy. He's my kind of guy, that Ed -Ed.]
[I like that Ed guy. He’s my kind of guy, that Ed -Ed.]

Milly: Where were you?

Steve: I was at the beach.

Milly: Cut the nonsense, Steve. This is serious!  Come take a look
Milly: Quit it, Steve. This is serious! Come take a look
What, or who, could have caused this horrific outbreak?
What or who could have caused this nasty outbreak?
From day...
From day…
... to night we go!
… to night we go
Dorn: Don't worry. I'm sure there'll be a happy ending...
Dorn: Don’t worry. I’m sure there’ll be a happy ending…
[Steve acting really weird? Oh that's the norm -Ed.]
[Steve acting really weird? Oh that’s the norm -Ed.]
A pigeon brings you a life-altering letter, naturally
A pigeon brings you a life-altering letter
Steve: Looks like we're heading to Cool, then...
Steve: Looks like we’re heading to Cool, then…

Dorn: Um, I think we really oughta respect a dying man’s final wish. You guys heard the man. Let’s just stay right here in Clatos.

Milly: DORN! YOU’RE SUCH A DAMN JERK!!! GRRR!

Steve: Oh good. Thought you contracted the disease
Steve: Oh good. Thought you contracted the disease

Dorn: Ha! Disease?! Who, me? You so FUN-NAY, Steve… *coughs violently*

Talk about getting stoned... [HAR HAR -Ed.]
Talk about getting stoned… [HAR HAR -Ed.]
They have no choice but to scale Mount Metox. They’ll risk life and limb in order to find the cure.

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Maltos: Is that Steve and Dorn over there?

Steve: It is.

Dorn: Sir.

Maltos: Please come closer so I can get a better look.

Dorn: Oh, we just fine right here, sir. Yeah we good back here.

Milly: What happened to respecting a dying man’s last wish?!

Dorn: … oh… *nervous chuckle*

Not true. Look at my black book [You don't have one -Ed.]
Please, look at my black book [You don’t have one -Ed.]
Later on, Milly and Dorn have a little moment in the moonlight. It is then that Dorn crumples over out of pain and discomfort, sending Milly to run off to find her man, Steve. Hey, I’m liking this story…

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So you not only have to save Milly’s dad, Maltos, but now also your best friend, Dorn. After scaling to the top of Mount Metox, you’ll run into some Federation folks from the future. It’s a quest to save the world from a grand intergalactic war. No pressure, eh?

Talk about mooning someone. Sorry :P
Talk about mooning someone. Sorry :P
Our heroes soon meet crew members from the future
They soon meet crew members from the far future
OUCH
OUCH

[Can we leave Steve behind in '89? I have cash-Ed.]
[Can we leave Steve behind in ’89? I have cash-Ed.]
[Who needs college when you have cinema? -Ed.]
[Who needs college when you have cinema? -Ed.]
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Along the way you’ll meet different kings asking you for favors. A lot of the king scenes appear in this isometric fashion, which is highly reminiscent of Super Mario RPG: Legend of the Seven Stars.

Super Mario RPG (March 1996)
Super Mario RPG (May 1996)
Different party members affect the game differently
Different party members affect the game differently

Of course, you won’t have to go at it alone. There are a bevy of characters to recruit. And deciding which ones to take on is all part of the strategy and fun.

Cyus: Insolence! Let's step outside and handle this!
Cyuss: Wanna step outside and handle this?

Pretty soon you’ll be such a hit that you’ll have your very own groupie.

Stunning visuals help bring the game to vibrant life
Stunning visuals help bring the game to vibrant life

Star Ocean hands down has the best looking castle entrance of any 16-bit RPG. I dare you to name one finer. It looks epic in scale and I love how you can see birds flying by overhead.

Emojis before emojis became a thing!
Emojis before emojis became a thing!
Star Ocean had some nice innovations for its time
Star Ocean had some nice innovations for its time

Indeed a lot can happen. Customize your party depending on certain actions you take or don’t take. You gain skill points each time you level up. These points can then be allocated to many different skill categories such as knowledge, sense and technique. There’s plenty to do, from compounding items to smithing weapons — the insane amount of choices may be daunting to a newbie.

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Where will you allocate points to?
Choices, choices…

And even that piece of information has great value
And even that piece of information has great value…

The status screen is loaded with information. Heck, it even tells you their favorite food!

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There are a total of 12 characters; you can have eight at any given time. Only four will fight, however. You can switch from any of the four in battle, although it’s cumbersome to do so. You can also adjust computer AI tendencies but much like Tales of Phantasia, it has its limits. I felt some of the characters were a little flat, which was disappointing. Star Ocean didn’t quite hook me in the way that Tales of Phantasia did.

FACEBOOK! ARGH! SHEEP, Y'ALL MINDLESS SHEEP!
FACEBOOK! ARGH! SHEEP, Y’ALL MINDLESS SHEEP!

BRING THE (PRIVATE) ACTION

I WANNA SCREAM AND SHOUT AND LET IT ALL OUT
I WANNA SCREAM AND SHOUT AND LET IT ALL OUT

Another unique feature is the ability to enter towns apart from the rest of your party. Doing so will lead to a cutscene with special actions taking place that you would not be able to see or produce otherwise. It’s brilliant for character development and extending the game’s longevity if you’re the type to turn over every last leaf. Pure old school RPGers, on the other hand, may feel slightly overwhelmed. There is certainly no shortage of things to see and do in this game.

GAME LENGTH AND BATTLE COMPARISON

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Tri-Ace thankfully learned from their previous SNES outing. Tales of Phantasia was flooded with an insane amount of random battles. Not so in Star Ocean. It’s also a much shorter game. Tales of Phantasia took me 43 hours to finish while Star Ocean only took me 26.

So, which one do I prefer?That's an easy call for me
So, which one do I prefer? That’s an easy call for me

Read on to find out, although I think you already know…

WHAT THE CRITICS SAID

Compiled below are varying opinions of this 48 meg beast
Compiled below are varying opinions of this 48 meg beast
  • Until I discovered Star Ocean, I felt that Chrono Trigger and Final Fantasy III stood alone as the last great 16-bit RPGs. Only one hour into the game I knew that Star Ocean was the last gasp — the final relic of the 2D RPG era -Bobo the King
  • Honestly, coming from the team that developed Tales of Phantasia, I was expecting something as good, if not better. I was disappointed, but to be fair, Star Ocean has its own unique features that serves to redeem its weaker areas. It’s a beautiful, lovingly programmed game that will be forever immortalized for years to come in the hearts of gamers. It’s obvious that it was developed by a professional programming team. Though Star Ocean deserves to be evaluated independent of its close relative, in my opinion, there is no worse game than one that promises much and delivers little -Standalonechild
  • Star Ocean is what many people would consider the last great RPG of the “Golden Age” in the 16-bit console era. Created in 1996 by Tri-Ace, an offshoot of Wolf Team who had created Tales of Phantasia a year before, the game would only be released in Japan and unavailable to the English speaking world until DeJap Translations released a translation at the tail end of 2003. It’s fun for what it is and is enjoyable, it’s just that there’s always something niggling away at you which prevents you from truly getting the experience Tri-Ace wanted you to. Its innovation is to be admired, if not the execution -Vermillion
  • I like Tales of Phantasia better than Star Ocean by a fair margin. Star Ocean just lacks that magical something for me. It’s a decent RPG but it’s nothing super special -Faltain1
  • For those who had an SNES in its day and look back wistfully at the days when RPGs were inexplicably more fun to play… it can be sad to think that there are only so many RPGs from that era to play before they’re all exhausted. Star Ocean is great news for fans of the golden era of the genre, as it provides a title few Americans have played but has the look and feel of a bonafide 16-bit RPG with the richness of Chrono Trigger -EB
  • Star Ocean is the greatest SNES RPG westerners never got to play. In terms of its scope and design, it blows even Chrono Trigger and the Final Fantasy games out of the water. With its cutting edge skill system, superb graphics, memorable music, variable endings, voice acting (in an SNES game!), hectic combat, secret characters, and generally sublime gameplay, Star Ocean is that rare peerless RPG that serves as a benchmark to all other games in the genre, proclaiming “This is what’s possible. This is what can be done” -JQC

As you can see, opinions vary wildly on Star Ocean. While some claim it’s the best thing since sliced bread and even better than the likes of Chrono Trigger or Final Fantasy III, there are many others who will contest it’s full of great ideas BUT the execution leaves a bit to be desired. Obviously, your mileage may vary.

