Tell me… what kind of video game would you get if you mixed Splatterhouse, Castlevania, Ghostbusters and Sailor Moon into a melting pot?
If you answered GHOST SWEEPER MIKAMI — you’re on the right track.
As Mikami, a rather sexy-dressing lass, you must rid the levels of spirits with her trusty magic baton. Along the way pots can be broken to reveal power-ups such as food or weapon upgrades in the form of projectiles.
But is it any good?
Let’s go to the tale of the tape shall we…
LEVEL ONE
Mikami starts out at the local mall. I’ve always liked the mall setting in video games. See examples such as Zombies Ate My Neighbors, EarthBound and True Lies. Wish more games would incorporate this setting.
What’s creepier than crummy old mannequins at night? Window smashing zombies!
Exiting the mall, it’s time to board the train. The scrolling here is smooth and splendid. Not choppy at all. Good stuff.
The little details are what makes a game extra cool. The paper will spring to life! Looking a little pale there, fella!
Yes, I know. Groundbreaking stuff indeed. Doors must be gutted, and
quickly! Watch out for them nasty hand thingies.
His long arm attack reminds me of the old, cheap, sticky, long arm “toys” sold at supermarkets for 25 cents back in the day.
LEVEL TWO
Oh, it’s the house-at-the-end-of-the-woods bit. They’re never good news, are they?
LEVEL THREE
Mikami is shrunken and must navigate this level on the back of a stray cat.
CLOSING THOUGHTS
Based off the anime/manga by Takashi Shiina, Ghost Sweeper Mikami is old school platforming fun. It controls well and the atmosphere is both slightly goofy yet somewhat spooky. There aren’t a lot of flashy tricks here — what you see is what you get. It’s just a straight forward action platformer akin to the dozens we received back in the 8-bit NES era. If you’re into that sort of thing, Ghost Sweeper Mikami is definitely worth hunting down. Perfect for Halloween season, this game is a worthy addition to your Super Famicom collection.
November 10, 2006, was a day for the ages. I received my last package of “ultra rare” Super Famicom games. It took a month of collaborating but finally my mercenary over in Japan finished the job, and what a job he did. With this score, I was pretty much set.
But I had no time to revel in its magnificence. I was on my way to a wedding banquet with my good friend, Eddie. Who got hitched? Our old high school friend Christina, Eddie’s old flame. And despite his efforts in coaxing me otherwise, I knew he still had feelings for her.
She’s the one he let get away, folks… and man… she’s a keeper.
By the time we got off the freeway it was dark and pouring. We were forced to stop at a train track. As the heavy rain drops pelted the roof of his car, with the loud rumbling of the train roaring past us, it happened.
JESSIE’S GIRL blared on the radio. Its cheesy yet classic 80s pop rock, not to be outdone by the tumultuous train, sliced through the cold night air with fierce vengeance.
I expected him to change the station, but he never did.
As the train roared on for what felt like an eternity, we sat there in silence, taking in the ambiance. I feared the lyrics would drive him over the edge…
Jessie is a friend.
Yeah, I know he’s been a good friend of mine,
But lately something’s changed; it ain’t hard to define.
Jessie’s got himself a girl and I wanna make her mine.
Y’know I feel so dirty when they start talkin’ cute,
I wanna tell her that I love her but the point is prob’ly moot.
And I’m looking in the mirror all the time.
Wondering what she don’t see in me,
I’ve been funny I’ve been cool with the lines;
Ain’t that the way love’s supposed to be?
I WISH THAT I HAD JESSIE’S GIRL!
Tell me, where can I find a woman LIKE THAT?
I don’t know if it was the tranquility of that moment or some epiphany he later reached while parallel parking, but the night was full of fun and frivolity. He showed no signs of lamenting her. That night he finally put the past behind him.
Capping the night off, I arrived home tired but with enough energy left to eagerly open the big box. These games took me forever to find. And this next game is one of them.
