As I write this, it’s Saturday, September 30, 2017. That marks 22 years since Japan was graced by the presence of Seiken Densetsu 3 (AKA Secret of Mana 2). Sadly, it never received an official release in the US. This was due to the fact that by the fall of 1995, the SNES was on the (rapid) decline despite a number of smash hits still yet to come. 32-bit war machines were starting to become all the rage, and it would take months to translate Seiken Densetsu 3. So it was never meant to be. It infuriated dedicated SNES owners who saw previews of the sequel in their favorite magazines but knew they would never get to play a proper translation. Thankfully, the “repro” scene changed that when a fan released a fan translated version of the game. It was a special moment for all Secret of Mana fans who longed to finally play the Japanese only sequel. I really like Mana but I am not one of its biggest fans. However, I’m all about the sequel. It’s f*cking awesome!
THE HEROES
One of the biggest differences between this game and its predecessor is that while Secret of Mana forces you to use a specific character, Secret of Mana 2 gives you a choice of six. After selecting your main character, you pick two allies. The game employs various changes depending on the characters you select. It increases the game’s longevity significantly and is an awesome improvement. Some characters may even fall in love or find themselves embroiled in a lack of mutual respect. It makes the many different combinations you can form all the more interesting and invites you to experiment and beat the game several times.
Each of the six characters represent one of the six countries. The game begins with three countries at war and three as neutral territories. The relationship between the three characters you select for your party will evolve as the game progresses. Also new is remember how in the previous game there were eight different types of weapons? Now each character can only wield their specific weapon. I didn’t mind this as I felt the weapons in the first game were a bit of an overkill and I found the US translation lacking. I much rather have a complicated storyline with layers and a simple weapon system than a complicated weapon system with a basic storyline.
THE STORY GOES…
Combat is improved. Say bye bye to that annoying meter from Secret of Mana. Instead, your character won’t be able to strike for a brief moment. No need for a stinking meter, especially one that didn’t properly ration the damage ratio.
Another improvement: unleash a powerful blow after your bar is full.
Steve’s father, Loki, served the kingdom of Forcena as one of the elite “Knights of Gold.” But at a time in Steve’s young days, Loki went away, never to be seen again… meanwhile, Steve’s mother was battling an illness. After losing his mother, Steve was raised by his aunt, Stella. Though he hardly remembered his father, swordmanship ran in his blood. With this skill, he came to serve King Richard as a mercenary for Forcena.
Steve’s eyes grow heavy and weary as he drifts off into past memories…
Steve’s father goes on to explain how this tribe is the most powerful faction of all. Loki remains confident, however, thanks to standing alongside Prince Richard. Time passes and one night Prince Richard rushes to address Loki’s wife, Simone. Sadly, Loki and the Dragon Emperor both fell into a bottomless pit after Loki rushed in to save Prince Richard from certain doom. Prince Richard and his men stayed for a week after, searching for Loki but to no avail. Simone was crushed but proud of her husband to be a Knight of Gold to the very bitter end.
Although Steve can barely remember his father, he remembers his father’s final words. Steve took the task seriously but was devastated when his mom faced a deadly illness. Simone’s sister, Stella, pleads with her why she didn’t seek help earlier? Simone, with a heart of gold, explained how if word got out that she was sick then surely Loki would have rushed home to tend to her. She didn’t want to be a burden and so she kept things mum. In her dying request, Simone asked her sister Stella to look after Steve and Wendy. Stella honored it to the ends of the earth.
Pandemonium breaks out while Steve is snoozing. A loud commotion awakens him and chaos ensues.
Wizard may not be the most creative name out there but he’s certainly no joke.
Wizard sends a fiery column blast your way to quickly confirm the severity of his powers. Luckily for you, the Wizard tends to other business and spares your life… for now.
Fortunately, one guard managed to escape within an inch of his life, Loki’s son, Steve. It appears as though Altena is sending spies to Forcena. Perhaps an invasion is in the works…
Sibling bickering begins. But underneath it all is love.
Fortune Teller and Steve have their own bickering session as well.
Another huge change in this sequel is changing classes.
Before Steve can leave, Aunt Stella stops him. She knows better than to argue or plead, but she knows she can offer Steve a parting gift…
Continue the legacy of your father.
Additionally, Aunt Stella lets you know that she’ll let Wendy know and to talk to King Richard before leaving. This is a touching moment and symbolizes what Secret of Mana 2 excels in: storytelling and having a TON of heart!
Determined to redeem himself, Steve sets out to find and kill the Wizard.
Combat as mentioned earlier is vastly improved. I found the haphazardly implemented meter from the previous game to be a nuisance. Thankfully that’s gone and now waiting between strikes somehow feels a lot smoother. Battles happen in real time and slain enemies grant you experience points in order to level up. When an enemy is nearby, your character automatically assumes a battle stance. A power bar allows you to deliver an extra powerful blow.
There’s a load of different locales to traverse throughout the journey. It helps keep things interesting. I also like how the characters are well defined and you grow rather attached to each one of them.
Secret of Mana 2 has this epic sweeping feel to it in spades.
Square lends Seiken Densetsu 3 a very slick almost theatrical presentation.
Presentation is such an underrated component of these type of role playing games. A game that nails it can really suck you into its world and take you on a magnificent journey. Secret of Mana 2 got it so freakin’ right.
Peaceful times this ain’t. You find yourself in the middle of war.
[Classic Steve. Thinks he’s so sly but no -Ed.]
Yet another massive change is the brand new day-evening-nightfall transitions. This isn’t merely cosmetics, either. Similar to the Breath of Fire games, certain events can only occur at certain portions of the day (or night, as it were). I especially love seeing your character entering a door during nightfall. It’s super atmospheric, particularly when playing on a late evening with the lights turned off.
Transitioning from early evening to late nightfall is a thing of beauty. It adds a whole new sense of wonder (and strategy) to this game which simply did not exist in the previous game.
Rabites are sleeping, vulnerable to attack during the night, for example. In other instances, certain events can only be unlocked during a certain time of the day (or night). Back in 1995 this was truly mind-blowing. And even today it impresses me. It’s stuff like this that occasionally blurs the line and makes me forget, even if just for a second, that this is a real breathing world.
Leveling up is a classic staple of the (action) RPG. I like how this game makes you pick one category at a time to specifically level up.
There’s some callback to Secret of Mana as seen here with the innkeepers.
Remember the infamous cannon traveling method? It’s back.
Flammie returns to transport you as well, in addition to a brand new sea turtle creature. He looks rather ridiculous but there’s something oddly endearing about him and that includes his bizarre name, Booskaboo.
Traveling at night is always super atmospheric, thanks to being able to see the bright yellow lights down below.
Encounter many different enemies throughout. Best of all, the three player option has been retained. Now this is a sequel done right.
Gigantic boss monsters abound. The action is intense and the visuals are fantastic to boot!
They’re intimidating as hell!
Sending you the best of wishes…
Just in time for Halloween, Secret of Mana 2 is ideal to play around this time of the year.
MAGIC AND MORE
WHAT THE CRITICS SAID
Secret of Mana 2 fared extremely well with most everyone who has been able to play it. Super Play loved Secret of Mana when it came out so it was no surprise that they worshiped and championed Secret of Mana 2 as well. Consensus seems to be that most people prefer this game over its predecessor. It had a better story, more playable characters, improved combat and the list goes on and on. Truly a shame that this game never saw the light of day in the USA. If they really wanted to, they could probably have rushed a translation in time for that holiday season of 1995, but it was probably deemed a lost cause because of how fast the gaming landscape was changing as 16-bit began to wane and wane. Then again, with the amount of characters and dialogue, this probably turns it into a first quarter of 1996 release. Sadly, it was perhaps doomed from day one to stay in Japan.
CLOSING THOUGHTS
Seiken Densetsu 3, or Secret of Mana 2, is one of the finest action RPGs in 16-bit history. It’s sad that Super Nintendo owners back in 1995 didn’t get to experience this gem, but fortunately fan translations have somewhat rectified past sins. If you enjoy this type of game and you haven’t played Secret of Mana 2 yet, then make it a point to do so ASAP. The visuals are stunning. Seeing still pictures is one thing but seeing it in motion is entirely another. I love the art direction — it’s very Chrono Trigger-esque. Seeing the screen explode in flames is downright breathtaking. I don’t consider myself a graphics whore but Secret of Mana 2 has some of the sweetest visuals I’ve ever seen in any Super Nintendo game. The sound and music is equally as impressive. But the main thing is the game plays like an absolute dream. Whereas I felt Secret of Mana felt a bit clunky at times, this one gets it almost perfectly right. From having six characters to select, smoother combat, more unique bosses and day night transitions just to name a small handful of positive changes, Square shows us how to program a sequel right (and then some).
Secret of Mana has a ton of fans and rightly so. I enjoyed it a lot as well, but I’m not its biggest fan. Although I gave it a rousing 9 out of 10 score, to me it’s a low 9. Something about it always felt a bit missing or lacking. Secret of Mana 2, on the other hand, nails it out of the park. The replay value here is higher than most other games from the genre thanks to the multiple endings and party choices. And if you happen to have two friends on hand, you can even experience the awesome three player mode. A proper sequel should build on everything from the previous game as well as fix its shortcomings. This is a shining example of exactly that. Not only is Secret of Mana 2 one of the finest action RPGs on the SNES, but it’s one of the best SNES games, period.
Today is September 29, 2017. It marks the launch date of the wildly popular SNES Classic Edition. One of the 21 classic SNES games on that device is none other than Secret of Mana. Therefore, I can’t think of a better time than now to review this heralded SNES fan favorite. My brother adored Secret of Mana back in 1993 as did an entire generation of gamers. I didn’t care much for it back then as I wasn’t a big fan of the genre. But my tastes changed (I like to think they’ve matured) over the years and I finally played Secret of Mana nearly 20 years later in 2010. Did the game live up to its massive hype? Let’s take a look…
TIMES (AND TASTES) CHANGE
I went from hating RPGs without cause to loving the genre without abandon. Talk about a major switch. I guess you could say I matured as I grew older, or at least, my gaming tastes did. Right around 2003 was when the shift happened. I came to appreciate the “story telling” aspect of these games, as well as their ability to sweep you away to another land far away. I trekked my way through Terranigma in late 2010 and loved every second of it. There’s nothing like playing an (action) RPG during the cold chilly winter months. There’s just something magical about those early darkening afternoons and bitter cold nights that’s conducive to playing these adventures by a cozy fire. No other genre in my book is more enjoyable to play than the (action) RPG during the winter season. So after finishing Terranigma and being blown away by what a magnificent game it was, I knew my next game had to be the one and only Secret of Mana. Coming back to the Super Nintendo in early 2006 (January 17, 2006) allowed me an opportunity at gaming redemption. There were so many awesome SNES games I missed out on. One of the biggest games I had yet to play was Secret of Mana. The stage was set, then, for one epic adventure…
THE STORY GOES…
THE BASICS
THE CAST
THE ADVENTURE BEGINS
Timothy: Oh hey Steve. What’s up? Funny, we were just talking about you!
Steve: Oh yeah? What were you guys saying?
Elliot: Good things only, of course.
Timothy: WUH OH!
Elliott: I didn’t see that…
Timothy: Neither did I…
Elliott: LET’S GET OUTTA HERE!
Steve, fortunately enough, lands safely in the water. He yells for help but oddly enough, no sign of either Elliott or Timothy. Imagine that. Dazed and confused, Steve dusts himself off and crawls for land in the life-threatening thigh-high water.
Eat your heart out, King Arthur!
Unlike combat in most other action RPGs, you can’t attack repeatedly without suffering the ill effects. A meter keeps you honest.
After swinging your weapon, the meter will deplete and then charge back up to 100%. Any blows delivered before the bar is back at 100% results in reduced damage. This is awesome in theory. Unfortunately, it was mishandled a bit in execution. Even attacks at 95% aren’t much different from attacks made at 50%. If only the damage ratio was more accurate. Oh well.
The sword not only cuts down enemies, but overly long grass blades as well. Shame there are no treasures to be found here, though. A slight missed opportunity, if you ask me.
“Hey Steve!”
“Sup Pradeep. Got anything new for me?”
“Nevermind that Steve, I heard the Elder is looking for you! Better see him ASAP!”
“Oh, that’s no biggie. The old man isn’t upset or anything. Relax.”
“That’s not what I heard… you better go see him.”
“Fine… by the way, why do you keep dancing? I always get motion sickness when I’m around you.”
“Sorry, not my fault. It’s the DAMN tourettes, man!”
“Ooooh Steve, I heard you in BIG trouble!”
“Silly Prudence! Uh, where did you hear that from?”
“Some old lady walking these parts. She’s probably still wandering around here somewhere…”
“You shouldn’t listen to strangers. And I’m not in trouble, you little pop-fart.”
“LIAR, LIAR! PANTS ON FIRE!”
Elliott: Well, if it isn’t our lovely town hero himself!
Steve: Hey guys, what was the deal back there?
Timothy: What are you talking about? The bridge thing? We don’t know what you’re talking about.
Steve: Elder, what’s going on here?
Elder: My apologies, Steve. There’s nothing I can do…
Steve: Whadaya mean?
Elliott: He means, your goose is cooked! Done, finito!
Timothy: Yeah! Hit the bricks, pal!
Elliott: Go on, get outta here!
Elliott: Yeah and don’t ever come back, ya hear!?
Steve: So much for our Thanksgiving plans…
Prudence: Haha, I knew it Steve! I told ‘cha you were in big trouble…
Steve: SHADDUP PRUDENCE!
Jema: Whoa!
Prudence: Duck, cover and roll! No wait…
Steve: AHHHH!!!
Jema: Hey, who is that kid?! I saw him earlier…
*Steve falls down the hole*
Our hero quickly discovers he isn’t alone down there. Meet the first boss, the Mantis Ant!
This is the first of over 40 bosses. Some say it’s overkill. And perhaps that’s so when considering that many of them are just palette swaps. Shame we didn’t get 40+ unique bosses, but hey, what cha gonna do?
Jema: What happened down there?!
Steve: Well –
Elliott: Man, it was awesome! See, this towering mantis monster was about to eat Steve, but then I came swooping in to the rescue. The monster had to be 200, maybe 250 feet tall. But he was no match for the great Elliot!