CLOSING THOUGHTS

Play it in the dead still of night with the lights off
Play it in the dead still of night with the lights off

After finishing Tales of Phantasia, I knew there was no better game to play next than Star Ocean. The two Tri-Ace RPGs share a few things in common while being vastly different at the same time. There’s a lot more to do in Star Ocean, in terms of innovative new quirks such as the Private Action system, skill points and the ability to recruit several allies. Tales of Phantasia is much simpler by comparison. The visuals in Star Ocean are stunningly detailed and brilliant, from footprint tracks in the sand to curtains flapping on a windy day. The voiceovers are an elegant touch and the music is even better than that of Tales of Phantasia. The battle system is not as fun, though. The fighting is fast and furious but a control scheme akin to Link to the Past would have been preferred. Instead, we got a tap-tap fest that’s just not as smooth or intuitive.

Staring out contemplatively is the order of the day
Staring out contemplatively is the order of the day

It’s difficult not to compare Tri-Ace’s two SNES RPGs. I prefer Tales of Phantasia by a comfortable margin. Tales has a more interesting game world, I connected better with its characters and the overall experience was simply more enjoyable and memorable. While I enjoyed my time playing Star Ocean, it left my mind as soon as I completed it. By comparison, Tales of Phantasia left a lasting impression long after completion. I appreciate Tri-Ace experimenting with Star Ocean — there’s the Private Action system, skill points, recruiting characters, a cast of 12 and a party of eight — but sometimes less is more. As crazy as it may sound, perhaps the game gave you too much to do. None of it felt fully fleshed out and more like they went 80% with each idea, which ends up diluting the experience a bit. Personally, I love the pure simplicity that backs Tales of Phantasia. Star Ocean is definitely a good RPG but I can’t call it great. It’s undoubtedly full of great ideas but the execution is “only” good at best. That still puts it in a fairly strong class but it’s not quite in the upper echelon of epic SNES RPGs. Star Ocean is one of those weird games that is both good and slightly disappointing all at once.

Graphics: 10
Sound: 9.5
Gameplay: 8
Longevity: 7

AwardsOverall: 8.0
Silver Award

 

That's just wrong and taken WAAAAY outta context -_-
That’s just wrong and taken WAAAY outta context -_-
People say the universe is a star ocean...
People say the universe is a star ocean…

Tales of Phantasia (SNES)

Pub: Namco | Dev: Tri-Ace | December 1995 | 48 MEGS
Pub: Namco | Dev: Tri-Ace | December 1995 | 48 MEGS

22 years ago today saw the release of the biggest SNES game. Weighing in at a whopping 48 megs (16 of which were devoted exclusively to the sound), Tales of Phantasia was unleashed in Japan on December 15, 1995. Since my SNES resurgence back in early 2006, I’ve heard the hype hovering one, Tales of Phantasia. The rumblings and whispers made the game feel damn near mythical. It was time at long last to see what all the hype was about. And to see for myself whether this game is truly deserving to be listed as one of the mighty titans of the SNES library. Let the journey commence…

TALES OF REDEMPTION

The biggest SNES game, literally
The biggest SNES game, literally

For years I never thought I would ever own this game. This was due to some folks back in 2008 talking about how they got a Tales of Phantasia reproduction cartridge that ran them HUNDREDS of dollars. As much as I wanted to play it, I wasn’t going to spend a couple hundred. Then a beautiful thing happened: prices began dropping around 2010, making the SNES repro scene much more accessible. With sellers offering copies for $65 or so, I suddenly found myself in the race. When I began buying translated repro copies of Japanese SNES games, I initially focused on titles such as Clock Tower and Terranigma. Finally, five years ago in December of 2012, I bit the bullet at long last. The following is a stroll down memory lane of my experience with Tales of Phantasia.

Oh he's SO getting laid tonight :P
Oh he’s SO getting laid tonight :P

Have you ever wanted to go back in time to right a past wrong? I’m sure at some point you have. The main plot of this game involves our young hero wanting to prevent the death of his parents at the hands of a mega evil entity. The only way he can achieve this, however, is by going back in time. Talk about a serious reason. What would you do if you could go back in time? Remember: Safety Not Guaranteed [I see what you did there… -Ed.]

Some other reasons might not be so serious...
Some other reasons might not be so serious…

Personally, I don’t believe in going back in time to right a wrong. Sure I would like to travel back for 24 hours to maybe relive or revisit a memorable day from earlier in my life, but to go back to purposefully change events? Nah, I’m from the school of thought that everything in life happens for a reason, and it all helps to make up who you are today. Both the good AND the bad.

It opens with this spoken in Japanese. Haunting!
It opens with this spoken in Japanese. Haunting!

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Dhaos is reawakened years later. And he’s after the pendant that your dad gave to you. Thanks a lot, pops!

I like the map. It's clean, crisp and nicely detailed
I like the map. It’s clean, crisp and nicely detailed

Our hero looks like a giant on the overworld map. Your character moves around briskly, perhaps more than any other SNES RPG I’ve played. Be prepared for thousands of random battles, though.

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You give chase after spotting a spooked boar. Gotta love the sweat drop!

Look at that lush forest. Backdrops ooze with detail
Look at that lush forest. Backdrops ooze with detail

Our hero has a habit of running away after launching an attack unless you strike without first getting a running start. It can be annoying at first but you’ll get used to it before long.

I particularly like the elegant simplicity of the beach ones
I particularly like the elegant simplicity of the beach
Battle system has its flaws but it's unique and different
Battle system is flawed but it’s unique and different

In addition to your normal strikes and stabs, there are also special skills to learn and use in battle. These moves can be assigned as your shoulder buttons and are executed with the single push of a button. Sweet!

"IT'S A WHOLE NEW WORLD..."
“IT’S A WHOLE NEW WORLD…”

Navigate the skies to avoid those nasty random battles down below. The view is especially nice from here. The SNES flexes its graphical muscles. 48 MEGS, BABY! :P

What spells might you discover along the way?
What spells might you discover along the way?

You’ll find different spells to use in battle throughout the game. These spells are critical to your success as they deal out a ton of damage.

Ifrit appears in yet another game...
Ifrit appears in yet another game…

Different enemies have different weaknesses. Each spell produces a voice sample. It becomes readily apparent where a decent chunk of the 48 megs went — 16 in fact. The Ifrit are supernatural creatures in Islamic and Arabic folklore.

Be careful what you wish for...
Be careful what you wish for…

ToPShot15

The game starts out with a pleasant stroll through your hometown of Totus. Your father runs a rigorous training center. Be careful not to get caught in the way of their training or else you’ll get whacked in the head! It’s a fun sight gag. Speak with the locals. It’s all cheery and nice but you know it won’t stay that way for long. It never does!

Atmospheric playing this at night with the lights off
Atmospheric playing this at night with the lights off

The visuals are amazing. Reflections and other little details add up to a simply stunning package. This depressing scene is indicative of Totus’ fate and the denizens that dwell there. It’s as if Heaven itself is weeping…

It's so Japanese anime, this. You can't help but love it
It’s so Japanese anime, this. You can’t help but love it

I love the handful of symbols that this game uses. So much is communicated with just one simple tiny picture. Lots of cute and amusing moments are sprinkled throughout thanks to this style of expression.

One minute he's soaking in the rays of the sun...
One minute he’s soaking in the rays of the sun…
The next he's shrouded in the mist -- NICE!
The next he’s shrouded in the mist — NICE!