Slated to be released in the states as CYBER SLIDER, the furry little guy was replaced by a robot devoid of any charm or personality. It was canned. Thankfully this version is available in all its original glory. The title character is a likable fuzzball, who awakens when you press start. Hey, where have I seen him before?
IT LOOKS LIKE EITHER A PLATFORMER OR A PUZZLER
But of course. In this case, puzzler. With some action elements.
SO HOW DOES IT PLAY?
You move Keeper around a five-by-five grid arranging stones. Your goal is to match 3 (or more) like-colors or like-shapes, vertically or horizontally.
In addition, players have the option of changing the character into a girl or boy. The stone designs, the default being sea related things, can also be switched to letters of the alphabet or fruits. It doesn’t change the gameplay but it’s always nice to have choices.
WHAT CAN YOU DO WITH THE LITTLE BASTARD?
I’ll pretend I didn’t hear that. Don’t you dare mock my cute little Gizmo knockoff. At any rate…
You can move around the borders of the 5×5 grid.
Keeper can also pull the blocks. I love the little sweat animation that Keeper has when pulling a stone. It’s little charming details like this that make this game a joy to play.
Players can jump ON stones and move around ON them to strategically push another stone elsewhere, provided there’s room.
WHAT MODES OF PLAY ARE AVAILABLE?
1 Player Regular
Grid starts out empty. Every 3 seconds a stone appears. Once the grid fills up it’s game over.
1 Player Puzzle
You must clear all the preset stones.
2 Player Regular
You and a friend play on the same 5×5 grid, helping each other out.
2 Player Versus
First one to clear a set amount of stones win (customizable from 1 to 99, default being 30). There’s also an option for “attack mode” which allows one player to stun the other for a few seconds if they push a block over their rival.
The 1 Player Puzzle mode has 60 stages to tackle. A password is granted after each completed level. Those who enjoy contemplatively staring at the screen until inspiration breaks with a resolute “A-HA!” will especially love this.
A look at the first couple levels, then.
STAGE ONE
Just make sure you don’t accidentally clear 3 here instead of 5…
STAGE TWO
STAGE THREE
STAGE FOUR
They serve as a wild card. And since there are only two blues…
CLOSING THOUGHTS
There’s something I really enjoy about the single screen puzzle action genre. Games like Little Magic and Keeper are mind-bending challenges where you could spend 20-30 minutes just nailing down one stage and being completely satisfied with. Keeper is full of charm, personality and challenge. The fact that there is a 2 player mode (co-op AND competitive, no less) puts Keeper ahead of Little Magic for me. If you love these style of games, you can’t go much wrong here. Keeper is simply, er, a keeper. Sorry. It’s a shame we were deprived of Cyber Slider here in the US, but at least we have Keeper to keep us company. And what fine company indeed it is.
If there was ever a platformer destined to stay in Japan from the moment it was made, this would win by a country mile (or a Godzilla foot). It combines an anime feel (based off the anime after all), Japanese wackiness and standard platforming 101 techniques. There are 8 worlds to conquer, with multiple levels for each one.
Nangoku has a level-up system. Anytime you kill an enemy a number pops in its place, indicating how many experience points you just gained. After a set amount is achieved, you level up. This is pretty cool as you don’t see this done much in platformers. A password system is also incorporated to make your life easier.
Sweep kick, punch and jump kick your way to victory.
WORLD 1
Punch that block to form a makeshift bridge to safely guide you across deadly bamboo spikes.
WORLD 2
WORLD 3
WORLD 4
WORLD 5
WORLD 6
WORLD 7
CLOSING THOUGHTS
Daft developed three Super Nintendo games: Super Back to the Future II, Violinist of Hamelin and Nangoku Shounen Papuwa-kun. All three are solid to very good games. Daft was an underrated company. Enix snatched up Violinist of Hamelin and this game to publish. Over the years, Enix has been erroneously credited as making those two games. Of which I was guilty of. Let it be known, for the record, Enix only published them. It was Daft that made the magic happen. Of their three SNES games, I enjoy Nangoku the most. It’s pretty much a standard platformer, but there’s a quirky Japanese charm to it, and I love the RPG-esque leveling up system. It adds a different flavor to the game and makes it feel different from every other 16-bit platformer.