Jema: Uh-huh…
Elliott: Yeah, I surprise myself sometimes.
Jema: Right…
Elliott: Well, I gotta get back now and tell the others what happened. Bye!
Steve: What a joke…
Jema: What’s your name, kid?
Steve: Uh, it’s Steve.
Jema: My apologies, Steve, for the way I treated you back in the bar earlier.
Steve: ‘Scuse me?
Jema: I know you were the one who pulled the sword out, and I also know you were the one who defeated the great beast down below. Come see me and Luka in the Water Palace later. But first, take care of your business here. We’ll be waiting for you when you’re ready.
Jema: Here he is, Luka, THE ONE.
Luka: That’s it?
Steve: Whadaya mean, “that’s it?”
Luka: I mean as in, where’s the rest of ya?!
Steve: Very funny.
Luka: Only one way to find out. If the Mana Seed reacts to him…
*Steve steps up to the shrine and a blue glow suddenly bursts forth*
All: WHOA!
Jema: You see?! Steve is the chosen one!
Luka: We’re all f*cked.
Steve: Um, this has been one hell of a day….
Jema: I guess it has, eh?
Steve: If you don’t mind, I’m going to Neko’s Inn.
“But probably the cruelest, most heinous act of all was when they gave me Ms. Neko. It took me a whole two weeks before I figured out she was just a blown up farce!”
As Steve prepares to retire for the night, a thick cloud lingers over our hero’s head. Thoughts of saving the world, his lost mom, his “family” banishing him from Potos, and for some reason Steve keeps daydreaming about a girl he’s never met before. As the waning light gives way to dusk, an inexplicable burden has befallen the land. The innocence of childhood has passed, like sand slipping through the hourglass…
Each night Steve is haunted by the same visions. He couldn’t make sense of it but he knew something big was bound to go down. These harrowing images were only the precursor of great and horrifying events to come…
The dreams always started with a vision of a fair young lady. She sported huge ring earrings, red parachute pants and long flowing golden locks. Steve had never seen this girl in real life before but every night she infiltrated his dreams and thoughts. Although he had no clue who she was or even if she was real, he had a sneaky suspicion that if they ever met they would form a powerful team to save the world from calamity and terror.
In his dreams Steve would always see the two of them gazing up high at something truly breathtaking…
It was no ordinary tree. It was the sacred Tree of Mana, a majestic sight and one of the eight wonders of the world. It never failed to leave Steve breathless, even in his dreams. A strange robotic creature stood alongside Steve, but it was a simple mix-up and he would later appear in Chrono Trigger…
Then the dream suddenly shifts. In the robot’s place stands a strange dwarf. Flamingos fly overhead. You can feel a palpable sense of wonder lingering in the air.
The dream shifts yet again. Only this time, there seems to be an element of grave danger looming over the horizon…
Steve: Huh?! NEKO!??! What are you doing in my dream?
Neko: Hey, you’re in MY dream, buddy!
Girl: Stop bickering like two little girls!
Sprite: Steve and Neko sitting in a tree…
Steve: *gasp* THE TREE!
And as just as quickly the dream switches to the sprite befriending a cuddly white dragon. Steve heard about the legend growing up… but surely dragons were just a myth?
Goblin 1: Let’s kill him!
Goblin 2: Let’s eat him!
Steve: Let’s free him!
Goblin 1: Yeah, let’s free him!
Goblin 2: Errr, wait a second…
Steve: Tee-hee… can’t blame a guy for trying.
Goblin 1: Let’s go check on the Rabite burgers.
Goblin 2: Sure. He ain’t goin’ nowhere! HAHAHA!!
Steve: God, it’s been a while but…
Girl: Hey! You!
Steve: Eh??
Girl: Over here, ya git!
Steve: Wow. That was fast. Thanks, God!
Steve: Who are you?
Girl: Does that really matter right now?! I’m here to save your scrawny little ass! Now c’mon, let’s get the hell outta dodge.
Steve: Thanks! Hey wait, you look familiar… *gasps* You’re the woman of my dreams! I mean, the woman IN my dreams…
Girl: *nodding* Yeah, I have to admit. I do get that a lot.
Steve: Oh wow, the destiny and legend is coming true! We’re the ones who will rescue the land and bring peace back to all!
Girl: Uhhh, yeah. Well, I’m off to see my dad. Nice savin’ ya! Maybe we’ll run into each other again some day…
Steve: I hope so! I mean, yeah, you know, whatever, heh.
Girl: Boy, are you weird…
MORE SCENES
Neko: Stevie! Welcome back. Oh, and you’ve brought some new friends!
Steve: Sup Neko. Yes I have.
Girl: Hey Neko, nice little place you got here.
Sprite: Yeah, I dig it too.
Steve: I’ve seen this before somewhere…
Neko: Mi casa su casa!
Girl: Sweet!
Sprite: Bitchin’!
Steve: *gasp* This is my dream come true — it is!
Neko: Oh come on Steve, it’s a nice inn and all but not THAT nice.
Steve: Oh my bad, Neko. I was just going on about something else… nevermind. Hey color me shocked to see you here! I thought this is the time of the year where your cousin takes over so you can head over to the Super Play offices for your monthly “assignments.”
Neko: Yeah, about that. I been doing some meditation exercises, you know, on top of my therapy… and my therapist and I agreed that it just wasn’t a healthy working environment for me over there. So I QUIT!
Girl: Hey good for you!
Sprite: Hi-five with the guy with nine lives!
Steve: About time! Have some respect for yourself.
Neko: Yeah, I even left them a note and all. Those bastards. That’s the last time they beat up Neko!
Not only will you travel all over the world but you will also travel through the four seasons as well. How many SNES games can claim that? I mean, this isn’t SHENMUE but it’s still very cool especially for its time. By the way, I just love playing (action) RPGs during the fall and winter seasons. No better time to be playing these adventure games! Something about those early darkening afternoons and frosty nights that provide a perfect backdrop to playing these games. Speaking of which, check out my Christmas Memoirs if you want to read more about my Christmas-SNES memories. And speaking of Christmas…
There’s much more but I’ll let you discover the rest on your own!
WHAT THE CRITICS SAID
Secret of Mana graced several magazine covers and earned the accolades of mostly everyone who played it. Combining elements from both the RPG and action genre as well as providing a huge world to explore, Secret of Mana won the hearts of many. To top it all off, throw in a unique three player option and its fate as one of the most beloved Super Nintendo games of all time was sealed. This is evident by all the favorite lists the game has made over the years (and decades). EGM awarded it Game of the Month honors with scores of 8, 9, 9 and 9. GameFan gave it ratings of 86, 90, 91and 96%. Super Play rated 94%. They ranked Secret of Mana as the 8th best SNES game on their top 100 Super Nintendo games list (February 1996).
EGM was king and ruler back in the day. My brother was a subscriber in ’94 and I always looked forward to that glorious day each month where the latest EGM issue would be sitting pretty in our mailbox. If there was one thing that my brother loved more than EGM it was definitely Secret of Mana. I remember watching him play it for hours on end. Even though there was a chance for me to jump in, I never did. As I said before, growing up I didn’t care for the genre. Looking back on it now, I wish that I had joined my brother on one of his binge Secret of Mana sessions.
Well, it’s funny how life works. When I finally played Secret of Mana 17+ years later in December of 2010, my brother and I ended up having a little playthrough. We were no longer kids now but we sure felt like it (for two hours at least). Afterward I introduced him to BS Out of Bounds Golf, one of my perennial favorites. He loved it, too. He and I had a cutthroat battle that came down to the last stroke. It was a glorious gaming afternoon. Super Nintendo — bringing brothers together and reminding us of the innocence of childhood
CLOSING THOUGHTS
After hearing all the hype about this game for years on end, it was nice to finally sit down and quell a 17 year folly. Everything about Secret of Mana, from the visuals to the music to the gameplay, screams quality. Sure, the CPU-controlled allies are not too smart but the game is easy enough so their lack of AI never does become a glaring issue. It’s a treat playing this with a friend (or two). It’s not everyday that an action RPG affords you that chance. Secret of Mana is no doubt a Super Nintendo classic but one question remains…
Did the game live up to the massive hype for me? Not quite, actually. While I do like Secret of Mana a lot, I was expecting to wholeheartedly love it. Super Play was obsessed with this game and they made it seem like it was the Holy Grail. The combat system didn’t totally work for me. As I stated earlier in this review, the damage ratio is not to par, which took me out of the game at times as a semi-glaring oversight. Attacking at 90% didn’t produce much damage difference from say, 11%. Also, there wasn’t enough NPC interaction for my liking. The game had interesting dialogue early on but it seemed to go away completely in the middle of the game. There weren’t as many plot developments as I’d like, either. For a long while there I felt like I was just hacking and slashing, leveling up but with no big story advancement. It’s long been confirmed that the game is incomplete; it was originally intended to be released with the ill-fated SNES CD add-on. English translator Ted Woolsey admitted that’s why some areas, in addition to the lack of dialogue, appear to be missing. It’s such a shame because as great as I found Secret of Mana to still be, another part of me felt like it was missing that little something that would have taken it to the next level. Don’t get me wrong, Secret of Mana is certainly worthy of the title “SNES classic” but is it the greatest 16-bit Action RPG ever? Try the sequel Seiken Densetsu 3 (AKA Secret of Mana 2) first before you answer that question!
Back in April of 1992, The Legend of Zelda: A Link to the Past thrilled countless SNES gamers. The excursions and exploits of one, Link, proved to be one of the grandest 16-bit adventure games ever created. The Legend of Zelda: A Link to the Past set an incredibly high bar and took us on a rousing, unforgettable journey. Four short months later, Soul Blazer graced the Super Nintendo. While it’s no Link to the Past, it stands as a remarkably notable action adventure that all SNES owners should experience. So grab your Master Sword, er, Soul Blade, dust it off and enter the adventures of the Freil Empire. The fate of an entire nation depends on you!
THE STORY GOES…
Dr. Leo reluctantly constructed the machine to summon Deathtoll. When Deathtoll was summoned, the King told him he wanted nothing more than to obtain the wealth of the entire world. And to that, Deathtoll presented the greedy King with a most grave proposition…
LET THE ADVENTURE BEGIN
There are five souls to meet up with throughout your journey. These souls will make life easier and are represented by a blue ball encircling the Hero.
Here at the sub screen you can select which armor, weapon, magic and items you wish to use. A total of eight different magic spells can be unleashed. These spells are highlighted below.
Performing magic attacks will cost you some gems. Gems can be acquired by killing enemies and opening treasure chests (but beware of the fake ones which attempt to ambush you). Should you die, kiss all your gems bye bye.
Killing enemies is important not just for acquiring gems, but gaining experience points as well. Your health automatically recovers and increases each time you level up. Whew, check out what a close call this was!
Hitting enemies with the end of your sword will inflict more damage. Very cool, subtle effect!
You can also thrust the sword by holding onto L or R. It’s not as strong as the sword swipe but you can walk backward while inflicting damage. This proves to be quite useful in certain situations.
Kill all the bad guys in each given section to clear the square. Otherwise, the monsters will continue swarming after you. The decimated town or village is restored bit by bit each time you clear a square. Sometimes this leads to a special animal popping up while other times new buildings will be formed. It’s up to you to restore all the towns that have been ravaged by Deathtoll.
Clearing a square at other times may simply open up a closed section directly in the action world.
Another possibility of clearing out a square is it may reveal a bonus treasure chest in the nearby area.
GENERAL GAME FLOW
Changes in town? Yes, as mentioned earlier, clearing squares, or monster lairs, in the action world will piece together the ravaged villages in the town section. Check out an example below…
Did you know that Quintet, the developers of this game, were absolutely INFATUATED with a certain ’80s song? 1985 to be precise. In fact, they were so infatuated that this city building gimmick that runs rampant in Soul Blazer was based off that song! It’s a very obscure fact and one that very few know about. Take a look (and a listen) below, and you’ll see what I mean…
Tesla, eh? I always thought it was that bloke, Marconi. You learn something new each day! And say, how much did it take to rake in Mr. Freeman, eh? [Zero, it was his dying wish… -Ed.]
Dear Edward, I’ve gone back and forth the last few days trying to decide whether or not I should even write this. In the end, I realized I would regret it if I didn’t, so here goes. I know the last time we saw each other, we weren’t exactly hitting the sweetest notes. It certainly wasn’t the way I wanted the trip to end. I suppose I’m responsible and for that, I’m sorry. But in all honesty, if I had the chance, I’d do it again. Virginia said I left a stranger and came back home a husband — I owe that to you. There’s no way I can repay you for all you’ve done for me, so rather than try, I’m just going to ask you to do something else for me. Find the joy in your life. You once said you’re not everyone. Well, that’s true — you’re certainly not everyone, but everyone is everyone. My pastor always says our lives are streams flowing into the same river towards whatever heaven lies in the mist beyond the falls. Find the joy in your life, Edward. My dear friend, close your eyes and let the waters take you home. -Carter Chambers
VILLAGE PEOPLE
The Dream Rod allows you to enter people’s dreams. You can even sneak into the dreams of animals. Who knew animals could even dream? Quintet teaching us educational stuff left and right! It’s all a bit weird but then again, that’s Soul Blazer in a nutshell. Just watch out for ol’ Freddy…
THE GOAT?
I mentioned how weird this game is, right?
Well, it’s about to get even weirder…
Talking goats for pete’s sake! Too weird, EVEN for me!
I HAVE A DREAM…
Um, let’s just move on…
ACTION JACKSON
Venture across the bridge in Grass Valley to forge on ahead. What terrors lurk beyond?
Along the way you’ll meet some jewel fairies. They assist you by offering to send you back to town so you can stock up on supplies, gather more information, save your game and so forth. They also might grant you with experience points, helpful items or simply dispense invaluable advice.
No joke. Some goats will share any secret, provided you have some goat food on hand. As you can see, it’s weird piled on top of weird. And what’s this “swallowed up in a painting” business, anyhow? Hmm. Something to investigate, then…
Entering a teleport marker will whisk you back to the Master’s Shrine. From here you can save your progress, recuperate lost health or head back to town for more clues and items. This is also where you can move to the next town after having cleared the current town’s boss. You may also backtrack (which proves to be necessary at times).