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OK maybe the dungeons aren’t the best place to show off the game’s ace visuals, but still, look at those bloody reflections! The water even ripples as you walk across.

No relation to Mint from Robotrek
No relation to Mint from Robotrek
Rather quirky and fun RPG
Robotrek is a quirky and fun RPG
[Damn. You got no game, Steve. No game at all -Ed.]
[Ever the gentleman, that Steve -Ed.]
"Why don't you take a seat over there... Steve, is it?"
“Why don’t you take a seat over there…”

This was a classic moment. Mint urges our hero to encourage the heartbroken girl. He does so but with some, ahem, questionable “tact.” Mint then comes screaming to the rescue.

It's nice being able to play a game uncensored
It’s nice being able to play a game uncensored

Tales of Phantasia has some Christian themes. Early on there is a church scene with some Scripture and edifying words. It’s the only SNES game I know with the Lord’s Prayer in it. I guess it’s a little bit ironic, considering how the translation for the rest of the game is rather crude and raunchy.

That nosy Steve being up in everybody's business
That nosy Steve being up in everybody’s business
Every 16-bit RPG needs to have a classic bridge bit
Every 16-bit RPG needs to have a classic bridge bit
The fan translation doesn't hold back
The fan translation doesn’t hold back

ToPShot28

Back to the Future and RPG fan? This was made for you
Back to the Future and RPG fans will be right at home

Incorporating time traveling elements, the plot is pretty cool and definitely has an epic feel to it. Sure, it could have been fleshed out a bit more but my interest in the game never once waned.

Now that's one badass ride
Now that’s one badass ride
Soundtrack is stellar. Each town's theme fits perfectly
Soundtrack is stellar. Each town theme fits perfectly

The journey takes you through some pretty wild locales. Each town has its own unique feel and atmosphere. Not to mention the MUSIC. Here our travelers embark upon the Abyss of Thor. The music here is absolutely haunting. The Abyss of Thor is a city completely submerged under water, said to contain a time traveling device. Is the legend true, though? Our heroes will find out soon enough…

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Arche Klaine (AKA Klein) is no doubt one of the most interesting female RPG characters in SNES history. Comments like such really endear the character to your heart. Check out some of her other feisty comments a bit later below. She is a feisty little firecracker!

Nothing bonds like midnight conversations
Nothing bonds like midnight conversations

I’m a sucker for night time scenes where the characters interact and some (subtle) character development is made. It’s one of my favorite things about RPGs.

Mr. Tumnus to pop out behind that lamp-post?
Mr. Tumnus to pop out behind that lamp post?

The dark snowy town of Freezekill is enchanting and melancholy all at once. It feels like a scene out of a weird dream. You almost expect talking woodland animals to start milling about. Tales of Phantasia does an excellent job of pulling you into its mystifying world.

Mr. Tumnus from The Chronicles of Narnia
Mr. Tumnus from The Chronicles of Narnia

TALES OF PORNOGRAPHY

We're just scratching the tip of the iceberg...
We’re just scratching the tip of the iceberg…
Say whaaaa?!
Say whaaaa?!
Where's Chris Hansen when you need him?!
Where’s Chris Hansen when you need him?!

Of course I wasn’t serious about the translation being fairly accurate. Call it creative liberties by the fine folks at DeJap. Some purists might scoff at this but I say it all adds to the fun.

This almost made me fall out of my chair
This almost made me fall out of my chair :P

This blew my mind. I must have sat staring at the screen for a good minute the first time I saw this. Never in a million years did I ever envision myself reading the F word in a Super Nintendo game — even if it is fan translated. The graphic nature in how the F word was used really put it over the top as well.

She's a lady on the streets but a freak in the sheets
She’s a lady on the streets but a freak in the sheets
"I'LL HAVE WHAT SHE'S HAVING!"
“I’LL HAVE WHAT SHE’S HAVING!”
Feel like a rerun of that old TV show CHEATERS!
Feel like a rerun of that old TV show CHEATERS!

You can enter most houses but a few are closed off. This one was closed for, ahem, shall we say, renovations

Oh snap, she really is a freak
Oh snap, she really is a freak!

WHAT IN THE — there’s a term for this and it’s gan — oh. My bad. Believe it or not, this is NOT a sexually explicit scene. Arche is actually talking about flying them over one at a time. But by this point in the game, they’ve got your mind firmly planted in the gutter [Nah, just you, you pervert -Ed.]

Speaking of perverts...
Speaking of perverts…
Mint gets rather jealous. Steve can handle two ladies!
Mint gets rather jealous. Steve can handle two ladies
The fan translation makes it feel very progressive
The fan translation makes it feel very progressive

And just to show that there’s no bigotry, there’s even a bit of this going on. I don’t mind Richard saying that as long as he ain’t saying it to me! :P

That Arche... you never know what she'll say next!
That Arche… you never know what she’ll say next!
Never a dull moment with Arche, eh?
Oh I think you know where this is going…
Never a dull moment with Arche
Never a dull moment with Arche
Meanwhile, Chester is all about that carpe diem
Steve: Did we hear WHAT?
Chester is all about that CARPE DIEM life
Chester is all about that CARPE DIEM life
Chester: Shut up Steve. No one can resist my charm!
Chester: Shut up Steve. No one can resist my charm!

Before Steve can knock some sense into Chester boy, he’s off the races.

Klarth dropping some words of wisdom
Klarth dropping some words of wisdom!

TALES OF GRINDING

Whoa, ONE THOUSAND battles in under 20 hours
Whoa, ONE THOUSAND battles in under 20 hours

One of the biggest criticisms this game has received is the insane amount of random battles. If you recall Lufia & the Fortress of Doom, imagine that random encounter rate multiplied by two. Sometimes it feels like you hardly take three steps before another battle pops up. Thankfully, there are Holy Rune bottles which drastically reduce the encounter rate. For a limited time only, of course, but hey it’s better than nothing. Obviously, the high encounter rate didn’t ingratiate itself to all gamers but it wasn’t enough to deter me from going through the game.

WHAT THE CRITICS SAID

Here are some opinions I've found on the net...
Here are some opinions I’ve found on the net…
  • A game like this only comes once every decade. Tales of Phantasia is the wonder of the ’90s -Sarysa
  • There’s no such thing as a perfect game, but if there was one, Tales of Phantasia
    would definitely be on top of the list. It showed the true power of the SNES and its capabilities, that no other game has shown before -WizardRyo
  • I must admit, when I was advised by a close friend that this game was the best RPG for the Super Nintendo, I gawked a bit. Tales of Phantasia? I had never heard of it before, and I knew nothing of the series. Still, if for no other reason than to entertain her, I found a copy of the game and started playing it. No sooner then had the introduction popped up, showcasing some of the prettiest graphics ever to grace my SNES, I saw the sprites, read the story, and saw some gameplay footage. My jaw dropped; I was hooked! -Bearsman6
  • It’s really a shame the battle system turned out like this. Tales of Phantasia has all the necessary tools to be a great game. It looks great, sounds great, has a great story and tons of things to do in a wide variety of locales. But, I simply got sick of it all partway through. I got tired of wading through countless (and lengthy) encounters in one vast dungeon after another. Initially, I looked forward to playing this game and didn’t want to put it down — by the time I neared the end, I was playing it solely out of a grim determination to finish it. The joy had faded and I was only left with a sense of resignation as I steeled myself for another hour or two of tedium. You could say most RPGs are exercises in repetition, but Tales of Phantasia is one of the few where I truly can agree with that -Overdrive
  • When Namco released Tales of Phantasia for the Super Famicom in December 1995, the video game industry was going through some changes. However, the Super Famicom was still going strong at the time and wasn’t going to give up to the next generation systems without a fight. Tales of Phantasia was quite a milestone for the 16-bit system, because not only was it one of the biggest carts ever at the time (48 MEGS), it also contained actual voiced dialogue and even a full Japanese pop theme song. With its revolutionary sound and beautiful 2D graphics, Tales of Phantasia was quite the experience for RPG fans. Unfortunately, Namco never saw it fit to release this game in the US, most likely due to the fact that at the time, RPGs were still considered a niche market and it’d be almost two years before Final Fantasy VII would make them more mainstream. Tales of Phantasia is indeed a great game, but far from the epic RPG masterpiece people thought it would be -YusakuG
  • What else can I say about about this video game except for ”truly breathtaking!” Every aspect of this wondrous work of art, whether it be the visuals, the soundtrack, or the simple yet engrossing plot, deserves an honorable mention -Alain Garamonde
  • A game that mixed the best of both Eastern and Western RPG conventions… Tales of Phantasia is an unsung classic. It’s a great game that was released too late onto a console on the way out. Had it been released at the same time as Final Fantasy III, we might have seen a different page in RPG history -Enker

As you can see, opinions range wildly from “absolute classic” to “disappointing, all things considered.” Personally, I have a big threshold for random battle encounters, and so I wasn’t too bothered by the high rate. But I can see how if you detest random encounters then this probably isn’t your game.