Looking for a fun platformer that stands out a bit from the crowd? Then take Nangoku Shounen Papuwa-kun for a spin. It’ll likely put a smile on your face as everyone I’ve talked with who has played this has enjoyed it quite a bit.
The Back to the Future trilogy is one of the most beloved film franchises in cinematic history. It has a huge legion of fans, and for good reason. All three of the films are quality stuff. Unfortunately, prior to 1993, just about all its video game incarnations were, quite frankly, piss poor. That changed when Daft developed Super Back to the Future II in 1993. It’s definitely not perfect, but it’s pretty solid and scratches that itch to play a halfway decent Back to the Future game. Good job, Daft. By the way, my previous review (Violinist of Hamelin) was also developed by Daft. Not a bad little company they were while they lasted.
Doc tells you some jibberish about righting the time periods (I guess). Note the cute and charming SD (Super Deformed) look of the characters. Nice Japanese touch.
You control Marty McFly on his hoverboard, pouncing on all sorts of bizarre enemies as you travel through time. The game has a very pleasant look and the classic Back to the Future overture was ported over flawlessly. The game provides 4-character passwords to boot.
Let’s look at some of the levels.
1-1
These guys shoot big bullets at Marty, but you can counter that by flipping. Such is the raw power of the hoverboard!
BOSS: GRIFF (1-2)
To hurt him just touch the buttons located at the bottom. This will send the TV’s flying at him.
2-1
Lots of slopes and curves provide a nice sense of adventure and atmosphere.
BOSS: GRIFF (2-2)
Another lovely nod to the film, and a great way to use that scene into a boss battle setting.
Hey, when you’re riding up that high on a hoverboard, water suddenly becomes as dangerous as a bullet. Or something.
3-1
I told you the enemies are bizarre. Look at that slobbering weirdo!
3-2
This may very well be my most favorite stage — featuring a soft yellow backdrop and the Back to the Future overture from stage 1-1 returns. Just a really fun level to play through.
BOSS: JAZZMAN (3-3)
I like how this boss fight has a different strategy from the first two boss fights with Griff. Variety is always welcomed and appreciated.
Break open the suspended makeshift floor. This allows some of the bowling balls to slip through the cracks, crushing Jazzman’s skull. What a way to go out, eh?
3-4
Somewhat tricky, this. Marty’s lifted up, but there are plenty of obstacles waiting for him, like that spiked ball on the upper left there. If hit, Marty will be invincible for JUST long enough to go up again and safely make it to the next section. This stage stumped me for a while but you just gotta gut it through.
BOSS: HAMMERMAN AND RINGMASTER (3-5)
4-1
Ooh, spooky. Check out the thunder clouds and creepy looking trees splattered across this ghoulish graveyard level. Gotta love it. Great to play on a dark rainy lazy Sunday afternoon.
4-2
The rain adds a nice touch, especially since this level comes right after the graveyard stage. It’s a tough stage.
4-3
This floor is littered with knife wielding goons. Be particularly weary of doors — more times than not a baddie is just waiting to jump out.
BOSS: 1985 BIFF (4-4)
Gotta love the cool backdrop here. The 4 buttons releases sparks when pressed. Like all boss fights up to this point, it’s another cakewalk.
PASSWORD SHENANIGANS
CLOSING THOUGHTS
Hearing that classic Back to the Future overture replicated perfectly on the 16-bit Super Nintendo is majestic and awesome. I can’t get enough of it. While Super Back to the Future II has its fair share of flaws, such as slowdown, somewhat difficult control to master and some cheap moments in its level design, I still liked it quite a bit at the end of the day. I don’t know if it’s because I get to finally play a halfway decent Back to the Future game, or if it was the colorful SD graphics or hearing that epic overture. Probably all of that. Overall, I think most Back to the Future fans will enjoy this at least somewhat. The password feature definitely makes it all the more accessible. Not bad, Daft. Not bad at all.