Every Master’s Shrine is the same. Once you’ve unlocked all four blocks, they follow this pattern:
The top yellow tile is used to save the game or to move to another town
The right and left blue tiles will take you to certain areas in the action section
The bottom blue block transports you to town
On a side note, I love the haunting church organ that plays here. It’s awesome.
It’s a sure fire way to die fast. Stay on the conveyor belts and employ the ol’ hit and run tactic! I recommend using the middle conveyor belt only as your attack point. Lure him left or right, wait until he commits, then charge up the middle belt to score some hits. Retreat. Repeat. See below.
You can easily evade his fireball attack thanks to his deliberate delivery. He also has a slow recovery rate so you have plenty of time to score some hits. Always lure him left or right, then attack from the middle. Retreat and repeat!
He’s easy but he certainly doesn’t lack in health points! Be patient, be smart and he’ll be lucky to nick you even once. The thrusting technique will take you longer but allows plenty of control as you can moonwalk while damaging him.
Congrats. You’ve saved the good fair citizens of Grass Valley and have brought restoration to their lives, animals and plants. Now you can graduate to the next town in need of your aid, GreenWood.
But this isn’t goodbye to Grass Valley. More of a see you later. There are a couple lairs in Grass Valley that still need to be cleared and cannot be until you acquire the Zantetsu Sword.
Don’t forget to locate the Master’s Emblem in Grass Valley by the way, as well as pick up the Brown Stone. You’ll need all six stones to open up the gate to the Dark World where Deathtoll awaits.
GREENWOOD
Welcome to GreenWood. Legend has it that this town was developed by a dog named Turbo. He built this peaceful village to offer protection and serenity to all animals. That is why, once rescued, all you’ll find in GreenWood are critters and creatures.
Such as this squirrel, who will ask you for delicious seeds. If you have them and choose to offer it to the little guy, you’ll be awarded with a mighty grand prize… the Psycho Sword!
For over a decade I’ve wondered what “it” is. “Everytime I look around, it’s in my face” as the song by OMC goes. It wasn’t until I played Soul Blazer that I understood what “it” is: the blue soul ball that encircles our hero. Because everytime he looks around, everytime he looks around… IT’S IN HIS FACE!
[I have no words -Ed.]
Classic moment, this is. As Turbo takes you on a quick tour around GreenWood, he asks if you’d like to see what’s on the restaurant menu. This all occurs while the peaceful and serene music of GreenWood is playing. But as soon as you select yes, the music suddenly stops without warning. It’s followed by a dramatic pause before Turbo answers, “YOU!”Of course he’s joking but part of me was hesitant for a second the first time. Nicely done, Quintet!
I love that Turbo dog. [We all saw very disturbing proof of that earlier on -Ed.]. It’s a well known fact but did you know the “sequel” to Soul Blazer is Illusion of Gaia? Though the protagonist to Illusion of Gaia is a different character, there is reference made to ol’ Turbo.
THE SUPER SIX
RANDOM SOUL BLAZIN’
With all eight of the Master’s Emblems in your possession, you’ll earn the Magic Bell. This grants you unlimited magical attacks! You can still defeat Deathtoll without the Magic Bell but it’ll be a much tougher task. Some of the Emblems aren’t so easy to locate. Remember to backtrack to places with sections that you previously could not pass.
You’ll have all six Stones if you manage to get by the fortress. All towns will have been restored. The gate to the Dark World will open and the final battle will begin. Don’t forget to find the Soul Blade and Soul Armor before confronting the demon. Good luck!
THE PERVERSE WORLD OF SOUL BLAZER
WHAT THE CRITICS SAID
Soul Blazer was well received by critics. Many praised it for being a top-notch action RPG, especially during a time where there weren’t many choices being represented on the Super Nintendo. EGM gave it scores of 8, 8, 8and 9. Super Play rated it 89%. Fan reception has also been overwhelmingly positive. It’s rarely acknowledged as one of the system’s best games, but almost everyone I know who has played it has largely enjoyed it. And most people will tell you that it’s one of the “unsung heroes” of the vast SNES library, especially for fans of the genre.
CLOSING THOUGHTS
Super Play pretty much hit the nail on the head when they called Soul Blazer “an excellent and slightly weird game.” The game definitely stands out from the pack due to its odd (but endearing) nature. It’s not quite the epic game Link to the Past is but hey, few games are. Soul Blazer will take you on a fascinating and strange journey. From conversing with goats in Grass Valley to visiting mermaids in the rolling waves of St. Elles, you’ll see and do much before all is said and done. And that’s just the town portion of the game! The action sequences are well done and the balancing act between thumb-pounding action and using your old noggin is handled beautifully. The bosses deserve a shout out as well. Sadly, it’s too bad the game presents minimal challenge.
Graphically, the game does a pretty good job of bringing the towns and temples to life. I love the clouds scrolling overhead in Grass Valley. The dark and decrepit underground chambers in GreenWood are nicely executed. And who could ever forget the fiery blazes of the Dark World? Unfortunately, there are some ho-hum bits scattered in there, such as the islands in St. Elles or the model towns in Dr. Leo’s house (both of which leave something to be desired).
While the visuals are a bit hit and miss at varying times, the music on the other hand is fantastic through and through. A stellar soundtrack puts you right in the heart of whichever region of the game you happen to be in. From the Master’s Shrine’s haunting church organ to the serene and adventurous theme in Grass Valley, the music men behind this game deserve a big round of applause (Yukihide Takekawa, Kazz Toyama and You Himeno). The battle themes are perfectly suited and the dream theme that plays during any dream sequence possesses an incredibly dreamlike quality to it, making you feel as though you’re in a dream yourself!
I really like the aspect of restoring each village to prosper once again. It’s instant gratification. When you clear a monster lair, the game may fade back to town to show you what people, animals or buildings you have resurrected. The liberation of a city is a wonderful feeling. The game plays well and I always wanted to play more to see what denizens or creatures I might unearth next. It kept me going and moved along at a brisk pace. I also enjoyed the various NPC’s scattered about. Some are just silly while others provide helpful tips. Others may tell a juicy story that helps add to the game’s mystique. It made me wish for more character interaction as I don’t think there’s enough.
While I never felt the game did anything particularly special or extraordinary, it was all executed extremely well. More than enough to keep any action RPG fan occupied for a weekend or two. There are puzzles along the way but nothing too tricky I don’t think. It’s just a fun little game to pop in and get lost in. You’ll find many swords, items, armor, magic spells and more in your quest. You’ll help many animal friends in need and traverse a wide range of locales, from creepy dark dungeons (make sure you have the Soul of Light) to the snowy mountains that reside high above the Freil Empire. Hell, you’ll bear witness to a snail race (tough to beat that) and even catch a glimpse of the majestic Northern Lights! And did I mention talking goats?!
It took me 16 hours over two weeks to beat Soul Blazer. A seasoned veteran of the genre can probably do it in 10 to 12, maybe even under 10. The game won’t last you terribly long, but you’ll probably enjoy every last second of it. I’m not sure “quirky” even begins to describe the game. Talking with moles, goats and tree stumps? It’s almost like an acid trip. Soul Blazer is a game every Super Nintendo fan should experience. It’s got a legion of fans for damn good reason. And after finally playing it over 10 years ago back in the summer of 2007, I can see wholeheartedly why. Be sure to check it out if you haven’t already.
August 30, 1995. It’s been a little over 22 years since Killer Instinct came home to the Super Nintendo. Its impending release over 22 summers ago was heavily touted everywhere you looked. Although 16-bit was rapidly on the gradual decline by the late summer of 1995, the home port of Killer Instinct arrived with tons of buzz and hype. Throw Street Fighter II and Mortal Kombat in a blender, top it off with insane combos galore, and you might get something similar to Killer Instinct. And on a personal note, Killer Instinct on the SNES was truly the “last game of my childhood.” As such, it forever holds a special place in my heart. Best of all, considering the hardware limitations, it’s an admirable (if not downright impressive) port!
THE DYING DAYS OF OUR CHILDHOOD
It was the summer before junior high, and my best friend Nelson and I, as always, were determined to make the most of it. A lot was changing in our lives, though. It’s amazing how much things can shift in just one short year. The previous summer saw the best summer of my life. We finished 5th grade and were on the cusp of being the oldest students at our elementary school. All the seniority perks were soon to be ours. The SNES was in its prime and 1994 was an epic summer that gave me some of my greatest memories. Fast forward a year and suddenly the SNES had gone from dominant to rapidly aging, and Nelson and I were gearing for our biggest life transition yet… junior high. I find it fitting that as we were graduating from one school to the next, video games were graduating from 16 to 32-bit. Evolution. You can’t stop time, but you sure can make the most of it. And that’s what Nelson and I did that summer. We stayed up late. We binged on horror movies, junk food and SNES games. On August 30, 1995, Nelson bought Killer Instinct on launch day. Over 22 years later it still remains one of the most vivid memories I have from that awesome summer — the last of our childhood, as it were. We ended it with a bang, for sure.
I remember the release of Killer Instinct like it were only yesterday. I remember feeling that summer like it was a time of transition. 32-bit systems were slowly but surely taking over and it was clear that the SNES was in its waning days. Speaking of transition, Nelson and I were going from elementary school to junior high. It was a crazy time where our world was quickly changing. But on that Wednesday of August 30, 1995, it wasn’t about a changing of the guard. It wasn’t about an uncertain future. Rather, it was all about Killer Instinct. I remember watching Nelson firing up Killer Instinct for the first time on that fateful Wednesday late afternoon. As he played his shiny new game, I found myself lost in the latest GameFan issue. But it wasn’t so much Killer Instinct that I found myself drawn to. It was World Heroes Perfect. World Heroes was my favorite fighting game franchise at the time and I was insanely curious about the latest entry. Believe it or not, even more than SNES Killer Instinct which was right there live in the flesh!
I drooled at the review of World Heroes Perfect as Nelson booted up Killer Instinct. Nelson urged me to watch but my eyes were fixated elsewhere. Finally, after 15 minutes, Nelson was pulling off some sick 20+ hit combos in the practice mode. I finally looked up long enough to take notice. It was then that I truly saw Killer Instinct for the first time. Watching those incredible Ultra combos Nelson pulled off with the greatest of ease was like an awakening to me. I couldn’t help but join in. He kicked my ass hard but I had a blast nonetheless. Looking back on it all, I fondly recall how Nelson and I spent the very last week of that summer playing Killer Instinct to death. It was as if we were trying to hold back the hands of time. Not a bad way to spend the final days of our last summer of sheer unadulterated childhood
All things have a shelf life. As the final hours of our last childhood summer were rapidly ticking down, Nelson and I had one last KILLER (sorry) Killer Instinct romp. Although Nelson and I were worried about where we’d hang out at lunch time and the potential for awkwardness having to change clothes in public, we popped in Killer Instinct to spend the final night of our last summer of true innocence in grand fashion. It’s true that video games can serve as a form of escapism. While tomorrow would bring a litany of headaches and worries, TONIGHT was all about going out with a bang. This was it. The last night of summer. And Nelson and I pushed the closing of that memorable summer to its very limit. We played Killer Instinct until well after dark. Finally, home beckoned as my mom called me to get my ass back to the house. But before I left, Nelson and I exchanged a look — it was a silent pact to never forget these days no matter where life may take us. Junior high was a whole new ball of wax and we were facing an uncertain future. But whatever happens, we were gonna face it together.
KICKING IT OLD SCHOOL
Before I bought boxes and manuals for my entire SNES collection and displayed them properly on the shelf, I had this. This was my SNES resurrection collection from around late January of 2006. Killer Instinct was featured all by itself on one of the smaller lower shelves. Seeing this picture never fails to bring back to mind that crazy innocent time of running from shop to shop and town to town reclaiming bits and pieces of my childhood. Oh and who could forget that Killer Cuts CD that came packaged with Killer Instinct? Rare and Nintendo really went all out!
THE FIGHTERS
Jago wages war in the middle of his Tibetan courtyard. The head of a huge golden tiger statue is proudly displayed. Birds casually pass through in the distance.
Fireball? Check. Dragon Punch? Check. Some sort of thrusting kick? Check. While his Wind Kick may only connect once, it is a good lead-in move to set up a flurry of various combos. Also, it allows Jago to safely pass through projectiles (eat your heart out, Ryu). All this plus Jago’s Laser Sword is another great linker.
Brings back memories of Donkey Kong Country eh? Hey, Rare did develop both. The SNES port had swinging lamps added in. Not bad for a nice little home bonus. That lighting effect was sweet, too!
Fulgore is a beast, er, machine. Ah you know what I mean. He can fire up to three consecutive laser shots, reflect enemy projectiles, possesses one hell of a Dragon Punch and oh yeah, he can even teleport for good measure.
This city rooftop (complete with a shameless plug on Rare’s part) may not look impressive today, but boy did it look badass 20+ years ago. Hell, you can even knock your opponent off the roof at the end of the match!
Orchid has some neat moves. This includes a flashy fireball, some nice combo chains and best of all, she can briefly morph into a fire cat. Her infamous “strip” fatality is faithfully retained as well.
By far my favorite stage in the game. It’s aged like fine wine too! I absolutely love the bits of swirling mist, that blazing orange soaked sky, and even the way the bridge moves and reacts under the competitors’ weight. Good stuff!
Thunder has a neat looking fireball. For a 42 year old guy who nearly tips the scale at 280 pounds, he’s quicker than you might think. His Spinning Axe is a devastating combo attack and he’ll knock you out of the air just as quickly as he’ll come raining down on your ass.
It’s certainly not one of my favorites. There just isn’t much going on or anything to marvel at. On the bright side, you can send your rival spiraling to a gruesome death being that it’s a “roof-type” stage.
Cinder thankfully made the SNES final cut after all the hoop-la that he was going to be scrapped due to (lack of) memory. It just wouldn’t be Killer Instinct without the bastard. After all, who wouldn’t want to play as an ex-convict turned scientific experiment freak? Besides, he’s got one hell of a Flash Kick and a sick torpedo charging attack. PS- Screw you, Ken Lobb, for calling Cinder a wimp!
Welcome to Glacius’ Ice Temple. The stinging cold air is offset by the heat of the battle. Don’t worry, he will gladly shed your blood to help keep you warm and toasty.