CLOSING THOUGHTS

Ah yes, let me stare out in space contemplatively...
Ah yes, let me stare out in space contemplatively…

Tales of Phantasia opens up with a Japanese voiceover reading the quote, “Truly, if there is evil in this world, then it lies within the heart of mankind.” It’s followed by a masterfully crafted tune that pulls you in, bewitching you to the core. It sets the mood for the game perfectly. Right away I knew I was in for a special treat. One month and 43 hours later, the game reached its final chapter. It was bittersweet. On one hand, I was excited to see the conclusion of a long journey. But on the other hand, I was sad that the epic adventure was at last over. Even though there are many SNES games better than Tales of Phantasia, as far as experiences go, this is right up there at the top. If nothing else than for its incredibly memorable and modernized fan translated dialogue which gave me a chuckle or two along the way. In addition, its sprawling universe, memorable characters, unique battle system, excellent visuals and stellar sound makes it a journey well worth taking for those patient enough to brave the quest.

Staring out in space contemplatively part 2...
Staring out in space contemplatively part 2…

RPGs are all about creating an imaginary world full of colorful characters, memorable villages, powerful spells, intriguing dialogue and nasty bad guys. Tales of Phantasia does all of that quite well. There are also some quirky side quests to carry out, plus interesting plot developments to keep the story moving along briskly. It isn’t without a few warts, however. Namely, the encounter rate is set way too high. Battles can occasionally drag and since there are so many, this game will test your patience (and possibly sanity at times). You can only control the main hero and the computer AI of your three allies isn’t always so hot. Thankfully though, you can adjust their strategy. This ranges from all out attack mode to focus on healing, and so forth. That helps out a good bit and at times you will find yourself strategically selecting specific behaviors of your computer controlled compadres. It should also be noted that the final boss is one of the most frustrating final bosses in SNES history.

Son of a bitch...
Son of a bitch…

In spite of these blemishes, Tales of Phantasia is one to be experienced if the noted flaws are not deal breakers in your book. If you consider yourself an avid Super Nintendo gamer and you have yet to play Tales of Phantasia, then you owe it to yourself to right that wrong. Thankfully, you won’t need to board a time machine in order to do it.

Graphics: 10
Sound: 9.5
Gameplay: 9
Longevity: 8

Award4Overall: 9.0
Gold Award

 

All: Naw we good back here. Yeah we good right here
All: Naw we good back here. Yeah, we good right here

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That's all folks. See you in Tri-Ace's follow-up, Star Ocean
See you in Tri-Ace’s SNES follow-up, Star Ocean

Illusion of Gaia (SNES)

Pub: Enix | Dev: Quintet | Setepmber 1994 | 16 MEGS
Pub: Nintendo | Dev: Quintet | September 1994 | 16 MEGS

Soul Blazer fans unite! Quintet’s spiritual follow-up, Illusion of Gaia, follows the adventures of a young explorer named Will along with his zany friends. Armed with his trusty flute, psychic powers and the ability to morph into strange powerful beings, Illusion of Gaia is a quirky and memorable action RPG. On a personal note, it’s been over 10 years since I first played and beat this game, and I have been meaning to review it for a decade now. At last, the time has come. I had a blast playing through Illusion of Gaia — it’s yet another high quality game in a lineup full of epic titles. It’s hard, for me at least, not to love the SNES. It’s truly the system that keeps on giving. You know a system is stacked to the gills when a game of this caliber has kind of been forgotten somewhat. Maybe it doesn’t belong in the same breath as some of the Super Nintendo’s very finest, but it sure holds its own.

I THINK I’M TURNING JAPANESE

Why does Japan get all the cool box art?
Why does Japan get all the cool box art?

Released in Japan as Gaia Gensōki on November 27, 1993, North American gamers had to wait 10 months to play Illusion of Gaia. European gamers had it even worse — it didn’t come out there until April 1995. The Super Famicom box art is perhaps my all-time favorite video game cover. Seeing Will, Kara and the adorable little pig Hamlet racing across the universe as two mysterious powerful beings loom overhead promises adventure and intrigue. Compare this box art to the one we got here in America and it’s night and day. It went from super dope to super meh. On the bright side, we’re not here for no stinkin’ cover. We’re here for the game. And fortunately, it’s a dandy one.

SPIRITUAL SEQUEL

IoGSP2

It's Turbo from Soul Blazer indeed!
It’s Turbo from Soul Blazer, that lovable mutt!
WHAT THE -- !
Doggy style, eh?

STRANGER THINGS CONNECTION

STUpDown

Sometimes I can turn a stubborn eye to something that becomes an overnight success. As a fan of underdogs and obscurities, it may take me a while to latch on to something that sweeps a nation by storm. It happened with Goosebumps back in the early-mid ’90s. Ironically, nearly 25 years later it happened with Stranger Things (which is kind of like Goosebumps on steroids). Earlier this month I finally watched Seasons 1 and 2. Stranger Things easily became my most favorite TV show since Breaking Bad. As I went to capture screenshots for this review, it suddenly dawned on me that Illusion of Gaia can sort of be viewed as a 16-bit version of Stranger Things! Now hear me out. There is a “Dark Space” in Illusion of Gaia. Meanwhile, there is an “Upside Down” in Stranger Things. Both main protagonists (more or less) are named Will; HELL, they even look kind of similar! Will possesses the power of telekinesis, so he’s like a combination of Will Byers AND Eleven. It’s kind of neat when one thinks about it. Well, at least it is to me, anyhow :P

That Will looks familiar...
That Will looks familiar…
Will Byers from Stranger Things fame
Will Byers from Stranger Things fame
Will has his own crew
Will has his own crew…
And so did Will Byers!
And so does Will Byers
They have their special hang out
They have their special hang out
A place they play games at
A place to play their games
So do they! Mike's basement is the place to be
As did they — Mike’s basement is THE place to be
Will can move things with his mind
Will moves things with his mind
Telekinesis baby!
Eat your heart out, Carrie
Eleven does, too!
Eleven: Hold my soda. On second thought, nevermind

THE STORY GOES…

IoGMan

IoGMan1

IoGMan2

IoGMan3

Face cruel monsters of every kind...
Face cruel monsters of every kind…

POWER UP!

It's fun to level up in the heat of battle
It’s fun to level up in the heat of battle
Take a walk on the dark side...
Take a walk on the dark side…
Who doesn't want to be a sword swinging  badass?
Who doesn’t want to be a sword swinging badass?
Or a mysterious ass kicking shadowy warrior?
Or a mysterious ass kicking shadowy warrior?

THE ADVENTURE BEGINS

IoGIoG1

 

 

 

 

 

Will’s father is missing. Possibly dead. Still, Will refuses to stop searching until he finds some answers. Not unlike Joyce Byers and Will…

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Remember how season 2 of Stranger Things mentioned that the one year anniversary of a traumatic event can trigger intense feelings, flashbacks and even relapses? The Anniversary Effect is very real, indeed. Having experienced it myself, it’s little stuff like this that really connects me to Illusion of Gaia.