Violinist of Hamelin is a unique, fascinating and quirky little game. Let’s take a closer look.
Based off the anime/manga, your task is to guide a young female (named Flute) safely to the exit of each stage. You control the violinist — Hamel. It’s an action/adventure game with puzzle elements, so it’s definitely not your average run-of-the-mill platformer. The way you interact with Flute is a riot, as you’ll see. You don’t actually control Flute directly; she follows you until you press “X” to deactivate her. But how you get to use her is rather entertaining…
Don’t ask why, but Flute can morph into one of 16 different things! Provided, of course, you locate the proper icon first. Certain sections require certain transformations. It’s all about teamwork. As said earlier, this isn’t your everyday mindless platformer! Each transformation serves its own special purpose, and using the right one at the right moment is key to your success.
The interaction between Hamel, Flute and the level design is really what makes the game work so well. You can stand on her head, pick her up and carry her around, or even toss her like a cannon ball into enemies or impeding brick walls!
FOREST DAY TIME
That’s right, Carl Lewis you are not. So what now? Hit ‘START’ and locate the proper transformation for the job. You only have one at this point, so it’s pretty obvious what’s needed here. Later on, as you grab more and more of the 16 total transformations, it’ll be a little tougher to figure out which one to use, but it’s usually fairly obvious. It’s a fun gimmick that makes up a bulk of the gameplay.
Each transformation serves a specific function. The first one, the ostrich, allows you to cross perilous territory that would otherwise kill you. Press “X” at any time to transform back to Flute.
FOREST EVENING
BONUS STAGE
THE CASTLE
Right off the bat here, you collect your third transformation icon. It’s a robot that can smash any wall. You can also ride it to make your way safely across treacherous terrain, similar to the ostrich.
Like Castlevania‘s red skeletons, that yellow bugger there cannot be permanently disposed of. You can stop him, but he’ll resurrect after a few seconds. Make haste!
A MISSING KEY AND A HUMAN DART
As mentioned earlier, puzzles play a part in the game. Here’s a neat little one within the castle walls.
Hmmm, I gotta get to the top somehow… first, select the robot transformation.
Now, position Flute on the little switch and deactivate her so she won’t move from that spot. By standing on the switch, the block up top disappears. Now fire a note at the crystal ball, which results in dropping the makeshift platform there. Nice.
Once you get to higher ground press “X” again to call Flute, and she’ll properly climb the ladder. HURRAH! We’re home free now…
Kill the snake, grab the key, the new icon (not visible here) and go!
CLOSING THOUGHTS
Prior to playing this game for the first time back in 2006, I had heard a smattering of people praising this game as one of the better Super Famicom exclusives. It’s definitely got a certain charm to it and feels different from your typical SNES game. It’s not quite a platformer, it’s not quite a puzzler, it’s not quite an action game. It’s a hybrid of all those — a platforming puzzle action game that has that special touch of Japanese cuteness and oddity that makes it quirky and memorable. The only real negative I have to say about this game is that it sure could have used a save or password system. It’s no short game by any means. I don’t like the fact that you have to beat this game in one sitting, and that each time you fire it up you have to start from the very beginning. Other than that, Violinist of Hamelin is quality through and through.
When I was a little kid, I was absolutely obsessed with monsters. Fascinated by these morbid, curious creatures. Remember the ole boogeyman in the closet, or the monster under the bed? In 1989, there was a little strange movie geared toward kids that was all about that. It dared to push the cinematic envelope by asking the most important question of our time: What if, JUST WHAT IF, there were truly monsters living underneath our beds?