Glacius’ fireball bounces along the ground. He gives new meaning to the term “giving you the cold shoulder!” Also beware his stiff Blade Arm and his teleporting uppercut.
T.J. Combo spends his days buried in a gym. The one he frequents is a bit rundown, but it’s got the soul that most of the newer gyms lack. His gym is chock-full with history, blood, sweat and tears. Just the way he likes it!
Combo’s impressive arsenal of tricks include nifty running strikes, a sweet rolling multi-hit attack and a flying knee that changes angles based on the button strength you choose. I love when fighting games offer variations of the same special move based on which button you end up using. It almost feels like it’s two different special moves for the price of one.
This stage is awesome. I love how you can see the reflections of the fighters on the canvas. The blood-stained floor is a lovely and sinister touch all at once.
Riptor has some rancid ass breath! Like most “oddball” fighters, Riptor isn’t the most novice-friendly character on the roster. Use her at your own discretion.
Battle it out in the candle-lit study of Sabrewulf’s castle. What a great looking stage. The portrait hanging to the right is hauntingly realistic. Love the lighting as well.
Sabrewulf’s Flaming Bat actually flaps its wings. You truly appreciate the little details when you see the game in motion. At least I do, anyhow. For an extra boost of power, try howling. And when in doubt, you can’t go wrong slicing and dicing with his razor sharp claws.
Of all the roof stages, this is my favorite one. I’m a sucker for any night time stage featuring a moon in the background. It gets me every single time. As expected, you can knock fools off the roof at the end of a match. It kind of puts a nice bow on things, ya know?
Spinal can absorb projectiles and then fire them back at his opponent. He knows how to swing a mean sword, too. He can even teleport in a pinch.
THE FINAL BOSS
Eyedol is a freak of nature. By the way, if you wish to play as Eyedol then apply the following code:
Select Cinder. At the VS screen, hold right and press L, R, X, B, Y, A.
Eyedol is one tough cookie who dishes out MASSIVE damage. Good luck.
“DANGER! DANGER!”
Spiraling down to a painful demise!
BONUS STAGES
“I’LL TAKE THE COMBO MEAL, PLEASE”
What differentiates this game really is the combo system. You can string together over 25 hits and only have to press a few buttons. Knowing the chain command is key to pulling off some crazy ass combos. There are also Combo Breakers (cue “C-C-C-COMBO BREAKER!”) to break up the action, keeping everyone on their toes. Thankfully, the SNES port includes a handy practice mode where you’ll find yourself busting out 10, 15, even 20+ hit combos soon enough with a wee bit of dedication.
It’s got nothing on Combo City!
Observe. Here’s a simple five hit HYPER combo from Jago. I love the part where Jago’s kick sends Spinal reeling. While Spinal’s still hanging in mid-air, bust out Jago’s fireball to show him who’s boss!
WHAT THE CRITICS SAID
The SNES port received major hype in the late summer of 1995. The port had some fans split. You had one camp that ate it up and thought to itself, “How was Rare able to squeeze so much of the arcade spirit into a relatively tiny 32 MEG SNES cartridge by comparison?!”But others say it didn’t come close to replicating its arcade original. Killer Instinct didn’t exactly garner the best of scores. EGM gave it ratings of 7.0, 7.5, 8.0 and 8.5. GameFan, in their typical hype-selling fashion, rewarded the game with scores of 90, 95and 96%. Super Play praised it but didn’t quite give it their full endorsement. It earned a very solid yet somewhat unremarkable 85%. I’ll admit that time hasn’t been particularly kind to this game graphically, but it still holds up damn fine from a gameplay standpoint.
CLOSING THOUGHTS
I’ll always remember Killer Instinct as the “final video game of our childhood.” This game will always have a very special place in my gaming heart. All those sessions Nelson and I had leading up to the finale of that summer, the combos we cranked out, and the good times we shared is something that stays with you for the long haul. Junior high came and went as did the SNES, but the memories we carved are etched in our heart of hearts forever. While not arcade perfect, it was never going to be on the SNES. I admire Rare for getting as close as they even did. It is truly an impressive feat considering the hardware. It brought home a slice of the arcade and for its time, that’s all we could ask for.
I always saw Killer Instinct as a mix of Street Fighter and Mortal Kombat. That holds true to this day. The combos are fun to pull off, there are some really interesting fighters to pick from and you gotta love that crazy announcer with calls such as ULTRA! and C-C-C-COMBO BREAKER!!! The visuals are a bit rough in places but they do an admirable job. The sound is hit and miss; some grunts are repeated often and can get annoying after a while. The music, however, is pretty damn good. It’s Rare, after all! The gameplay is what counts most though, and Killer Instinct still plays very well even to this day. The AI can be cheap at times but Rare did an awesome job translating such a big arcade game to such a tiny jet black SNES cartridge. I wouldn’t claim it’s the best fighting game on the system, but it’s definitely one of the better ones and a “must-have” if you own a Super Nintendo and fancy yourself as a fighting game aficionado. Killer Instinct on the Super Nintendo is a reminder of the good old days and a special time in my life when everything was rapidly changing for better and for worse. I still play it on occasion and it always takes me back to the last few days before Nelson and I entered the hallowed halls of junior high. Good (and awkward) times. Killer Instinct, I salute thee!
Graphics: 8.5
Sound: 8.5
Gameplay: 9
Longevity: 9
Overall: 9.0 Gold Award
Tuesday. September 5, 1995. The first morning of junior high. Nelson and I walked to school together the last four years. For the first time in our lives, we were gearing to board the junior high bus. Yes, the dreaded junior high bus. It was survival of the fittest. It was a crazy morning, full of butterflies and trying to look and act cooler than we actually were. You could feel the shift. Childhood was now in the rear view mirror and life would never be the same. Nelson and I waded through a sea of unfamiliar faces as we boarded the bus. At least I had a best friend to brave it with. Coolio’s Gangsta’s Paradise was the hit song at the time and I remember it blaring on the bus speaker as we rode from our familiar stomping grounds near that bus stop to the scary foreign world of junior high. As nervous as I was, still to this day, I recall rocking out to Gangsta’s Paradise. “TELL ME WHY ARE WE… SO BLIND TO SEE… THAT THE ONES WE HURT… ARE YOU AND ME. They been spending most their lives in a gangsta’s paradise.”That song haunts me still whenever I hear it. It brings me back to that precious time of my youth — the first day Nelson and I faced a brand new frontier.
The SNES boasts an incredible library. There’s no denying that. Everyone knows about the classics, but there are tons of solid titles lurking below the surface. These games aren’t nearly as well known but you could easily waste a weekend or two playing. Brain Lord definitely qualifies as such an example. Released over 23 years ago, it largely flew under the radar as more popular games basked in the spotlight. It’s funny — as a kid I couldn’t care less for (action) RPGs but Brain Lord captivated my imagination when I saw it featured in EGM and GameFan. There was something about it that spoke to my soul. Sadly, like so many other SNES games, I was never able to play it until my SNES resurrection in 2006. Though not quite a hidden gem, Brain Lord is plenty solid and well worth checking out if the like the action RPG genre.
CAPTIVATED
I remember seeing the ad in an EGM issue and being absolutely intrigued.
I was fascinated by the screenshots — the captions really resonated with me.
STRATEGY GUIDE
The Brain Lord strategy guide, written by Tim Rooney, was released with two different covers. The one you see above is less common and reflects the Japanese Super Famicom box art. The second version, as seen below, mimics the less than stellar Americanized box art.
I bought the guide back in 2006 and it’s a neat companion piece to the game. Brain Lord has its share of puzzles but it’s a straight forward game. You won’t really need a guide to beat it, but it’s nice to have to look at or if you’re simply a completionist like I am. Plus it’s a really nice guide to boot, in spite of being in black and white. I really like the look and style of it. Here’s a small sample below.
MEET THE CAST
THE STORY GOES…
The plot had me right away.
I was sold.
THE JOURNEY BEGINS
Developed by the same folks that made The 7th Saga.
Remeer, er, STEVE, finds himself reminiscing of days gone by. His mind takes him back 10 years to when his father was still alive…
Steve is snapped back to reality by a stern bartender who can’t afford to let his business suffer on account of whimsical daydreamers. But Steve is far from that. He finds a job listing nearby and takes it on with gusto.
Before heading out though, Steve takes time to stock up and visit with the locals. He’s a bit of a cheeky deviant, that Steve. Kashian finds that out right away…
Fairies are your friends. They aid you in battle and even level up.
Toronto, you say? So much for made up city names! I like how you can jump. Not too many Action RPGs allow you to jump. Clearing fences feels satisfying. Screw walking around!
Doesn’t sound one bit ominous in the least…
Dragons are a recurring theme throughout Brain Lord. But are they really extinct? Later on, you can help a lady clear out her mice-infested attic and earn a couple handy prizes.
Playing Brain Lord is probably the closest you’ll get to experiencing a Super Rygar on your 16-bit SNES.
Remember Rygar on the NES? I was always sad we never got a sequel on the Super Nintendo. Certain parts of Brain Lord remind me of Rygar, though.
Nothing fancy here. It’s straight forward and fairly fun. Jump, solve puzzles and hack away at the monsters. It’s good enough to entertain you for a weekend or two.
Fairies assist you in battle. You can even name them after your failed crushes over the years. I mean, doesn’t everyone do that in these type of games? Um, moving on, then…
JENNIFER the Crimson Jade (and my personal childhood version of Winnie Cooper but that’s neither here nor there) launches a singular fireball at nearby enemies. Think of the Fairies as those “option helpers” in SHMUPS.
Along the way you’ll even gain magic skills. The first being this simple magic shot. Simply hold the attack button until the bar can fill. Stronger magic attacks have a longer bar naturally. Once you acquire multiple magic spells, you can press L or R to toggle between them on the fly as opposed to selecting them through a menu. NICE!
Puzzles abound, hence the title of the game “Brain Lord.” They usually involve pushing objects onto plates to activate locked doors. Puzzles start out simple but gradually get trickier and trickier.
Blasting the monsters from a safe distance feels so damn sweet. Plaques give you tips and clues to heed.
Watch out for deadly traps like sensor spikes! And since you can jump, there are some sections where you’ll need to jump from platform to platform. It definitely adds some variety and increases your evasive and strategic choices.
Misjudge a leap though and it’s back to the beginning you go. Thankfully, the game only deducts one health bar whenever you fall.
Puzzles start getting tougher and require some thinking. If you mess up, simply leave the room for a reset. Brain Lord works the, er, brain a bit.
Disappearing floors all part of the menu.
Puzzles never get too hard to solve, but some will take some time to suss out. Be on the lookout for those Springs of Life. They rejuvenate weary warriors.
Access new weapons and spells as you progress. The Bow is good for long distance attacks while the second magic skill you gain launches a triple shot.
Instead of finding a dragon at the top of the Light Tower, you find a terrible mutant cockroach! It sends its little babies scurrying after you as the creature scampers about the top Tower floor. It changes to a red shade as you weaken this abomination. And you thought your college dormitory was bad!
Upgrade to the Ax after heading back into town. I love how you can chop up just about anything with the Ax! Counter tops, boxes, jars and so forth! One NPC even asks you to please not break his jars. Which, of course, only makes me want to break them even more. I love it when games allow you to do these silly little things. There’s just something really satisfying about it.
Graphics are a bit subpar overall, but I really like the visuals here. Only the Ax can break those rocks, which opens up the next area.
Boomerang spins around and attacks much faster than the Bow. Finding a treasure chest is always a blessing.
Scorpions lurk everywhere in this dank cave.
Maybe it’s just me but the conveyor belts remind me of Super Bomberman and those towering blue demons remind me of the Barons of Hell from Doom.
Virtual Boy on my SNES?! Find the light switch and beware the voltage spots.
Uhhhh, OK then… *slowly backs away*
These robotic Cyclops are a tough out.
You’ll be wise to find the second Fairy, a Light Jewel, that helps light your path. By the way, Brain Lord has more keys than the Bellagio in Vegas.
This handy pack-in sheet came with the strategy guide. Nice of Tim Rooney.
Remeer’s best weapon is the Morning Star. It’s a spiked yoyo that packs a mighty punch.
Morning Star makes Brain Lord feel even more like a Super Rygar.
Disappointed still after all these years we never got a Rygar sequel on the SNES.
WHAT THE CRITICS SAID
Though Brain Lord didn’t arrive with a great deal of fanfare, it received its fair share of previews and positive reviews. EGM gave it scores of 7, 7, 8 and 8. GameFan scored it 80, 80 and 82%. Super Play rated it 81%. It was viewed as a very competent Zelda clone.
CLOSING THOUGHTS
Brain Lord is a competent and solid action adventure worth playing through at least once. It doesn’t do any one thing in particular extremely well, but it does most everything adequately enough to entertain you for a weekend or two. I wouldn’t quite classify it as a bonafide hidden gem, but I definitely recommend it as a lesser known SNES game that you might have overlooked. The different weapons and magic spells are fun to implement and the puzzles help differentiate it somewhat from your typical Zelda clone. Don’t get me wrong, you’ll be doing plenty of hacking and slashing, but be ready to exercise your brain a bit as well. There is some slowdown here and there when the screen gets a bit hectic but overall, the game plays fine and should run you between 12-18 hours.
Graphically, Brain Lord is a bit lacking. A lot of the colors seem a bit drab but there are some nice looking areas mixed in. It does have that 7th Saga look to it, but that’s not surprising considering how it was made by the same developer. Regardless, you expect a bit more from a Super Nintendo game released in mid-late 1994. The sound is a mixed bag as well. Some of the music sounds great but other tracks are forgettable. The sound effects are downright comical. They either don’t match the enemy or one breed in particular seems to say “F*CK!” whenever hit. I guess it’s good for a laugh, though. On the bright side, Brain Lord is pretty tough and not a complete cake walk. I like the variety of weapons and I love how you can switch spells on the fly by using the shoulder buttons rather than accessing them through a cumbersome menu (although you can do that too if it tickles your fancy). Some of the puzzles are really fun to solve and I like the ability to jump. I wish there were more enemy types but at least the enemy AI is pretty legit — they’ll even chase you! Brain Lord isn’t the kind of game you need to rush out and play, but chances are, you probably won’t regret it if you gave it the time of day.