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Every group of friends needs that one trusty hang out spot. For these boys, it’s the Seaside Cave at the far end of their hometown, South Cape.

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Before Will heads over to Seaside Cave, however, he entertains the locals for a bit. That funky looking portal there transports you to the Dark Space, but more on that later.

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Jumping off high ledges is always a hoot. I found the game’s translation to be rather endearing.

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Marriage takes hard work and good communication to work. Seth’s parents are having a bit of a rough patch. Characters bicker and have their flaws, just like in real life. It made the game feel more “alive” than some other 16-bit action RPGs.

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WAIT A MINUTE — a runaway girl?! You mean like… Eleven?

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Dungeons & Dragons was on the table until the group had something even more compelling in mind…

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Telekinesis aside, Will has a sixth sense psychic power.

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Coming home to find a pig wrecking your living room just doesn’t happen everyday. But this is no ordinary day. Princess Kara tracks down her pet pig Hamlet at Will’s house. They go upstairs where Kara asks Will about his missing father, Olman.

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Grandma Lola and Grandpa Bill join the scene as does King Edward’s soldiers. They drag off Kara but not before she can share a heartfelt thought to Will. Ever meet someone that you felt you’ve known your whole life? That’s the way Kara feels about Will. But how does Will feel about Kara? That remains to be seen…

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Damn, son. Good thing that text box is blocking your trousers…

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Every great adventure sees our hero leaving home to explore uncharted territory. And so too it is with Will. He’s been summoned to King Edward’s castle. Will loves his grandparents but he has a mission and a destiny to carry out…

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Princess Kara begs you to rescue her but King Edward throws you into a prison cell before you can lift a finger. Night soon falls…

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Enter the Dark Space where Gaia, the source of all life, offers sage advice, rest and a chance at saving your journey.

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Battle bloodthirsty bats, sinister skeletons and other strange abominations.

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Flutes aren’t typically thought of as weapons, but Will makes the most of it.

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There’s a slight puzzle element to the game but nothing too perplexing. Jumping on that button there reveals a hidden room that’s home to some unsavory bats.

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Finding treasures and the Dark Space portal is crucial to success.

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Transform into Freedan for the very first time.

Shit just got real
Shit just got real

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Stronger than Will, Freedan turns you into a badass warrior.

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Players are introduced to Lilly near the end of this dungeon. She too possesses some unique powers.

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Racing back to the castle under the cloak of nightfall, Will and Kara head back to Will’s home in South Cape.

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However, the return is spoiled by a vicious act of vandalism. We learn that the Jackal has left his mark on Will’s bedroom wall. The Jackal is a top-of-the-line hunter hired by Kara’s mom. He now has his sights aimed directly at Will.

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Enter Lilly, who informs Will that Grandpa Bill and Grandma Lola are safely tucked away in her village. Kara gets a little protective of Will and questions who this Lilly is. The two then have a bit of a verbal splat. Their dynamic is certainly entertaining to say the very least.

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Before heading out to Itory Village, Will bids farewell to his friends. They notice that something is off with Will. You know, just like Will’s friends did in Stranger Things. Not acting like the same old Will indeed…

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Lilly’s bickering with Kara carries on.

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Shades of Eleven and Mad Max, almost…

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Traveling from South Cape to Itory our heroes go.

IoGJour

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Princess Kara complains and Lilly is quick to be curt with her. We soon find Grandpa Bill and Grandma Lola safe and sound. They tell you that the Jackal has been here…

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Despite fair warnings, their words go unheeded.

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Sprint down and catch some major air!

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Climb down the ladder and secure your first Inca Statue.

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Friday the 13th flashback, anyone? KU KU KU… HA HA HA. Lilly tells you about the Moon Tribe. It is there that you’ll procure your second Inca Statue.

IoGMan14

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Hardship has a way of either destroying you or strengthening you. It’s up to you to decide which side of the coin wins out.

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Princess Kara and Lilly continue to bicker :P

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Welcome to Larai Cliff. Many have tried exploring and exploiting it. None have survived to tell the tale.

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Massive Inca stone statues litter the place. They really add to the adventure and exploration atmosphere of the game.

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Battle parasitic mutant worms and look for clues scattered among the explorers who have gone before you…

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Speaking of Friday the 13th, these bastards kind of look like Jason Voorhees (his Jason Goes To Hell incarnation in particular). Explosions reveal a skull?! Strange but true…

Jason Goes To Hell (1993)
Jason Goes To Hell (1993)

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Arrange the “Jason” statues properly and a hidden door reveals itself. The Dark Space is always a welcome sight as it allows you to save your game and also transform into the almighty Freedan.

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Freedan’s reach allows him to access places Will cannot.

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Another giant leap of faith!

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Mudpit creatures try to smother you in a mud bath. Many traps lie in waiting to befall explorers, but luckily Freedan is no ordinary man.

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Freedan is bigger and stronger than Will — transforming keeps the game feel fresh and exciting. Now that both Inca Statues have been placed, it’s time for the big boss fight.

Love the way the gust of wind pushes the leaves
Love the way the gust of wind pushes the leaves

IoGMan15

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Castoth is a mean nasty demon.

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There’s nowhere to hide or run. Good luck!

You'll meet some strange things along your journey
You’ll meet some strange things along your journey
The raft scene is one of my favorites! So atmospheric
The raft scene is one of my favorites! So atmospheric
The game totally had me enthralled by this point
The game totally had me engrossed by this point
Ironically, Freejia is anything but free...
Ironically, Freejia is anything but free…
The falling leaves is a really nice touch
The falling leaves is a really nice touch
You can even see a couple making out! :P
You can even see a couple making out! :P
What is this, the Department of Energy?!
What is this, the Department of Energy?!

STDoE

STPortal

Seth: Hee hee, sorry. All: SETH!
Lance: Hee hee, sorry. All: LANCE!! GROSS!
Each area has its own unique design and feel
Each area has its own unique design and feel
A cool breeze whips your hair in the wind
A cool breeze whips your hair in the wind
The hair swaying detail is very lovely indeed
The hair swaying detail is very lovely indeed
You're bewitched by their harmonious soothing tune
You’re bewitched by their harmonious soothing tune
Oh, does it have only one ball too?
Oh, does it have only one ball too?
"Stop busting my ball!" -John Kruk, probably
“Stop busting my ball!” -John Kruk, probably
Reminiscent of Run Saber. I hope they don't come alive!
Reminiscent of Run Saber. I hope they don’t come alive!
Fun underrated 2 player game
Run Saber is a fun 2 player game
Speaking of running...
Speaking of running…
One of the most memorable moments in the game
One of the most memorable moments in the game
What a grand sacrifice. It's a surprisingly deep game
What a grand sacrifice. It’s a surprisingly deep game
Mummies are strong but not stronger than Shadow
Mummies are strong but not stronger than Shadow
"Don't F*CK with us, Jackal!"
“Don’t F*CK with us, Jackal!”
Contemplate your fate as you stare ahead
Contemplate your fate as you stare ahead
Don't look down, Will! Yikes
Don’t look down, Will! Yikes
The ending was beautiful
The ending was beautiful
Not many SNES endings go past 10 minutes. This does
Not many SNES endings go past 10 minutes. This does
What will become of our world?
What will become of our world?
God damnit, Quintet. You gave us another gem
Quintet you beautiful bastards. You gave us another gem

EXTRA PACKAGING

The game came packaged with this lovely map
The game came packaged with this lovely map

Like so many (action) RPGs of the era, Illusion of Gaia came packaged with some neat bonuses. This includes a world map, an extended manual that served as a player’s hint guide and an enemy map. It was this attention to detail that made games of the genre so cool back in the day.

Good shit
Click on image for full size — good shit

CHINK IN THE ARMOR

IoGCT3

Far from a perfect game, there are a few imperfections to take note of. For starters, fans of Soul Blazer will surely miss the ability to lock and strafe. Also, those expecting an open world kind of action adventure in the same vein as The Legend of Zelda: A Link to the Past may be slightly disappointed. Moving on the overhead world map is automatic and you go from destination to destination. This does cut down on the fluff and travel time, but it also makes Illusion of Gaia a rather linear game.