Brian Stevenson (played by Fred Savage, AKA Kevin Arnold from The Wonder Years) is new to town. He hates it. Absolutely detests moving towns. But one night his life is forever altered when he discovers a wild, fun-loving monster lives under his bed. Maurice (played by Howie Mandel) and Brian form a unique friendship where they travel through the monster underworld by night. They also warp to other kids’ homes via some serious “bed hopping.” There they cause all kinds of mischief and pranks to unsuspecting, sleeping punks. It’s the stuff kids dream about: traveling through space with a monster causing all kinds of good-natured suffering and hi-jinx.
The film used a brilliant mix of bright lights and colors to show off its energetic alternate monster-verse. It was a world teeming with life and energy. It was where you go to escape from the doldrums of the world and to recharge your batteries. Down there there were no limits, and a kid could freely be a kid. But of course…
There lied a real terrifying dark side to this alternate universe. Jagged stairways, dark corridors and foreboding denizens roam about the hellhole. For as much fun as it presented, there also permeates a sense of dread and the fact that something just isn’t right. Something you can’t quite put your finger on, but you know it’s a place you shouldn’t be. The recipe for every kid’s dream but also for their nightmares.
It’s funny looking back at the things we watched and loved as kids. Although it’s rated PG, this movie is exactly the kind of film we would never get in today’s politically correct world. It was full of bizarre sights and oddly subtle spine-tingling visuals and costume designs. Just look at those 3 monsters up there. There is something unnerving about the fact that they’re glaring at a baby with the purpose of making the baby shit its pants. Hell, this movie gives me the creeps more than 90% of the R-rated horror movies released today!
Goosebump-inducing stuff, indeed. Oh, and still to this day, thanks to this movie whenever I see a Mayflower moving truck driving around town, I can’t help but think back to the opening scene. The really cool thing is, the Mayflower truck design is STILL the same as the one found in this 1989 movie. It’s refreshing to see some things DON’T change with time.
Was it just me or what? Hmm, maybe just me then. At any rate…
[Wait a second, I thought something was off. This is a review for Little Magic, not Little Monsters, ya git! -Ed.]
Gawd damn. I’m getting too old for this shit. Alright, Little Magic, then!
Ah Little Magic… I have to admit, growing up this was a fav — er… wait. Hell, I never heard of it until the summer of 2006 when I was on my crusade for obscure Super Famicom goodness! Indeed it is quite obscure and rarely ever talked about. Shame, because it’s an excellent brain-teaser of a game.
LITTLE MAGIC is not what you’d call an epic game, or a showcase piece. Hell, it looks like something off the 8-Bit Nintendo… Adventures of Lolo immediately comes to mind. But as we all know, gameplay reigns supreme, and Little Magic is rock solid in that department.
As May, a young witch-in-training, you must transport a fire stone to its pedestal in each level. It’s a simple concept, but the complexity of the level design becomes increasingly difficult.
May moves one square for any D-Pad movement you make. So she cannot turn without moving. There are 3 ways to move the fire.
Push (just use the D-Pad)
Psychic power (“A” button. Think of it as the “Finger Poke of Doom”)
Magic ball. It explodes after a couple seconds pushing the stone one space forward (“B” button)
May cannot walk on water, though. Some wizard in training eh?
The goal is to transport that fire stone to the pedestal and then head to the goal. All levels are single screen.
Use her psychic power to push the stone to its pedestal.
The magic ball should be used when May is out of poking range of the stone.
The first several stages are easy kid stuff. Level 6 is where it begins to pick up though…
You’re toast if you push the fire stone against the wall there. So what to do?
Form a magic ball next to the fire, then move May to the top corner quickly before the explosion.
Once the ball bursts, it’ll push the fire stone over one space. And since you’re positioned correctly, you can now easily push it down to its exit point. Sweet!
Stage 7 unsurprisingly gets a little tougher.
Stairs melt away as soon as you touch them.
Be sure to watch the intro before playing the game.
It’ll teach you some fancy tricks.
As you progress through the levels, enemies crop up as well, in addition to warp points, spikes, gaping holes and even enemies. In all there are 100 levels. 6-character passwords are provided after each contest. As you’d expect, there are themes for each set of stages as well.