The original Breath of Fire, released in the US 23 years ago this month (August 1994), was fairly well received. Despite the original Japanese release coming in April of 1993, Breath of Fire managed to still stand toe to toe with the big SNES blockbusters released that summer of 1994. The fact that RPGs were a bit sparse in North America definitely helped, as any decent RPG was lauded in that time when the pickings were rather slim. Capcom, no stranger to sequels, followed up on the success with Breath of Fire II. Originally released in Japan December 1994, SNES owners in the west had to wait an entire year for the American translation. Sadly, by December 1995, the SNES was nearing the end of its lifespan and many folks had moved on to the 32-bit war machines. As a result, Breath of Fire II sort of got lost unless you were one of those diehard SNES players who stuck by the system until the very bitter end. Thankfully, as is so often the case, over the years people have had the luxury to go back and right past wrongs. While no Final Fantasy III or Chrono Trigger, Breath of Fire II is definitely worth trekking through.
But wait! Not only did Capcom make those of us in the US wait an entire year, but the NA version of Breath of Fire II is notorious for having one of the worst translations of all time. So much so that it prompted “Ryusui” to release a “retranslated” version on April 30, 2009. It’s how I played through Breath of Fire II and how I recommend you do so as well.
MEET THE CAST
THE STORY GOES…
Well… at least the girl didn’t get kidnapped for a change…
Thanks for the painful reminder. But she’s got a point. The world is going to need you, after all…
Dragon? Note to self: avoid the back mountains. Note to self part two: knock before you open the bathroom door next time…
Being an adventurous lad though, you can’t help but explore them back mountains. Not only do you find your wandering little sister and the mammoth dragon, but you’re also greeted by a nasty little critter for your troubles.
Luckily, the Beak is mere cannon fodder. Good thing you were there to save your little sister, Yua.
Dangerous? Not for the likes of me, you see! Your father, Ganer, grants you the respect you crave. He is your idol, after all.
“Sometimes I wish you simply had imaginary friends instead, Yua.”
Look… it’s one of many typos you’ll encounter if the play the North American version. Like I said, the retranslation is the way to go!
Breath of Fire II resumes the original’s classic day-night cycle.
Converse with all the locals. One of the cool things about this game is the inclusion of the “Dragon Tears.” The different colors represent the various emotions that the NPC is currently feeling. Pretty neat stuff.
It’s a small touch, but it adds that extra little bit to the game
Loyalty is his game, Bow is his name. He’s the first ally you’ll meet up with and he’s great at hunting. A most welcomed asset to the team. He’s a bit of a kleptomaniac, though.
Downpour soon comes raining down on our plucky heroes. It’s not quite the same “ooooh, ahhhh” effect as seeing the rain lashing down from The Legend of Zelda: A Link to the Past, but it gets the job done.
Quick! Take cover in the cave there before you die of pneumonia. Sometimes it pays to steal, as you can see here. And who says video games aren’t educational?
Spooky cave, init? Um, what was that?!
Guessing purple doesn’t stand for warm fuzzy feelings… I mean, I’m just going out on a limb there.
Sadly, our hero is no match for this monstrosity at this early point in the game. We then find out his father (Ganer) and sister (Yua) have gone missing. He dreams a terrible nightmare of a towering monster ripping him limb from limb. In his dreams, a demon also screeches to him, “YOU ARE THE ONE.” What could all this mean? Was this all just a bad dream? Somehow, you know it isn’t…
Seasoned into a hardened warrior over the past 10 years, you’re ready to find out some answers…
Forget eye of the tiger — it’s the eye of the dragon!
Every hero has to start somewhere. And sometimes, heroes are born from very humble beginnings.
Interact with the environment and villagers. Tips may be provided and you can also unearth helpful items.
Sometimes you’ll read silly dialogue but it’s all part of the fun.
Occasionally you’ll see random things pop up on the world map. This includes a traveling circus.
Fishing is also in play as well as a spot of hunting. For the latter, be sure to position Bow in the front.
Breath of Fire II resumes the classic ¾ perspective of the original game.
Enemies can prove to be tough early on. Thank goodness then for this healing fountain. This is a good place to level up
Encountering a new enemy for the first time leads to a “?” for their health. It adds slightly to the drama and tension and I found it to be a nice little touch. Head up this mountain to face Palo, Peach and Puti.
They’re tough, the bastards. Peach and Puti (on the sides) have 40 HP while the middle one, Palo, has 80 HP. I recommend targeting and eliminating Peach and Puti first before tackling Palo.
Battle a family of cockroaches later on. It’s a nice nod to the original.
Speaking of honoring the original Breath of Fire, you can morph into a dragon later on.
EXTRAS
WHAT THE CRITICS SAID
Breath of Fire II received pretty solid scores. EGM gave it ratings of 7, 7.5, 7.5and 8. Super Play rated it 81%. However, the US translation was not so well received. It features some of the worst translated text in all of 16-bit history, making the retranslation almost a necessity. For example, you know things are bad when you talk to the innkeeper and he refers to his inn as a motel, despite having an INN sign hanging nearby. Want to go fishing? Then equip your lod. Ouch. Also, get ready for awkward looking abbreviations. Thankfully, the retranslation fixes these silly errors and provides for a much more authentic experience.
CLOSING THOUGHTS
Breath of Fire II is a very strong entry in the stacked SNES RPG library. While it may not quite stack up against the likes of a Chrono Trigger or Final Fantasy III, it does its job more than reasonably well. The graphics are very colorful and the details on the various sprites are fairly intricate. Some of the music is extremely catchy, though a few are somewhat underwhelming. That final boss theme though! There’s a ton of things to do in this adventure — it took me 50 hours to beat and I didn’t even scratch the surface of the Shaman system. However, not all of those 50 hours is pure bliss. There’s a shit load of random battles (thank God for the auto battle option) that can drag the game down a bit, not to mention artificially inflate its playing time. There’s also some annoying backtracking and the difficulty veers on the cheap side on occasion. It’s definitely not perfect, but it’s more than playable.
I enjoyed playing through both Breath of Fire games. They may not be world beaters, but they are very enjoyable if you’re a fan of that JRPG style. The day-night system is a unique feature for its time, even if it comes with its flaws. I think both games are more than good enough to warrant at least one playthrough. Breath of Fire II is the better game, but the original has its merits as well. Just remember to play the retranslated version of Breath of Fire II. Trust me on that one. Or should I say, lust me on that one. Whoa, wait a minute. Something got lost in translation there…
Graphics: 8.5 Sound: 8 Gameplay: 8.5 Longevity: 8
Overall: 8.5
WARNING!!! SPOILERS BELOW!
Breath of Fire II features multiple endings. Here’s the less than good one…
Back in the mid ’90s, Capcom was most well known for their Street Fighter and Mega Man series. Capcom tried their hand at the RPG genre when they released Breath of Fire in Japan on April 3, 1993. It took 16 months for the game to hit North American soil. SquareSoft was an established firm with a penchant for translating JRPGs for American audiences, and they took on the unenviable task of converting the game over. There wasn’t an abundance of RPGs on the SNES back then. Thus, Breath of Fire instantly found a diehard fanbase. It wasn’t great by any stretch but it was plenty solid enough. And for the time, solid did just fine.
WINDS OF CHANGE
I couldn’t stand RPGs growing up. To be precise, it was more like I couldn’t care less. My brother, however, was obsessed with them. He played them all the time it seemed. I didn’t care for RPGs back in the day because I couldn’t see how a slower-paced, turn-based game could be any fun to play. I was a young boy who wanted instant gratification. It wasn’t until much later — around 2003 — that my view on the genre began to shift. Suddenly, the thought of conversing with the locals to dig up clues or just hear some wacky nonsense became massively appealing to me. The turn-based combat went from yawn-inducing to an obsession to level up and earn more gold so I could upgrade my weapons and armor. Today, I consider RPGs among one of my most favorite genres. Go figure. So I don’t really have any big back stories to share about Breath of Fire growing up. I remember, however, being impressed by the magazine previews. Although I didn’t like RPGs then, the game looked quite colorful and even, a bit intriguing. But I figured it to be another in a long list of games I would never play. Little did I know, over a decade later, I would find my way back home to the Super Nintendo for a second chance at 16-bit gaming redemption.
THE STORY GOES…
MEET THE HEROES
MEET THE BAD GUYS
THE QUEST BEGINS
Select the sword option and it opens up even more options.
Breath of Fire uses a unique system where day passes into early evening before giving way to nightfall. It’s pretty cool, especially the first time you see it. Not just cosmetic, either! There are things you can only do in the dark… giving the game an air of clandestine intrigue…
The front guard of Nanai is vigilant during the day but falls prey to exhaustion once the sun goes down. Only at night time can you sneak by him. If a soldier spots you at any point, it’s back to the beginning. It was a clever little way to add in some stealth action to the typical RPG formula. If nothing else, you have to give Capcom some credit for that. I love the small details seen here. Everything from the guard’s snoring bubble to the very atmospheric yellow lights that lends Nanai a brilliant glow. Be sure to explore a bit and not just rush for the exit as there are plenty of good items to be found in chests and large cabinets. Money is tight early on so collect all the free items that you can.
COOL BUT USELESS EASTER EGG
SOME INVALUABLE TIPS
BREATH OF CONFUSION
An old man tells you about the I. Claw near the end of the game. You need to find it or you cannot advance. The problem? There is no clue whatsoever as to where this elusive I. Claw could be hiding. Combine that with a massive world and well, you get the idea. The game forces you to do a ridiculous back-and-forth letter exchange between a weapons’ collector and an old lady stranded on some obscure tiny island in the middle of friggin’ nowhere. Discovering this without any help was pure dumb luck. Breath of Fire doesn’t even give you a damn clue like, “Hey, I heard there’s a lady living somewhere on the east region who loves weapons…” It was simply, “You need an I. Claw” which essentially translated to “Good luck finding it on the large world map, mwahahaha!” Brutal. While some RPGs (i.e. Super Mario RPG) held your hand too much, Breath of Fire was a little TOO obscure at times. I like a happy middle ground — not too obvious but not too obscure, either. A game that did an excellent job of balancing the two was EarthBound. You always got a sense of what to do next but you were never 100% sure. But the key was the game always gave you a sense. Those are the best RPG experiences. Sadly, it’s not quite the case here.
WHAT THE CRITICS SAID
Breath of Fire was met with rather strong reviews. Despite the near year-and-half delay for the North American version, it still managed to stand toe-to-toe admirably with the big SNES summer blockbusters of 1994. EGM gave it scores of 7, 8, 8, 8 and 9. They praised it for its excellent visuals and sound. GameFan rated it 90, 90and 94%. GameFan lavished heaps of praise on it for its artwork and animation, its length and its stunning music. Super Play was less enthusiastic, however, giving the game a respectable but not remarkable rating of 80%. They called it lightweight. Leave it to those Super Play chaps to calm the rest of us down. They didn’t hand out 9s and 90s willy-nilly like EGM and GameFan did!
CLOSING THOUGHTS
Breath of Fire is a solid RPG. It did many things right. These include brilliantly animated sprites, amazing sound and music, a unique day-night system that affected gameplay, and skills unique only to certain characters which made all eight protagonists serve a key role. But with the good comes the bad. The game starts out on a high note — it introduces you to each new ally in a meaningful way, allowing you to hunt and fish for health items, shrink down to save a family of mice from deadly cockroaches and there’s even a cool little stealth action. Sadly, at some point it felt like the developers lost a bit of their ambition and vision. The game begins to drag a bit in its second half. And damn, is the game long. It took me 40 hours to beat and I felt it lost a little steam in the latter half of the journey. The ridiculously high random battles didn’t help it any, either. There’s no run button so our heroes move like snails in mud. The lack of character development in the latter half was also disappointing. Sometimes clues were far too obscure and left you wandering around wondering what the hell to do next. The day and night system, while promising early on, later proves to be a bit of a pain in the ass. In order to advance in certain areas of the game, you had to talk to a specific person in town who only appeared at a certain portion of the day (or night). This actually ended up hampering the experience for me as it made it tedious to play at times. Sure, the day and night engine starts out as a fun quirky novelty, but it quickly morphs into an annoying hassle. This is definitely not the kind of RPG that holds you by the hand. Some will like that open-endedness, but I prefer a balance. You won’t find much of one here.
Nevertheless, for all of the blemishes I brought up, I really did enjoy my time playing through Breath of Fire. It’s got a certain charm to it with its bright and colorful visuals that melts my 16-bit heart. The music is haunting. The melodies fit each region of the game to a tee whether it’s soothing, ominous or action-packed. I enjoyed using the eight characters’ unique skills, such as Ox smashing through barriers and Karn opening locked doors. But at 35-40 hours, it’s just too damn long for not being an epic RPG. It’s also a bit too obscure with its clues. Be sure to have a guide ready. Also, I didn’t like how too many of the NPCs repeated the same phrases. I know they were trying to save memory, or maybe they were just lazy, but these moments often took me out of the moment. When too many NPCs repeat the same thing I just read from someone not two feet away, it really hurts the game’s ability to truly immerse you. Having said that, I would recommend Breath of Fire to any RPG fan with a Super Nintendo. It’s far from a classic, but it’s an enjoyable adventure with a few unique twists along the way that makes it worth going through at least once.
People seem to either hate or love Brandish. Rarely will you find someone split right down the middle. I’m in the camp of those who loved its methodical hack and slash gameplay, its magic-infused combat, its atmospheric music and an overall somber mood that works like gangbusters. A sequel was released in Japan but of course, with Brandish being not so well received in North America (and released a bit later in the SNES’ lifespan — February 1995 to be precise), Brandish 2 was doomed to stay in Japan. However, like many Super Famicom-only (A)RPGs, dedicated fans have translated the game to make it accessible to those who can’t read Japanese. If you loved the first Brandish, you’ll like the sequel as well. Let’s dive in and take a closer look.
A CASTLE DIPPED IN MOONLIGHT.