Sorry, I had to!
Sorry, I had to!

Finally, don’t expect a very long game. It lasts about 15 hours which is plenty long enough but it does seem to fly by pretty fast. I suppose one could argue it’s better to leave the audience wanting more as opposed to player fatigue. And this one definitely left me wanting more. So this can be viewed both ways.

They got a pill for that, y'know
They got a pill for that, y’know…

WHAT THE CRITICS SAID

Nintendo Power's Top 100 ranked it at #85
Nintendo Power’s Top 100 ranked it at #85

Interestingly enough, despite both EGM and GameFan previewing the game and hyping it up, neither publication ever reviewed it. It stands as probably the highest profile SNES game (especially of 1994) to never be reviewed by either EGM or GameFan. Pretty shocking to say the least. Illusion of Gaia is well received in retro gaming circles. Some prefer it over Soul Blazer, as do I. It’s not quite as awesome as Quintet’s spiritual follow-up, Terranigma, but few games are. Super Play rated it 88%.

IoGSP

Preach!
Preach!

CLOSING THOUGHTS

Beautiful fan art by Kaigetsudo
Beautiful fan art by Kaigetsudo

I hold Illusion of Gaia in fond reverence. While it isn’t the greatest SNES game ever, there’s something mystifying about it that left a lasting impression. There’s sort of a beautiful melancholy to it all. You really feel like you’re on some grand adventure saving the world and growing with your friends as you go. The game also hits on some surprisingly mature themes, such as the idea of sacrificing oneself for the greater good. In fact, it even reminds me a bit of EarthBound in that sense (although Illusion of Gaia came out almost a year earlier in Japan). And whenever a game can remind me of Earthbound, that’s a damn good thing!

It's full of heart and soul
It’s full of heart and soul

One reason I prefer Illusion of Gaia over Soul Blazer is the main protagonist, Will. Contrast this to Soul Blazer, where you control a generic and nameless warrior. It leaves you feeling a bit disconnected. But with Illusion of Gaia, you’re controlling a normal boy (not counting the psychic powers mind you) with normal friends in a normal town. You almost feel like you could have grown up in a similar town with similar friends. The ability to switch between Will and two fierce warriors is well implemented and adds variety to the game, mixing the humanity with the extraordinary. It’s a combination that works like gangbusters. But ultimately, it was Will and his story arc that I gravitated toward. That raft scene between Will and Kara haunts me to this day – I dare call it one of the best and most memorable moments in 16-bit history. It doesn’t hurt too that the graphics were great for its time. Little details like Will’s hair blowing in the wind and even the sparkly stars adorning the portal to the Dark Space hits the sweet spot. Illusion of Gaia has that classic lush “SNES look” that typified many Super Nintendo games from that era. And the music is some of the finest work ever composed on the SNES! Major props to Yasuhiro Kawasaki.

Beautiful art by ICEO208
Beautiful art by ICEO208. Long live Hamlet!

Another reason why I prefer Illusion of Gaia to Soul Blazer is that it’s way more character driven. The characters are teeming with life — each one has a quirky personality and the group dynamic is fascinating to say the very least. Not everyone gets along and some even bicker. Others fall in love. It sort of paints a picture of real life in some ways, and even though games are meant to be a fun form of escape, it’s always nice in my book when a game incorporates some real life stuff. I sort of feel that Illusion of Gaia has become one of those “lost classics.” It doesn’t seem to come up too often when people discuss the best Super Nintendo games of all time, but it’s one of those games where if someone asks, “Ooh, remember Illusion of Gaia?” Then suddenly it blows up into a huge nostalgia fest. I suppose that’s a testament to how epic the SNES library truly is. And the fact that one can make reasonable connections with this game to Stranger Things in the year 2017 just makes me love this quirky little game that much more.

STFlash2

IoGCT

Graphics: 9
Sound: 9
Gameplay: 9
Longevity: 8

Award4Overall: 9.0
Gold Award

 

Erik the Preacher. Or perhaps the Proclaimer...
Erik the Preacher. Or perhaps the Proclaimer…

But I would walk 500 miles.
And I would walk 500 more!

Out to Lunch (SNES)

Pub & Dev: Mindscape | November 1993 | 8 MEGS
Pub & Dev: Mindscape | November 1993 | 8 MEGS

As Thanksgiving was fast approaching, it brought to mind the little quirky SNES platformer known as Out to Lunch. This game centers around a chef who has to run around like a madman collecting his runaway ingredients. There really isn’t such a thing as “Thanksgiving games” I suppose, but you can’t make a case for such without citing this peculiar title. I’d been meaning to play this game for 24 years now but didn’t until very recently. I’ve heard some pretty good things about it over the years. As some of us are still recovering from our food coma and Black Friday shopping scars, let’s kick back and see what’s cooking. Fair warning, there may be a few (lousy) food puns throughout. That was just the first egg-ample. Just kidding. I’ll try to avoid doing the cliche thing. Key word there being “try.”

THE STORY GOES…

OTLMan

ROTTEN TO THE CORE

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HELPFUL ITEMS

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CAPTURE THE FOOD

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SIX WORLDS

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The manual is very punny
The manual is very punny indeed

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LOOK OUT FOR SECRETS

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PORTION CONTROL AND OTHER TIPS

Should have been a password system...
Sadly, there is no password system

THE GAME

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Bonus points are rewarded if the first three food items you collect are the same three that come bouncing out of the fridge. So it pays to pay attention to the brief cutscene before each level. Pretty neat, huh?

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Locating and securing the flour and net first should be your top priority. Only then can you stun the food with your flour, leaving them ripe for the taking.

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Release the captured ingredients into a cage. Once the required number has been secured, a portal opens to whisk you to the next stage.

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Earlier levels tend to have the flour and net close by. As you can imagine, not so much in the later levels. In addition to stunning them by throwing flour at them, you can also jump on their heads.

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Collect all the extra items, like soda cans and candy canes, to gain even more points. You’re also given points each time you place an ingredient into the cage.

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Potatoes, due to their size and lack of speed, are the easiest target. I like how the food is animated and is even given eyes and various expressions.

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There is an incentive to collect as many ingredients as you can and saving them for one massive collective deposit. The point value will increase! By the way, how nice it is to see the flour and net nearby right away. Don’t get used to that…

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Bitter rival, Le Chef Noir (what a great name), occasionally appears out of thin air to liven things up.

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Instead of attacking you though, the coward attempts to swoop in for a little sabotage. If left unchecked, he’ll open the cage and free up the ingredients. All that hard way out the window. So make sure you strike first. I find going Godzilla on his ass to work best (provided you have the Tabasco power-up).

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Playing a certain tune without any sour notes will reveal something special. Some portals appear near the cage once you’ve saved the proper number of ingredients. But other times these portals appear far away from the cage. Each level gets progressively more difficult.

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Switzerland is a pretty easy world and eases you into the mechanics of the game. Don’t forget you can stun enemies by hopping on them (sometimes you won’t have the flour right away).

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Sometimes instead of the flour you’ll find the spoon instead. I like the way Pierre le Chef swings it around like he’s a badass Jedi. En garde!

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Skates make our friend Pierre move faster. Teleporters soon come into play.

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Bacteria will infect your ingredients if left unchecked. They die a painful and oozy death. Deteriorating platforms lead to a 1 UP for skilled chefs.

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Bloody snowy platforms! This is the first sign of resistance on the game’s part. Up to this point you’re breezing through. This is the first stage where the timer becomes an issue. Make sure you have all seven ingredients as well. You do NOT want to make it to the cage here shy of having seven. Trust me.

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Annoying when you’re missing just one. Go get that tomato, Pierre! Oh, sneaky little bugger!

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There’s nothing like making it to the exit with one second to spare.

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Beating a country leads to the Fruit Bonus game.

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Speaking of bonus stages, be on the lookout for the cuckoo clock on the last stage of Switzerland.