CLOSING THOUGHTS
The Game Boy Color version also received a Japan-only release. Crap graphics make a bad game not. This is a classic example of that. Little Magic is a praise-worthy diamond in the rough and definitely worth hunting down. If you get your rocks off by staring contemplatively at the screen until inspiration breaks through with the resolute “AH-HA!”…then Little Magic is right up your alley.
With 100 mind scrambling stages, it’s sure to be a lifetime project to complete. The thing I love about these type of games — they’re fun to relax with for 20-30 minutes after a long day of work. Sure, sometimes you just want to pop in a mindless beat ‘em up, but there’s something rather rewarding about staring at the screen trying to solve a puzzle until that light bulb moment strikes. A six-character password tops off this cake. One of those games you can pick up and play at any time, leave for 3-4 months and come right back to. One of these days, I’m going to help May pass her graduation exam and become a full time witch. Even if it takes me an entire lifetime! *shakes fist*
On September 7, 2006, I acquired a cart only version of Rendering Ranger: R2 for a “measly” 90 dollars. I say measly because today, more than 10 years later, a cartridge only copy goes for well over $500. In fact, there is a copy on eBay right now with a Buy It Now of $950, damn. A boxed copy goes in the thousands. Why? This game is really rare. In fact, the R2 might not stand for Rendering Ranger but rather “really rare.” Rumor has it there were only a few thousand copies released.
Rendering Ranger was developed by a man named Manfred Trenz (Turrican creator). R2 originally started out as a pure horizontal space shooter. Some time during development they worked in run ‘n gun stages due to the popularity of the genre. They felt a pure space shooter wouldn’t sell real well. R2 is a mixture of Contra (or Turrican) and R-Type. The game was in development for nearly 3 years.
It’s a visual tour-de-force. “This is the Super Nintendo?!” was my reaction multiple times. In certain sections I even thought, “You could pass this for a Sega Saturn title!” Even when the screen is swarmed with countless sprites, there’s no slowdown… none!
Let’s take a closer look at the action.
STAGE ONE
Lots of planes and debris zip by in the background. Mid-way through a huge plane crashes in Mode 7, destroying half the tracks. These flying foot soldiers make up the bulk of the enemy line in level one. It’s fun to watch them flash before exploding.
Stay underneath and away from the flaming pod. These suckers sure take a licking.
STAGE TWO
A quick jaunt outside before entering the enemy base.
Take the lift down. As you descend, flames and drillers attack. Make your way deeper in the base. Doors fall down (reminds me of the classic HANGAR stage in NES Contra). Blow ‘em up. Stationary machines hang from the ceilings and threaten with their deadly flame throwers. No boss here. Board the space ship…
STAGE THREE
Enter the giant asteroid field and mow down anything that moves. Be careful — the big ones segment into four smaller pieces when shot at.
This guy has two forms, the bugger! There’s one of your bomb options on display. I like this particular one because of the wide range it covers.
STAGE FOUR
Trekking deeper in the outer reaches of space, there’s no turning back now. To call the graphics here “mind blowing” would be a gross understatement. My goodness… this is the *16-BIT* Super Nintendo, right?
Huge fleets of ships attack at all times. You really have to see it running to comprehend how amazingly fluid this game moves, without a hint of slowdown in sight. It’s truly remarkable!
STAGE FIVE
After a spirited battle in the air we’re back at it on foot. More doors await to be blown to bits. There’s something oddly satisfying about the flashing effect. It takes me back to the good ol’ 8-bit NES era. Rocksteady from TMNT II, anyone?
This particular gun works extremely well in tight confined spaces such as this.
STAGE SIX
Back to those so-called “friendly” skies. Intimidating fortresses must be dissected section by section. Stage 6 really reminds me an awful lot of SENGOKU BLADE(Sega Saturn).
STAGE SEVEN
Best stage intro ever. An ominous swirly almost mirage-like image of a gargantuan crimson demon skull fades in and out… foreshadowing? My lips are sealed…
This dip from outer space to the metropolitan city at night is mind-blowing. “This is the Super Nintendo!?” rang through my head for the umpteenth time.