A LABYRINTH LOST TO TIME…
Brandish came and went with little fanfare. It’s one of the few SNES games I didn’t know existed until 2006. But upon discovery of the game via a magazine ad, it sucked me right into its sordid underworld. The plot intrigued me in a unique way that few other SNES games have. Playing as public enemy #1 Varik, you find yourself buried many floors below the surface and forced to battle monsters and demons in order to crawl out of this hellhole. One late night in February 2006, I had an overwhelming urge to play Brandish. So at 3 in the morning, I flung myself out of bed and I shuffled my way through the darkness to do just that. I was instantly greeted by a soothing tune as a castle dipped in moonlight came into view. The atmospheric intro still haunts me to this day. Next thing I know, I find myself deep underground in some God forsaken labyrinth lost to time. The visuals were a little crude, but man, that music. It perfectly captured the feeling of being 40 floors below the surface. Along the way you’ll meet eccentric NPCs, a menagerie of menacing monsters and some decent puzzles to work through. It was one of the most captivating gaming experiences I’ve ever had.
THE STORY GOES…
Wandering swordsman arrives…
Whoa… the heat blurs your vision.
Unable to stand any longer, you collapse face first.
“HAHA! Look at this stupid fool!”
While Karl didn’t appreciate the king’s decree, she sure did. Call it schadenfreude…
WHAT IS THE PLANET BUSTER?
THE JOURNEY BEGINS…
PRO TIPS
Most swords have a use limit before breaking. You got to be wise. Save the big breakable swords for bosses and use the weaker and unbreakable swords you pick up along the way on cannon fodder.
The original Brandish is a love or hate game. I for one loved it. It was one of the most immersive SNES games I’ve ever played. Discovering there was a sequel released only in Japan was like finding a $20 bill hidden in an old jacket. On the surface, Brandish 2 looks like an improvement. The visuals are much better, and now instead of being confined strictly underground, you’re out and about in the wide open. It seems as if it has the makings to be a superior game but I didn’t enjoy it nearly as much as I did the original. Brandish 2 just lacks the simplistic charm of the first one, not to mention the puzzles and monsters.
It’s nice to see the added diversity for sure but oddly I rather prefer the original. The idea of being trapped some 40 floors below the surface made the original have sort of a horrific unholy feel to it. That’s not to say Brandish 2 is crap. The graphics are considerably improved and the addition of more NPCs was much welcomed, but there was just something about the original that really hooked me and didn’t let go. I felt like I was really flung deep underground and right into Varik’s shoes. Scratching and crawling every inch of the way, I fought demons, t-rexes, goblins and even Death itself all in the name of survival. There was a feeling of desperation in the air and it was accompanied by a haunting soundtrack. The original had over 55 different types of monsters roaming the labyrinths. I was a little bit disappointed then to find a glaring lack of variety in the enemy roster of Brandish 2. There’s only maybe 25 types and too many of them repeated themselves based on which level you were on. There were also too many human enemies for my liking. Still, I’m glad I went through Brandish 2. And if you liked Brandish, you probably should too.
Graphics: 6
Sound: 8
Gameplay: 7.5
Longevity: 7
Overall: 7.5 Bronze Award
EXCLUSIVE MUSIC VIDEO
And now, an exclusive debut on the internet. 22 years after its release, I’m proud to share with you the mega obscure never-before-seen BRANDISH 2 MUSIC VIDEO! Click on the video and follow the pictures on this site below.
Kick-ass one minute instrumental… enjoy by scanning these accompanying shots…
ENDING *SPOILERS*
“You always bring misery wherever you go, Ares. I’m not shocked.”
“Hey! Not so fast. You already forget the terms of our ceasefire?”
As a kid, I was all about action games. Whether it was a platformer, a beat ‘em up or a fighting game, I was a happy camper as long as I could exert my malignant desires at will. My gaming diet mainly consisted purely of hopping on platforms and bad guys, shooting foul entities to Kingdom Come, beating up gang members and blowing stuff up. My brother on the other hand grew up loving RPGs. I couldn’t stand them. Granted, I never gave one the time of day. But over the years I guess you could say my gaming taste has gone through a process of maturation. And no one was more shocked about it than me. As a kid, I simply didn’t understand how someone could derive any pleasure from a slow-paced, text-filled, turn-based game. But of course, I was ignorant to the simple pleasures that only this genre can deliver. The Action RPG, or more conveniently the ARPG, is sort of like a cousin to the role playing game. Although I never got around to playing any of them back in the day, there were actually several ARPGs that caught my eye as a kid.
OK not all of the games featured above are ARPGs but you get the picture. I did have an interest in playing these genre blending games, but Brandish wasn’t one of them.
Not that it didn’t strike my fancy you understand — it’s more a case of I never even heard of it back in the day.
During the early days of my SNES resurrection (January 2006), I dug out my old EGM and GameFan magazines to find games I had either forgotten about or never heard of. One night I came across this, and right away the ad had me captivated.
Underground?
Mazes?
55 different monster types?
Take my money!
The game seemed as though it was right up my alley. I immediately went on eBay and bought a copy along with Out of This World from the same seller on January 29, 2006. At just a measly $2.25, one can say that it was a bargain “out of this world!” *rimshot* [Oh Lord -Ed.]
Brandish actually turned out to be my VERY FIRST taste of an action RPG and I’ll always remember it fondly as such. On a late Wednesday night of February 8, 2006… 3 AM… with my alarm set to 7:35 AM for University, I had the strangest urge to play this game. And so, I shifted my way through the darkness to do just that. It’s one of those weird random gaming memories that you recall even to this day.
As soon as the calm intro began, with its soothing music playing softly in the background, I was sold. Seeing that tower lit under the soft glow of the moonlight was the perfect image to go alongside my 3 AM session, and the story of Varik being swallowed underground having to fend off 55 different breeds of monsters immediately had me hook, line and sinker.
I played for half an hour before saving and quitting. First impressions were favorable. That night I went to sleep with sweet visions of blue blobs and red-eyed goblins dancing in my dreams. I couldn’t wait to explore more.
Below you’ll find a journal entry I wrote following my initial playthrough of Brandish back in early 2006. Man, those were the days. Glad I kept a journal because these things are like a gawd damn time machine!
THE STORY GOES…
BERIMYA AND THE SECRET POWER
Many years ago, in a far away land, stood a tower in the middle of a small kingdom called Berimya. The tower was so magnificent, it seemed to symbolize all the peace in the world. The people were happy bustling in Berimya, but this land was ruled by an evil king named Berebus.
As kingdoms prosper though, it’s not uncommon for the people to grow increasingly greedy. Berimya was no exception to the rule. Not content with his country’s prosperity, King Berebus began to dream of how he could strengthen his power. In time he caught wind of an old urban legend that the tower held the key to satisfying his insatiable greed.
The Berimyan legend went like this: There is a towering source of ultimate power that controls everything in the world. It is said that the secret of the source was kept at the top of this sacred tower, and not even the king was allowed to enter this area. The secrets were only passed down to those of pure intent by Baltus, the king’s archbishop.
The king tried very hard to suss out the secrets from the archbishop, but his vow of secrecy restricted him from doing so. King Berebus became so desperate that he sent a spy in the guise of a priest inside the tower.
Several days later, the spy returned with an ancient book he had found hidden in the tower. This scripture revealed information about the Secret Power that King Berebus desired. It was written, “A dragon, the protector of Berimya, resides at the top of the tower and controls all of the world’s power.”
Under the command of the king, the Imperial Army forced their way into the sacred tower. Baltus tried to restrict the soldiers from entering but evil King Berebus sentenced him to death for obstruction and defiance.
When the soldiers finally reached the top of the tower, an enormous dragon statue stood before them. The very moment that King Berebus spoke, the statue lit up in a pale blue light and the dragon sprung to life.
The fearless king stood in front of the dragon and declared, “I am Berebus, King of the land Berimya. Give me the source of your power or DIE!“
Suddenly, the dragon opened up its wings and curled its long neck and body into a ball. An intense, vibrant light radiated from between its wings. Fearing for his life, King Berebus ordered for the soldiers to kill the dragon. The dragon did not resist the attack, continuing to radiate light.
It also affected the people of Berimya. From that day forward, the city was thrown into isolation. In one night, the sacred tower, kingdom, and all of the people of Berimya sunk deep into the ground.
One thousand years later, the forgotten past of Berimya would be unveiled in the land of Bavalya.
BAVALYA: A DESPERATE LAND
Bavalya was a small country that showed no signs of having a horrible past. From the outside it appeared to be a peaceful place to live. But in reality, Bavalya was in turmoil. Beryx, the King of Bavalya, had devised a plan to make the country a richer place. In order for the small country to become more prosperous, he placed large bounties on criminals and collected money by taxing these rewards. This system stabilized the wealth of the country, but invited criminals to stalk each other. Bavalya had turned into a corrupt and violent place to live.
Due to these circumstances, there were few visitors who dared to enter Bavalya. The country was on the road to pure self-destruction.
THE WANDERING SWORDSMAN
One day, a curious man came to Bavalya. At first glance, he looked like a filthy beggar. The long, intimidating sword by his side, however, revealed he was a powerful swordsman with a dark, secret past. His name was Varik. He earned his living collecting bounties.
Varik walked into the local bar and noticed some men staring at him as he continued to the other side of the room. Sketches of wanted criminals adorned the walls. A loud voice boomed from a table far away.
“I heard there are hidden treasures in the large hole!”
“But have you also heard that there are demons crawling all over the place down there? And God only know what else…”
“Which one of you criminals has the most on your head?”
“It’s got to be that guy over there! He must be worth a million gold pieces,” a man in high spirits declared, pointing to Varik.
“Aye, he’s a strong one. For your own sake don’t bother with him. It’s best not to concern ourselves with that kind of vermin…”
“The reward money we could collect from that guy would allow us to live the rest of our lives in luxury, but it’s simply not worth the risk.”
Varik decided to ignore what they were saying and instead went to find out more about this mysterious hole from the bartender.
“Since the day the hole appeared, people suddenly began disappearing. Some say they hear strange groans and growls coming from the terrible hole. There are even people who say they’ve seen monsters in Bavalya! There were rumors about how, some way or another, one of the monsters crawled out of the giant hole and fatally wounded some of the locals. One person after another has been lured into this hole and they’re never seen again. You may think you’re tough enough to battle men here, but down there, it’s a different story. I’d stay away from that cursed hole if I were you! Even if you are who you are…”
THE CURIOUS HOLE
Moments later, Varik found himself standing on the edge of the huge crater. He noticed a small opening at the bottom. He began to climb down towards it when a woman’s voice suddenly rung out. “Varik!” He immediately recognized the voice. He looked back to see the sorceress Alexis standing on the edge of the crater with a stern expression carved on her face. She twirled her magical wand.
Five years ago, Varik was falsely accused of murdering Alexis’ master, Balkan, and she has been persistently following Varik ever since to exact vengeance.
Then Alexis stretched out her arm, effortlessly throwing a fireball at Varik. With enormous speed, the ground beneath Varik exploded as he dodged her fireball. Horrified that her shot had missed him, Alexis fired a second shot which fell into the hole.
You control the bounty hunter, Varik. Your goal is to somehow return to the surface. But standing in your way lies thousands of monsters, booby traps, puzzles and oh… Alexis hot on your trail! Advice? Keep moving and don’t trust goblins!
Will Varik ever see the light of day again?
Will he ever again bask in the glow of the moonlight?
Most importantly, will he ever enjoy another Bavalya Cheesesteak?
All this and more will be answered once you’ve entered the sordid world that is BRANDISH.
GAME FLOW
1. Ruins Area 1-10
2. Tower 1-9
3. Cave B10-B1
4. Dark Zone 1 & 2
5. Fortress 1-7
6. ?????? (I’m not telling…)
Good luck!
CHICKEN SOUP FOR THE GAMER
I started playing Brandish on February 8, 2006. Buying games at an insane pace however, my Brandish playthrough got lost in the shuffle. It wasn’t until July 2006 that I picked it up again. I collected two gold bars but they took up two slots in my limited inventory box. Can I combine them somehow? I checked a FAQ but it only said “Mega Tip: Consolidate your items” and didn’t tell me how. So I asked my good fellow gamers over at DigitPress if anyone knew. DDCecil sent me a PM that he had a Brandish manual lying around in his game shop. He offered to send it to me for free. What a guy! I was so excited the day the manual arrived that I read the 40+ pages like it was the best novel in the world. And now I knew how to consolidate items. First, you needed to have a Dimensional Box. To pay it forward, here’s a picture that explains it in full for all the manual-less Brandish players out there who may be wondering what the flipping heck.
BRANDISH BESTIARY
55 varying breeds of monsters, demons and ghouls await. They range from very small to very big and from low to extremely high health points. Some prefer to hack alone while others work in packs. Here’s a small sample of some of the enemies you’ll meet in your lengthy quest…
Plus many more! There are also over a dozen boss monsters that want to rip your face off.
WELCOME TO THE RUINS
I like how Brandish incorporates jumping into its gameplay. It lends for some extra puzzle possibilities. Not many ARPGs let you jump, so this was very cool. On a side note, Brain Lord also lets you honor Van Halen.
Brandish is fairly infamous for its awkward “camera system.” It has turned off many players. Rather than controlling like the typical ARPG, Brandish shifts the entire maze 90 degrees around the player on each turn. This style has frustrated many due to its jerky nature. It definitely takes time to get used to. It wasn’t long before it became second nature for me, however. There are two different command settings (more on that later). You’ll always see Varik’s backside regardless of which setting you use. Strafing will be your best friend as well as the on-screen compass. It’s really not that bad once you get accustomed to it. Needless to say, gameplay here is much more methodical than your traditional ARPG due to its unique control scheme.
MAPQUEST
Inconveniently annoying as the camera system may be to some folks, there’s no doubt that the map system comes in very handy. As you progress through a floor, the map will chart your steps accordingly. Any areas that have gone uncharted is displayed for your convenience.
MAIN SCREEN FUNCTIONS
1. Current shield
2. Current armor
3. Current weapon
4. Evil bloke
5. Marker
6. Compass
7. Current region and floor
8. That would be you
9. Secondary item
10. Health bar
11. Magic bar
The marker allows you to open doors, pick up items, toggle switches, etc. The secondary item can be switched to on the fly by simply pressing X. See the “30” by the secondary sword in the picture and see how the current weapon is broken? Yup, swords wear down with usage. The sword shatters once the counter reaches zero. It may still be used in broken form, but it’ll be far weaker. For those already thinking “That’s kind of lame” — fret not. You’ll soon discover indestructible swords as you progress.