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You’ll be whisked to a bonus stage that gives you a crack at more points and a chance to extend the play clock. On to the second country… Greece!

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Springs send Pierre sky high. Wait, what’s that in the tree there…

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Teleporters can add a serious goose chase vibe to the game. Uh oh, here comes that Le Chef Noir bastard to make your life a living hell!

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Annoying as hell when he barely eludes you and sets your ingredients free.

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Doesn’t Le Chef Noir know? Never touch another man’s food.

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Damnit, I left one behind. Talk about cutting it close!

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Greece is not my favorite. I found it a bit repetitive and more annoying than fun to play.

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Sadly, Out to Lunch has no password feature. However, if you click on Advanced, it will take you straight to the game’s third country. By the way, don’t get too excited by that 2 Player option. It’s alternating.

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Jamaica, or the West Indies as it’s known here, is a more interesting country to navigate than Greece. If nothing else other than for its color scheme. Plus we’re introduced to the pineapple sprite, which looks cool.

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Hoard those ingredients until you’re ready to dump them in the cage. Keep an eye peeled — there’s fiery Tabasco sauce hiding behind that giant seashell.

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Jamaican me crazy, mon! Er, sorry. Hey look, who knew Pee Wee worked on this as a game tester.

WHAT THE CRITICS SAID

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From SNES Force Magazine
From SNES Force Magazine

Out to Lunch wasn’t reviewed by either EGM or GameFan, but did pretty well with gaming publications overseas. SNES Force scored it 83% while Super Play rated it 84%.

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CLOSING THOUGHTS

It's a beach all right...
Life’s a beach all right…

Whenever possible, I try to play a game to the very end. I don’t like switching games out until I can either claim one of two things. 1. I’ve beaten it. Or 2. I’ve gone as far as I humanly can. I do this because it’s the most satisfying way to play through one’s gaming library (at least for me). Also, I’ve found that certain games trick you into believing they are better than what they are if you only play it for the first 15 minutes or so. Unfortunately, Out to Lunch joins that list. (Other notable examples in my view include Nosferatu and Prehistorik Man). The first country, Switzerland, is a fun introduction. Sure, the control isn’t the tightest and Pierre is a bit of a crappy jumper, but I still enjoyed it. But then came Greece. The formula for the most part remained the exact same. The levels started becoming extremely tedious, and the less than stellar control became more of an issue as the game grew increasingly more difficult (thanks in part to the control). If I’d only played Switzerland and walked away, I would have given Out to Lunch a strong 7.5 rating. However, after persisting with the game I discovered that rather than evolving and mixing things up to keep me invested, the game instead quickly grew stale and became a chore to play.

OTLCT2

To make things even worse, there is a sore absence of a password system. If that wasn’t bad enough, there are also NO cheats to the best of my knowledge that allow you to skip stages or countries. That means each time you play this game, you have to start on level one. Mind you, there are 48 levels in all. Granted, the Advanced option does start you off on level 17, but that’s still 32 levels away from beating the game! It’s a major pet peeve of mine when a game is long enough to warrant having a password system but then doesn’t, as well as no code to skip levels. It just drags down the whole experience, especially when the game can grow tedious after a while.

OTLCrit2

I really wanted to like Out to Lunch. And I did starting off. But then it was a series of unfortunate events. The timer felt too fast. Or the spotty control would betray me in the heat of the moment. Or the fact that you only have three measly lives and zero continues. And so forth. There is a decent game lying underneath all this. There really is. Unfortunately, Mindscape made some mind-numbing decisions that impacted the overall game quality. It’s a shame too because I came into this game hoping it would be a hidden gem of sorts. It certainly has its moments. But a few moments alone doesn’t make one a hidden gem. It’s not a rotten egg by any means but it’s not the “hole-in-the-wall” I was hoping it might be. I hate to say it but Out to Lunch is a classic case of diminishing returns.

Graphics: 6
Sound: 6
Gameplay: 5
Longevity: 4

Overall: 5.0

That feeling when you ate too much
You are what you eat…

outtolunchenguarde

Jurassic Park 2 (SNES)

Pub & Dev: Ocean | November 1994 | 16 MEGS
Pub & Dev: Ocean | November 1994 | 16 MEGS

Jurassic Park fever swept the world back in the summer of 1993. After the smashing blockbuster hit, dinosaurs were back and bigger than ever. Later that November, Ocean released a video game adaptation of Jurassic Park to mostly rave reviews. Exactly one year later, they were at it again with a sequel. But this time, rather than an overhead action game with first person shooter sections, Jurassic Park 2: The Chaos Continues was a more basic and traditional side-scrolling shoot ‘em up. Jurassic Park 2 comes off a bit like a mix between Alien³ and Contra III, proving that going back to the basics can be what’s best for business.

That Barbasol can is in honor of one, Dennis Nedry
That Barbasol can is in honor of one, Dennis Nedry
Rest In Power, Dennis Nedry
Rest In Power, Dennis Nedry

REWIND BACK TO JANUARY 25, 2006

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I never played Jurassic Park 2 back in the day but I fondly recall the crazy 6-page EGM preview in their December 1994 issue. When I got back into the Super Nintendo nearly 12 years ago (January 17, 2006 to be precise), Jurassic Park 2 was one of the earliest games I picked up. It’s a fond memory for me as it fell on the first day of my final undergrad semester at my old college. It was a Wednesday I can still vividly recall. That semester Wednesday was the best day of the week because I only had one class on Wednesdays (9-10:15 AM). After class that day I had a couple girl friends go buy some books with me at the local campus store. Afterward it was 11:30 and I decided to drive to a nearby Game Crazy to see what SNES goodies they might have that day. Game Crazy was a hub attached to Hollywood Video back when these relics existed. There was a time when Game Crazy was actually pretty damn good. They used to carry a solid variety of top-notch SNES games in excellent condition, but this was before the SNES scene exploded. On this particular afternoon, much to my delight I found The Legend of Zelda: A Link to the Past, Jurassic Park 2: The Chaos Continues and The Lost Vikings. I got The Lost Vikings free as part of Game Crazy’s buy 2 get 1 free deal. Talk about starting off my final undergrad semester with a bang!

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I remember asking the cashier that day if he had any Sega Saturn games in storage. I don’t know why but I asked him and boy am I glad I did. He said he received a stash of Saturn games recently but that they had not yet put out on display. He pulled out a thick black binder, unzipped it and revealed a bunch of somewhat scarce Saturn titles in high demand. I ended up buying Shining Wisdom and Iron Storm for $2.99 each while getting Saturn Bomberman for free. Talk about highway robbery! It was one HELL of a deal. I couldn’t stop grinning from ear to ear as I drove home.

Hard to believe it's been nearly 12 years
Hard to believe it’s been nearly 12 years

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Here’s a shot of the actual Hollywood Video from my childhood town. Man, it brings back so many memories. The mountains in the back. How Target was right across the street and how just to the right of the Target sign stood a classic mom and pop rental shop by the name of Video Mart. One time my mom was shopping at Target while I sat on the little lawn right there by the Target sign, reading Goosebumps book #26, entitled My Hairiest Adventure. Man, for some reason that sticks out in my mind. Good innocent times from a bygone era. It’s really a shame that kids these days only know of Redbox and NetFlix. I like those modern conveniences too, but damn if it’ll ever match the pure joy and wonder of visiting the local rental store on a Saturday afternoon. If you were a kid growing up at any point between the ’80s to mid ’90s, it was a ritual and a way of life. There’s something incredibly sacred about those old video stores and memories that I cherish and hold near and dear to my heart. And always will.

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Here’s a shot of that same Hollywood Video that I captured on a cold rainy Monday night in January of 2006. Hollywood was one of my favorite stores to visit as a kid. I wasted hours going up and down the long aisles staring at the back of horror movie VHS boxes and gawking at the latest 16-bit video games. It was a big part of my childhood, and it saddens me that the kids of today will never know what it’s like to roam through a video store on a lazy Saturday afternoon. This particular Hollywood Video location finally died off in 2009. It was one of the last relics remaining from my youth. Thanks for the memories, Hollywood! Farewell dear old friend. Long live 16-bit and horror movie boxes!