STAGE EIGHT
This is where the game decides to knock you down, kick you, then point and laugh. An evil descent sends you through a lengthy force-scrolling section with VERY tight turns and small openings.
IT SCROLLS REALLY FAST. Even the most clairvoyant gamer will find himself at the Game Over screen in no time. Those stones make matters even worse — if you have weak guns fudgetabudit. Suffice it to say…. GOOD LUCK!
MISCELLANEOUS NOTES
Whether on foot or in the air, you can take 5 hits before losing a life (3, 5 or 7 lives)
8 character passwords are provided after each level is completed
3 bars allow you to use 3 bombs. The bars are regenerative and slowly refill once used
Each gun has its own unique bomb (i.e. wave, sphere, etc.) Some are more effective than others
Various container units hold invaluable power-up goodies or energy refill
There’s not a lick of Japanese, though there may be in the ending
Not really difficult… until stage 8, where things just get crazy
When you lose a life, the gun you were last holding will be downgraded. So if you have a weak level 1 weapon, make sure you switch to that when your health is really low
Did I mention the graphics are really amazing?
CLOSING THOUGHTS
The first stage is kind of dull, but it really picks up after that. It’s not a masterpiece (sans graphically of course) but it’s very playable and the bosses are great fun to dismantle bit by bit. The password feature is nice since the levels are REALLY long. Mostly thanks to the fact that some of the bosses take FOREVER to kill. Only you can answer the question for yourself whether this game is worth the enormous price tag or not. It’s impressive to watch this game in motion. Zero slowdown as dozens and dozens of sprites are flying your way at breakneck speed. All in all, Rendering Ranger is a solid game but definitely geared toward collectors. I appreciate the effort to split this game into two different genres, but there are better run and gun games and better SHMUPS on the SNES than what you get here. At the price it commands you might be a little disappointed that it doesn’t cook breakfast! Or at the very least, be in the upper echelon of Super Nintendo gaming.
I was blessed with a great childhood, full of rich memories. But if I could go back and change two things however, I would have: 1. owned a puppy and 2. went to Disneyland. Yeah, I never went to Disneyland as a youth. I missed out on the “Happiest Place on Earth” [Sure, tell that to the Pink Poodle -Ed.]. It wasn’t until my senior year in high school… SENIOR GRAD NIGHT. For the fee of $100 per person, we had the park closed off to the Class of 2001from midnight to 6 AM — it was ours to run… and ours to rule *maniacal laughter*
My friends and I immediately hitched on the first ride we could — the Pirates of the Caribbean. I can still remember vividly going under the cave for the first time… that WHOOSH sound echoing through the crisp cool night air as the darkness devoured us all. Awesome.
I remember the park being lit up… the dance room bumping with carefree to-be high school graduates… the free food… all the rides you could go on. By 4:30 AM many couples were passed out on the benches. But not my group… no, we were wide awake and determined to squeeze the park for all it was worth.
This next game definitely brings back memories of that night. It’s not by Capcom, but GRC, makers of the Genesis cult favorite Trouble Shooter. Despite less-than-stellar control which makes the game harder than it should be, MickeyTokyo Disneyland is a nice little platformer featuring a timeless icon.
In order to rescue his friends captured by the evil Pete, Mickey must conquer each section of the park. Pete guards the end of each section, and in between there’s all manner of traps and minions to thwart your progress.
Water balloons good. The standard kind is flicked horizontally and, if you hold the button down, can be made bigger. The other kind is heaved upward, or if held down will send Mickey in the air. A decreasing meter indicates how long until the balloon pops.
While in mid-air, press forward and Mickey will be shot in said direction. In certain areas this is mandatory. You can even do a diagonal downward/upward dive.
Hold Y and kneel down. Mickey will set a water balloon on the ground. From here he can jump off it for an added boost. Or use it to create a weight Indiana Jones style!