As for the secondary items, they can be anything from your inventory. Keys, potions, magic spells and so on. Be careful when selecting from your items, however. It takes place all in real time…
STATUS
Your luck fluctuates constantly. It affects the damage you can inflict when attacking monsters. Gold can only be found in treasure chests or by selling items to shopkeepers. Monsters don’t drop gold when killed, so early on it may seem very hard to accumulate money. But as long as you save and spend wisely, you should be good.
Arm Strength indicates your ability to defend yourself whenever you’re not equipped with a weapon. Knowledge influences the effectiveness of your magic. Magic Endurance indicates your power to resist magic-based attacks from the enemy.
CONFIGURATION
Some people complain about the plodding nature of Brandish. Thankfully, the game speed can be adjusted on a whim. This is great for a number of reasons. Wish to backtrack? Crank it to high speed. Fighting a super nasty boss? The lowest speed slows everything down and allows you to evade most effectively in slow motion. I played at normal speed mostly, switching to low or high whenever warranted.
Message speed is self-explanatory. Ditto the buttons. Hate the default blue color? You get to select from nine different color choices just for the hell of it!
Lateral shifts the screen 90 degrees when you press the D-Pad. L/R strafes. Rotate uses the D-Pad to strafing while L/R shifts the screen. I prefer Lateral by a country mile. It’s the only way to enjoy Brandish to the max and it really works after you get used to this unique style. Your mileage may vary, of course. But for me, it’s Lateral all day and twice on Sundays!
READ ME!
Ah, bless the marker. Not only does it toggle levers but it allows you to see an item’s description, make out what’s inside a mystery bag, warn you of hazardous spots on the ground and of course, read the many plaques scattered throughout the monster-infested labyrinths.
The plaques range from highly helpful to downright strange. Take a peek:
HOLE-Y CRAP
It truly is. Some falls sap you of precious health while others drop you to lower floors. Some pitfalls are given away by a pebble or mark but others, to the naked eye, are impossible to discern. You could drop a steel ball if you have that in your inventory, sure, but better yet, bust out that marker!
MORE MARKER MAYHEM
Items left lying around are marked by the green “mystery” bag. Don’t just pick it up right away. Use your marker!
Speaking of keys, if you love adventure games that feature hundreds of locked doors and, thereby, hundreds of keys to find, you’ll love Brandish. The Skull Key, the Dragon Key, the Ruby Key, the Asshole Key — they’re all here! (OK, not that last one). There are more keys in this sucker than you’ll find at the Plaza Hotel in New York City!
CHEAPEST (BUT BEST) THING EVER
In the first area of the game, the Ruins, there are fountain springs scattered about the subterranean floors. A quick sip or two will restore your health completely. Once out of the Ruins however, you’re on your own. But don’t worry, you have health potions as well as the greatest yet cheapest thing ever…
L+R to recover? Say wha? Yes, it’s called “resting” and allows Varik to regain full vitality. It’s not a cheat — it’s even promoted and encouraged in the manual! Whenever you’re at less than 100% health, press L and R. The screen will pause and darken as your health bar recovers until you let go of L and R. The catch? There isn’t much of one. You might guess the recuperation rate to be slow, but actually it’s pretty fast. The only small thing to be concerned about? Should an enemy attack you while you’re resting, you take double the damage. But you can usually find a safe spot to recover. Therefore, there’s really no catch as long as you rest wisely! I hardly had to use the potions I found throughout the game because I would just end up using the rest option instead.
STOP! HAMMER TIME!
Be on the lookout for deteriorating walls. Use your sledgehammer to bash in these weak walls to discover new playing areas. This is sometimes necessary in order to advance, while other times it serves as a tasty reward for eagle-eyed explorers. Note that sledgehammers have a limited usage rate, though. The game does a great job however of balancing the number of hammer bashes to that of breakable walls. Excellent programming!
Who knows what invaluable treasures, dark secrets or foul creatures lie beyond these crumbling walls…
SHOP ‘TIL YOU DROP
Along the way you’ll find these shops tucked away at the oddest corners of the underground maze. You’ll never meet the same person twice! You can sell, buy or talk. ALWAYS talk to the shopkeepers. They’ll give either useful information or provide odd dialogue bits that add to the atmosphere of the game. And thankfully, the translation came out GREAT. To further enhance my point, here’s a look at some, ahem, interesting conversations…
And then you have this…
ACTION JACKSON
“Yeah, this whole exploring and dialogue business is fine and dandy but where’s the A in the ARPG, a?”
Don’t worry, there are plenty of bad guys to kill…
I can’t say enough how much I love the monsters found underground in Brandish. You never know which of the 55 varieties is lurking just around the corner…
TALES FROM THE CRYPT
OVERHEAD DOOM? GET OUTTA HERE!
The more I played Brandish, the more I couldn’t help but notice it! The hierarchy of the enemies, the twisting and dark passages of the underground mazes… in fact, one maze in particular reminded me of the classic Doom II map TRICKS AND TRAPS!
But maybe I’m just being crazy here. Then again, maybe not. 42 floors must be cleared in all. Each one is inhabited by bloodthirsty fiends. Locked doors and keys are plentiful. Each maze has its own “personality” and even boss monsters! Brandish kind of feels like an overhead version of Doom…
A THINKING MAN’S GAME
The corridors beneath Bavalya conceal tricks and traps to snare all but the most cunning players. Even the best equipped warriors must rely on their wits and savvy to survive. Certain pressure plates open doors but others may close off escape routes. Jump over pits and plates that hinder your progress, but remember that a select few holes offer refuge from a fate that’s far worse…
This game works your thumbs as well as your brains. Teleporting rooms and warping tiles add to the madness. The unique features and challenges tucked inside each floor keep dedicated players coming back.
MEET THE FIRST BOSS
ELEVATOR MAINTENANCE
OUT OF THE RUINS AND…
As you see, the graphics leave a lot to be desired, especially by 1995 standards. The still shots and cutscenes however are quite lovely, and the Tower on the whole is the game’s best looking stage. New monsters begin appearing in the Tower…
The Tower is ransack with cockroaches, puzzles and NPCs. I won’t spoil what you have to do or who you meet, but let’s just say the game really picks up momentum here. No two floors are alike, and some of the best level designs are found here in the Tower. Oh and just wait until you see the… [SNIP! -Ed.]
OUT OF THE TOWER AND…
Welcome to the Caves, a strange and fascinating place. Although a slight step down from the Tower, it has its surprises and moments as well. Some of the puzzles are tough. My advice? Keep your eyes on your compass…
BRANDISH BROTHEL
CLASH OF THE TITANS
OMINOUS WORDS OF WARNING
DARK ZONE
Top secret stuff. So let us move on…
OUT OF THE DARK ZONE AND…
UGH! You smell that? The fortress is a breeding ground for death and decay. Its pungent stench permeates the thick air, leaving you short of breath and feeling nauseous. But before you can cover your nose, you hear an inhuman growl not too far away…
The fortress is home to some fiendish mazes. Wait until you see Floor X. It’s pretty clever. On another floor, all the doors are locked with no keys in sight. You have to find the “Green-Eyed Monster” wall, and I’m not talking about envy syndrome! Then all the doors will be unlocked, freeing up all the monsters dwelling within!
Your Magic Endurance increases when taking magic attacks. Early in the game you’ll meet Black Magic. Intentionally let him zap you and then rest when appropriate. Rinse and repeat. Do this and you’ll reap the rewards of taking less damage from magic-based attacks as your Magic Endurance gradually increases.
TOO LATE TO SUCK UP… OR IS IT?
That witch Alexis finds herself in a tough predicament and will ask for your help. I can tell you this — your decision affects the outcome of the game…
Do you save the girl (whose been trying to kill you) or do you let her die? Choices, choices.
OH MY GOD-ZILLA!
GREAT CUTSCENES
ADVICE
Brandish is not impossible to beat, but it’ll required much wit and perseverance. Here are some handy tips to help you.
This game auto-saves. Anytime you enter a new floor the game will automatically save. It’s not as bad as it may sound, though. I never had a problem with it. Of course, you can also manually save anytime you like. And I highly advise saving often! Before you open and enter that locked door, save! When you sense a funky puzzle up ahead, save! You can never save enough
Enemies attacked from behind inflicts more damage than when attacked in front
Don’t throw away items — sell them! Even 200 gold pieces here and there adds up
Look for hidden walls you can walk through. The section of these hidden walls will differ from the rest EVER SO slightly, so keep your eyes peeled
Explore! Use the Auto-Map to see where you haven’t been. Heading straight for the exit can prove costly
You’ll meet this bony bald-headed demon early in the game. Like the red skeletons from Castlevania, he cannot be killed permanently. It’s not a bad idea to take 15-20 minutes to kill him repeatedly to increase your offensive stats.
Don’t waste money on swords as they can be picked up as you go along. Also, you don’t need some spells. Spend wisely and save for something you’ll really need.
You can hold up to 99 gold bars. Stock up on them and try not to sell until you’ve got at least several gold bars. Reason being accrued interest! Selling one gold bar is worth 1,000 gold pieces but selling two is worth slightly more than 2,000. And so on.
Fire Magic is the first spell you can afford. I highly recommend buying it. It shoots a blast straight ahead. For each use, your magic meter depletes slightly. But it automatically refills when not used. Attack foes from far away! Good stuff
When ailing, rest. Make sure no monsters are in the vicinity. You may cease resting on a dime, meaning you can cancel after a split second. Keep this in mind when dealing with tougher monsters in close quarters
Adjust the speed accordingly. At times it’d behoove you to set it on low (there’s one monster in particular). High is a must when backtracking through a previous maze to grab the item that you didn’t, or couldn’t, before
Don’t expend your numbered swords on the regular baddies. A broken sword will suffice. Save your big guns for the bosses. Use the broken sword until you can find the indestructible short sword, then the indestructible Rapier, and so on
Saved in a nasty spot? Use the Emergency Escape. At the load screen, while holding L and R, press A on the save file you wish to employ Emergency Escape. You can then reposition yourself anywhere on the map. However, your status level will drop down by one
Stuck with absolutely no clue what to do next? Look up Jax Aagar’s excellent walkthrough on GameFAQs. Cheers, Jax. I used your guide two or three times. Please don’t rip my arms off — cookie for anyone who got the Mortal Kombat II reference
If you find the dark shield/armor/sword, do NOT equip them unless it’s in the Dark Zone…
Better have Warp Magic in the Fortress… or else
Have Heal Magic before fighting the final boss
THE MOMENT TO AVOID
This is where the game’s most infamous panic-inducing moment can occur. Those plaques don’t lie, folks…
VARIK THE SOCIAL BUTTERFLY
FINAL STATS
You’re given a rundown of your performance once you finish the game. Here are my final stats:
Both EGM and GameFan didn’t preview or review Brandish. Super Play slagged the game off with a 53% rating. This seems to be the ultimate “Love it or hate it” game. There is definitely an audience that swears by Brandish, but you also have just as many people (if not more) who have cast it off as being unplayable and terrible.
Though, Nintendo Power wasn’t shy to support it. They devoted eight pages spanning two issues (#71 and #72) and had this to say:
“Great RPG fun isn’t always pretty. While you won’t be dazzled by its graphics, this cart offers tons of intellectual challenge and hours of gameplay. The numerous mysteries, bewildering mazes and bloodthirsty traps will keep hardcore role-playing fans exploring for hours. If you’re looking for Mode 7 rotation or flashy graphics, this probably isn’t your game. But if you’re seeking a thought-provoking intellectual challenge, Brandish might have exactly what you’re looking for. This ugly duckling has the potential of being a grand swan in the growing pond of great RPGs. Brandish couples the great role-playing elements of Wizardy V, Dungeon Master and Soul Blazer in one huge maze.”
CLOSING THOUGHTS
To say that I feel this game is sadly and sorely misunderstood would be like calling the Super Nintendo “just another video game system.” I’m not sure how many of these detractors have gone past the Ruins (the point where I feel the game really starts coming into its own). Brandish rewards the patient and dedicated gamer. Though quite a few of the mazes may appear somewhat repetitive, there are some excellent layouts peppered throughout. These levels, coupled with the puzzles and an incredibly diverse monster role call, will keep you coming back for more. It’s easy to be turned off by the camera and walk away after 20 minutes convinced that Brandish is a dud. It didn’t take me long to adjust and it became second nature after a while. It’s worth making the effort. I’m glad I did, anyhow. Don’t judge a book by its cover. Gameplay is not innovative but it’s good ol’ fashion fun to walk around a maze hacking away at a Tyrannosaurus Rex with your Sword of Majesty. The next second you find yourself zapping Death itself with your Fire Magic. Uncovering secret rooms and solving puzzles is also all part of the fun. Oddly enjoyable!
The sound is lackluster, consisting of forgettable bleeps and bloops. But the music itself is really effective. The Ruins theme does a convincing job of making me believe that I’m really 40 stories deep underground. The Tower theme is a Zelda rip-off! That’s a good thing. My brother walked by the TV set one night, heard it and said, “What the hell! That’s the damn Zelda theme!”
The shopkeeper theme is perfect. It really sets the mood proper and enforces the feeling that everyone is dwelling deep underground. Speaking of the shopkeepers, they are a hoot to talk to. The translation job was handled well — this game’s dialogue is among the most entertaining I’ve read for any SNES (A)RPG. For example, the weird looking old lady coughing and apologizing for looking like Death itself. And she really does. It lends the game a very unique atmosphere that does a great job of sucking you in…
The various NPCs you run into throughout is another thing that Brandish has going for it. Will you dare to help that one female find her long missing boyfriend? What about the ghost girl — what the hell does she want anyway? And why is her spirit still lingering around? Can you trust the goblin? Playing Brandish was like getting caught up in a really good book.
The gameplay takes some getting used to due to the way movement is handled. As a result, combat is not as smooth as other ARPGs. It’s very methodical and you have to approach it with the right mindset in order to appreciate it. Once you get over the somewhat awkward movement, it actually opens up and plays rather well for what it is. However, enemy AI is pretty terrible. Remember how the guards would chase after you upon sight in The Legend of Zelda: A Link to the Past? The monsters in Brandish do no such thing. They just sort of loiter around until close contact is established. It’s too bad they don’t actively hunt you down as it would have made for a more tense adventure.