WELCOME TO THE JUNGLE

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Jurassic Park 2: The Chaos Continues holds a fairly distinct honor. To the best of my knowledge, it’s the only “movie sequel” game on the SNES that came out before the actual movie sequel itself. The Lost World: Jurassic Park didn’t come out in theaters until May 19, 1997.

Handy tips, especially the last one
Handy tips, especially the last one

THE STORY GOES…

Screw ya, Hammond! You chickenshit :P
Screw ya, Hammond! You little old chickenshit :P
The manual said "ASSES." Sorry, I'm easily amused...
The manual said ASSES. Sorry, I’m easily amused…

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Dodgson is a key figure in the book more than the film
Dodgson is a key figure in the book more than the film

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Little do the BioSyn soldiers know it's a suicide mission
Little do the BioSyn soldiers know it’s a suicide mission

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The soft glow of a full moon pierces the eerie night sky
The soft glow of a full moon pierces the eerie night sky

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"IF IT BLEEDS, WE CAN KILL IT!"
“IF IT BLEEDS, WE CAN KILL IT!”

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It's time to kick some dinosaur and BioSyn ass!
It’s time to kick some dinosaur and BioSyn ass!

It’s interesting that the intro focuses purely on the bad guys. That might be a first in SNES history. The best thing about this game is its 2 player co-op mode. Player 2 controls Michael Wolfskin, a character entirely made up for the sake of this game and has no canon to either the film or novel.

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Love how the raptor claws at the screen for the II mark
Love how a raptor claws at the screen for the II mark
You can even bring your partner back from the dead
You can even bring your partner back from the dead

The six weapons are split into two categories: lethal and non-lethal. Lethal guns will kill dinosaurs and humans. But here’s the kicker: there’s a dinosaur counter that keeps track of the dinosaur population inhabiting Isla Nublar. It starts at 100 and drops each time you kill a dinosaur (excluding raptors and the T-Rex). The game ends if the number drops too low. But the number also rises the more you kill them (due to natural reproduction). It is best then to maim dinosaurs with your non-lethal weapons. Note however that non-lethal weapons do zero damage to the humans. The good news? You start off with all six weapons and can switch on a dime. This may sound confusing but it’s pretty natural after playing it for a bit.

NON-LETHAL WEAPONS

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LETHAL WEAPONS

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THE MISSIONS

I appreciate the ability to pick and choose
I appreciate the ability to pick and choose

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Objectives are listed before entering a mission.

Alan Grant is agile and he can shoot diagonally
Alan Grant is quite agile and can shoot diagonally
Cattle prod and rifle have unlimited ammo (999)
Cattle prod and rifle both have unlimited ammo

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They ain't your dumb blind raptors from the first game
Not your dumb blind raptors from the first game…
See what I mean?
See what I mean?
John Hammond I swear... I will WHUP DAT ASS
John Hammond I swear… I will WHUP DAT ASS

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You activated the gas... now the clock ticks. Get out fast!
You activated the gas. Now the clock ticks. Get out!
The gas may be the least of your problems...
The gas may be the least of your problems…

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Awesome how you can leap from behind ladders and swing around them to latch on safely. It’s always the little details.

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Satisfying to pick off these bastards. Doing so will blow their sorry asses SKY HIGH. Boom.

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This came out in the early '90s. What a time to be a kid
This came out back in 1991. What a time to be a kid

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There was even almost a Toxic Crusaders game on the SNES. But it got canned before it could ever get off the ground. Despite the game looking kind of awful, I was disappointed it was never released. Call it morbid curiosity if nothing else.

Ah, the good old days
Ah, the good old days
They also appeared in Elevator Action Returns...
They also appeared in Elevator Action Returns

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Sigh... some people just never learn
Sigh… some people just never learn

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Contact with the steam gas results in pain
Contact with the steam gas results in pain
Best adrenaline rush in gaming BAR none. Sorry
Best adrenaline rush in gaming BAR none. Sorry
Use your non-lethals and watch out for falling rocks
Use your non-lethals and watch out for falling rocks
You're out there somewhere, Mac, thinking of me
You’re out there somewhere, Mac, thinking of me
"HERE WE ARE AGAIN, BRO... JUST YOU AND ME..."
“HERE WE ARE AGAIN, BRO… JUST YOU AND ME…”
"SAME KIND OF MOON, SAME KIND OF JUNGLE..."
“SAME KIND OF MOON, SAME KIND OF JUNGLE…”
Crap, we just found MOMMY
Crap, we just found MOMMY
This is the best looking level of the game
This is the best looking level of the game
Damn you, John Hammond
Damn you, John Hammond
I know that's you, John! Yer going down, HAMMOND!
“I know that’s you, John! Yer going down, HAMMOND!”

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And hey, the mission is called "Protect the Gallimimus"
And hey, the mission is called “Protect the Gallimimus”

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Shades of Metal Slug
Shades of Metal Slug

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At least he didn't bust out the selfie stick
At least he didn’t bust out the selfie stick

[No walk in the Jurassic Park? Sorry -Ed.]
No walk in the Jurassic Park? No? I’ll see myself out
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Emergency missions are a BITCH.

To make things worse, they're bloody TIMED
To make things worse, they’re bloody TIMED
Literally
Literally

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Front and back attack. I felt that one
Front and back attack. God damn
Good luck
Good luck

WHAT THE CRITICS SAID

Where's Rodan when you need him?!
Where’s Rodan when you need him?!

Jurassic Park 2 received a whopping 6-page preview in EGM issue #65 (December 1994). The next month EGM gave it scores of 6, 7, 7 and 8. Super Play rated it 83%. The sequel didn’t get the hype or praise that the first game did, despite it being considerably better than the first one. The first game benefited from being based off the actual movie and naturally had more hype due to its timely release following the summer blockbuster. The fact that Jurassic Park 2 is the only SNES game (to the best of my knowledge) that is a sequel to a film that had yet to exist speaks to the mega brand of Jurassic Park. It makes Jurassic Park 2 a unique footnote in SNES history if nothing else. Speaking of unique, how many SNES games can you name that features a voice-laden intro?

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CLOSING THOUGHTS

Guess he didn't see the Raptors Crossing sign
Guess he didn’t see the Raptors Crossing sign

Jurassic Park 2 has a little of the intense run ‘n gun action of Contra III but it’s also sprinkled with the exploratory aspects of Alien³. Oh and of course, plenty of dinosaurs. The visuals are quite good. Raptors look a thousand times more realistic and menacing than they did in the first game. Guns fly out of the hands of BioSyn soldiers as you mow them down. Some of the stages have a striking look. Sound and music is both rock solid with lots of nice loud explosions and unsettling dinosaur roars. The game is harder than a two dollar steak, however, and that may turn off some players. Memorization and knowing when to fire which gun is critical to success. Perseverance will lead to a fairly rewarding experience, especially if you can find a buddy to join in. Not too shabby, Ocean. Certainly a marked improvement over their first Jurassic Park outing.

"Um, can this thing please go faster?!"
“Um, can this thing please go faster?!”

However, the game is plagued by a few flaws. Similar to the first game, Jurassic Park 2 doesn’t employ a password system. It makes beating this game in one sitting a very daunting task. It’s a shame Ocean didn’t learn from their previous mistake. Also, the difficulty approaches unfair territory at times; the annoyingly timed emergency missions are a total pain in the ass. But if you’re willing to overlook these flaws then Jurassic Park 2 is a pretty solid two player dinosaur blasting romp. It doesn’t get talked about often and seems to have been largely forgotten. It’s not great, or even good perhaps, but it’s definitely a solid addition to any SNES library that already has everything else.

Graphics: 8
Sound: 8
Gameplay: 7
Longevity: 6

Overall: 7.0

"He'll never see me lying here..."
“He’ll never see me lying here…”
"AW SHIT"
“… AW SHIT!”