Speaking of the monsters, the ad cited 55 different monster types crawling deep underground. That instantly appealed to me and it did not disappoint. From tiny cockroaches scampering about to towering T-Rex’s roaming the mazes, Brandish has got monster lovers covered. Octopus-like creatures, minotaurs, Medusa, hell, even the Grim Reaper is seen milling about the hell hole! It all adds up to one delightful adventure for the gamer willing to make the effort.
Brandish certainly is not for everyone. But if the plot, puzzle solving, monster slaying and a more methodical style of game playing appeals to you, chances are you’ll be glad you gave this the time of day.
Earlier today (August 10), Square Enix released Dragon Quest and Dragon Quest II on the PlayStation 4 and Nintendo 3DS. These digital releases in Japan were made to capitalize on the latest entry, Dragon Quest XI, which was released in Japan on July 29, 2017 (and is confirmed to receive a North American release at a future date TBD). This isn’t the first time Dragon Quest and its sequel have been re-released. In late 2000, a Game Boy Color version of the two games was made. But even before all of that, you had the Super Famicom version which came out on December 18, 1993. It featured both games on one cart and the graphics were improved. While the visuals didn’t take full advantage of the SNES capabilities, it was still a decent step up from the NES graphics. Unfortunately, Dragon Quest I & II never made its way to American soil. However, a fan translated English patch has long since been put out, allowing SNES gamers to fully enjoy Dragon Quest I & II on their Super Nintendo. With these two games being re-released (again) today in Japan, there’s no better time to take a look back than now.
DRAGON WARRIOR
Dragon Quest was released on the Famicom on May 27, 1986. It was later released to the North American market as Dragon Warrior in August of 1989. Wow. This month marks the 28th anniversary since Dragon Warrior left its mark on an entire generation of NES playing kids. Many people consider Dragon Quest to be the granddaddy of the RPG genre. It inspired other companies to try their own hand, giving birth to classic franchises like Phantasy Star and Final Fantasy. In terms of influence, one could even argue that Dragon Quest is to RPGs as Super Mario Bros. is to platformers.
SNES MAKEOVER
Immediately you can see that the SNES version enjoyed a visual boost. I’m not a graphics whore but it’s hard to go back to the NES original after seeing and playing the SNES version.
Select your game of choice. If you’re brand new to the series, definitely start with the first one. It’s harder to appreciate the original if you play Dragon Quest II first.
DRAGON QUEST
“Demons all over the world were taken out by Roto and this powerful Ball of Light. But then, the evil King Dragon appeared. He stole the Ball of Light and sealed it in darkness. If he is not stopped soon, it will be the end of the world as we know it. It’s up to you to stop him and bring back the Ball of Light by any means necessary!”
Another massive improvement: now you can talk to someone or search something without having to go through the cumbersome “action” menu. Do this by pressing either X, L or R. Of course, you still have the option to use the action menu but you’d be crazy to. This definitely makes the game a smoother playing experience. It’s a big reason why many prefer this version over the original.
Princesses and demons…
Thanks to the more functional control scheme, searching for hidden items is no longer as tedious or annoying. Once you’re stocked, it’s time to venture out. I like how the final castle looms in the distance and you can see it right away. It’s an effective tease!
Outside, the random battles begin. There’s no animation from the enemies to speak of, but it’s Dragon Quest. You’re not here for mind-blowing graphics. For what it is, it works.
Health running low? Retreat back to town to rest at the Inn. You can also head to the vault and either deposit or withdraw items. Since your inventory has a limited number of slots, wise management is crucial.
Exploring towns and villages is a must. You never know what helpful items you may uncover. That wise old man is the one to see when cursed.
Entering certain buildings lead to such quirky transitions.
Beating random enemies and leveling up is all part of the grind [HA HA -Ed.]. You’ll even learn some magic spells as you level up.
Discovering a new town or village for the first time is always a welcomed sight, especially for weary warriors. Even if it means, and I say this with the utmost affection, dealing with some of the village yahoos…
You’re going to need the torch here to light the way. At the end you come to a tombstone with a special message directed to you from the legendary Roto himself.
Wounded in battle but far away from town? Toss the Wing of the Chimera up in the air to take you back to the nearest town. Then you can rest at the local inn. Be sure to always carry at least one Chimera Wing with you. You don’t want to be caught in the middle of nowhere with no medical herbs or magic points to heal yourself.
Having a tough time with the latest batch of enemies? Then be sure to upgrade your weapons and armor. I like how the game shows you the difference. Believe it or not, not every RPG following Dragon Quest did this. That’s my biggest pet peeve with certain RPGs other than excessive random battles. Show me the difference, damnit! Ahem. Oh, and don’t forget to sell obsolete items [Yessssss, DELETE! -Broken Matt Hardy]
Typically, it’s just a matter of leveling up a bit and/or upgrading your weapons and armor. That’s been the RPG way ever since.
Ooooh, ahhh. Check out the brand new tree shadows in the village of Kol! This is perhaps the coolest visual tweak as the NES original did not feature this. It’s a small detail but goes a long way to add that extra punch.
These sultry ladies sure are friendly. This dialogue was removed from the US version of Dragon Warrior for obvious reasons.
Whoever this wise old man is, he sure gets around! Obviously, they just recycle the sprite. Hey, you had to use your imagination a bit back in the day.
DRAGON QUEST II
Together, this young man and his bride left on a journey and built several new countries. These countries were ruled by the children of that young couple, and were handed down to the following generation.
“DAMN that Hargon! We cannot surrender. Summon the soldiers at once!”
Sadly, as the guard went to carry out the King’s order, a demon swooped in for the kill. Strickened with fear and panic, the King urged his daughter to take cover and not to worry about whatever may happen to him.
Courageous to the bitter end, the King gave the demons all he had. His daughter, Maria, stood by watching and praying for the best.
Unfortunately, the demons called for backup and swarmed the King. He stood no chance, and Princess Maria had no choice but to honor her father’s last request: HIDE. And so she did. What became of her is a mystery that will be solved later…
Luckily, one brave soldier was able to escape the ruckus. He immediately limped all the way to the nearest castle to inform the King there before passing out. It was his valiant effort that set forth a tremendous domino effect. History honors his name.
Unlike the first Dragon Quest, this time two fellow allies will accompany you and assist in the great war. They also share the blood of Roto.
Another new aspect: now you square off with multiple enemies at a time rather than just one. Once in a while you’ll even land a lucky strike that hits with more power than your regular attack. It’s signaled by the words “Terrific move!”
However, this system had a slight flaw. Say you have two Big Slugs and they’re grouped together. Well, you can’t select which specific slug you want to hit. You just pick the group and the rest is up to the game. You can see how this affects strategy once the other two members join the party. Thankfully though, the game is pretty good with allocating your attacks properly. It’s not always perfect, but it gets it right most of the time. Still, I would have preferred being given the choice since that would leave no room for error.
Speak with all the villagers. Some will pass along pertinent information to aid you in your quest. Others, however, are used for comic relief. But nothing wrong with that! Seeing what random kooky thing some Regular Joe NPC might say is all part of the charm.
Rummage around — you never know what you might find. Although it is a pretty low thing to be stealing lottery tickets. But only in video games, right? Some of the locals, by the way, aren’t so friendly. You can already tell that girl is going to be the one wearing the pants in the relationship
Speaking of the Prince, how about we go find him?
Where have I heard that name Kain before? No matter, the Spring of Bravery, you say? I’m so there! A nearby guard clues you in as to where this Spring is located.
Before taking off, a guard upstairs doesn’t hesitate to throw a little bit of shade at the Prince. Chuckling to yourself, you head off to find the Spring of Bravery.
Seeing a treasure chest lying in the open is always a great feeling. They just jump off the screen with their red and gold design. Once deep inside, you find a wise elder who soaks your body in the purifying water. Instant heals are the best in RPGs.
You’re joking, right? Oh you’re being serious. I see. Damnit. You know what, no biggie. It’s all good. After all, I got some exercise, fresh air and leveled up a bit. I’ll just go to Laurasia Castle now to find that little cheeky nomad.
*HALF A DAY’S JOURNEY LATER* WHAT?!Are you kidding me?! Alright, off to Sumaltria it is, then. Kain’s ass best be there.
Alright, THIS IS BULLSHIT. Where the hell are ya, Kain? You got me on some chicken egg hunt here. This ain’t scavenger hunt! *You even begin to wonder if this is some rib and that Kain is in another RPG…*
FINALLY. You’ve been searching for me? Oh boy, HAVE I BEEN SEARCHING FOR YOU.
Despite some, ahem, trouble meeting up, once you do you’re glad to have Kain along for the ride. He makes for some passable conversation and unlike you he can use magic on the bad guys. After coming to this strange strip of land tucked away in a far corner of the map, an old hermit tips you off to your next location.
Approaching the mouth of the enormous cave, a knot starts forming in the pit of your belly. You nervously joke with Kain about accepting his sister’s offer to help out. Kain reminds you she’s useless and you shake it of. Get a grip, you tell yourself quietly. You were born for this moment. “FREEEEEEDOM!!!”Hey, whatever it takes to psych yourself up.
Another feature added into the Super Famicom version was the inclusion of seeds (or acorns). This was not available in the NES original. When seeds are acquired, it’s best to use them right away. They randomly increase a certain skill level by 1-4 points. It sucks when you get a 1, but it’s a high when you land a 3 or a 4.
Prince Kain is definitely a welcomed addition to the team. While weak physically, his magic packs some potency.
Explore! Or else you may miss out on valuable treasure chests tucked away in obscure corners. Ah, the Silver Key! What was it again that the prisoner told you?
*FLASHBACK* Ohhhh yeah…
Travel back to all previous towns and start opening shit up! The Silver Key has unlimited usage so open without discretion.
Remember that lottery ticket you jacked earlier on? You felt bad at the time for doing so, but any feelings of remorse went straight out the window the second you scored the Prayer Ring…
Scattered throughout the land is the lottery man. He’s even nice enough to give you a free ticket sometimes if you match two out of three.
Hmmm, I wonder where this leads…
Sorry, but I don’t care to hear what your safe word is. Freak.
Sometimes, discretion is the better part of valor. But be careful, an attempt to flee from battle ISN’T always successful. And if it isn’t, the computer gets first crack. It’s definitely a roll of the dice…
Management of your health and magic points is key. Don’t enter a battle ill-equipped and most likely you won’t have to worry about fleeing. Of course, some luck never hurts as well (i.e. “terrific” strikes, catching the opposition dozing, etc.)
Moonbrook appears to be in shambles. You and Kain brave the pain of the hazardous moat to see if anyone is still alive, including Princess Maria…
Careful, the enemies start to get tough here and can come in waves of five. Make it to the flame at the end and try speaking to it. It turns out to be the spirit of the deceased King, who informs you that his daughter has been cursed and turned into a dog. Hey, wait a second here, where have I seen a dog before…
Having obtained the Mirror of Ra (thanks to the guard for the tip — may he now rest peacefully), you recall to yourself where you had seen that mutt before. OK, here goes nothing, you think to yourself as you raise the Mirror of Ra high above your head. You can’t help but feel a little silly in doing so, but when the fate of the world hangs in the balance, you’re willing to do just about anything…
HOLY SMOKES — it actually worked! I mean, I knew it would all along. Of course you did…
Avengers assemble! Not quite, but your rag tag group of three is now complete and ready to kick some demon ass. By the way, remember the Metal Slime? Of course you do. The bastard often runs away but if you manage to kill him, a HEAP of experience points is your reward.
Princess Maria isn’t much of a physical attacker, but her spells come in handy. Especially the sleep spell, which can subdue an entire group and save you from being pummeled.
Where will this adventure take you and your friends next? Many unusual lands lie ahead. Enjoy the journey!
Caught in the act! I KNEW THERE WERE TWO KAINS! One from Dragon Quest II and one from Final Fantasy II! I’ll be damned…
ALL ABOUT THAT GRIND
WHAT THE CRITICS SAID
Dragon Quest has earned an outstanding reputation within the gaming community and rightfully so. It gave birth to so many other great RPGs. It paved the way for future classics. As such, it will always be highly regarded. The first game has definitely aged. It features a single party member and you always fight only one enemy at a time. It’s super basic but what did you expect for 1986? You can’t really compare it to other RPGs at the time when this Super Famicom version came out in late 1993. You have to look at it through the proper lens to truly appreciate it. The sequel obviously ups the ante by including team allies as well as the number of monsters you fight at a time. Even then, you have to keep in mind Dragon Quest II originally came out on January 27, 1987. That’s more than 30 years ago. RPGs have come a long way since 1987, so it’d be foolish to go into it expecting a ton of bells and whistles. For what these games are, they get the job done.
CLOSING THOUGHTS
Dragon Quest is a quintessential video game. If you consider yourself an RPG fan or even just a video game historian of sorts, Dragon Quest belongs on that list of games you must play through at least once before you die. It’s a time capsule — a look back in time when RPGs didn’t saturate the market. If you enter this with the right mindset, you’re sure to enjoy the experience. ChunSoft could have mailed it in, but they made some significant improvements over the NES original. Visuals, of course. But little things such as adding in seeds, extra shops, reduced grinding and the like speak to the care that they put into this lovely two for one package.
Dragon Quest II ups the ante by being bigger and better. It took me 11 hours to beat the first game while the second quest took me approximately 30 hours. It’s not that long but I took my sweet time. It plays a lot more like the RPGs we came to know and love in the ’90s by having a party of playable characters and whatnot. And I would be remiss if I didn’t mention the brilliance of the music. Each tune fits the moment to a tee, ranging from whimsical to foreboding. Both games were classics for their time and if you take them for what they were when they originally came out, then you’ll most likely appreciate and enjoy it. If you’re looking for something on a grand and epic scale along the lines of a Chrono Trigger or Final Fantasy III, however, you might end up being a little disappointed. Dragon Quest I & II is straight forward — what you see is what you get. It serves as an excellent history lesson as well. If you have been curious about these games but never got to try them, then this SNES remake is definitely the way to go. Playing Dragon Quest I & II lets you see more or less how JRPGs came to be. If nothing else, these games are worth going through at least once just for that reason alone.