Or it can be used to pick off enemies below. Sweet. I love it when games allow items to serve multiple purposes
Alright, a quick look at some of the levels below.
STAGE ONE
The first stage is basic and eases you in. The look of the game immediately reeled me in. I like Mickey’s representation; it’s much more traditional Mickey than seen in the Capcom games.
Absolutely gorgeous. But before you can enjoy it for long the treasure chests (all but one) come alive.
[Seriously? You’re FIRED… -Ed.]
You can almost take it all in, can’t cha? OK, maybe just me, then.
This bastard tosses food in the water to attract the biting fish as you swim by.
Like Sonic, you’ll need to come up for a breather. Here’s a nice spot to do that.
Jump over the barrels and spray him. Wait, that came out kinda wrong.
Look at Pete doing his best damn impersonation of, er, Damnd, from Final Fight.
STAGE TWO
Usually brown is a bland color in games but GRC made it look exceptional here.
STAGE THREE
STAGE FOUR
STAGE FIVE
It’s just like you’re at Disneyland… if there were evil monks running around trying to kill you, that is.
STAGE SIX
This spooky ghost face greets you early on in level 6. It’s an easy sitting target though with no attacks, so it’s simply there for decoration. I love these little festive touches. Really brings a game to life when I see little details like such.
CLOSING THOUGHTS
I had quite a bit of fun with Mickey Tokyo Disneyland. I liked how they incorporated the theme park into the game’s stages. Although Mickey is a bit rigid on the controls, I had a blast making my way through the dark side of Disneyland. It’s definitely not as good as the Capcom Mickey games, but it’s a decent alternative when you’re in the mood to dispose of bad guys via water balloons rather than blocks. Put it this way, I’m glad all these different variations of Mickey games exist on the SNES — you can’t go far wrong with any of them.
I must warn you though. Remember how easy the Capcom Mickey games were? Not the case here. Thankfully, Mickey is not a one hit wonder. On easy you have 8 health bars (in the form of balloons), medium 5 and hard 3. The control may cramp your style but it can be worked around, and if you’re looking for a Mickey game that is challenging for a change, this one does the job. Perfectly suitable game to kill a couple hours with on those dark Fall rainy Sunday afternoons!
I grew up loving fighting games. Being born in 1983, I was around 8-11 right when it was the “Golden Age of Fighting Games” (circa 1991-1994). I ate up the Street Fighter II clones that popped up overnight like a bad pimple on prom night. One of my favorites was Data East’s Fighter’s History (1993). The first time I saw its colorful, comic-book like cabinet, it was instant love. The game has a mixed bag reputation (leaning more toward “below par”) but I’ve always liked it.
One of my fondest gaming memories involves the summer of 1994. That was a summer for the ages. It was…
It’s a true story that was featured in Rob Strangman’s 2014 book “Memoirs of a Virtual Caveman” (which can be found on Amazon.com, cheap plug).
On one epic June morning, my old best friend Nelson and I came across three imports in the flesh that were months away from their US release. It was, in a word, glorious.
I have fond memories of playing Super Famicom Fighter’s History that hot summer day at Nelson’s. We would switch off and it was an awesome time to be a carefree kid growing up in suburbia.
This image is seared into my memory bank even 22 years later:
Takes me right back to Nelson’s living room on a hot June afternoon of 1994. Such amazing memories. On a side note, the SNES Fighter’s History port doesn’t get enough credit. It’s one of the best arcade-to-SNES translations I have played. Really well done by Data East.
Fighter’s History Dynamite came out in arcades in 1994. It is also known as Karnov’s Revenge.
But did you know there was a THIRD Fighter’s History game? And believe it or not, of all systems it was released ONLY on the Super Famicom February of 1995. Its full name is Fighter’s History: Mizoguchi Kiki Ippatsu!!
It’s a fascinating little footnote in Data East history. It included the two new characters of Fighter’s History Dynamite (Yungmie and Zazie) but unfortunately did away completely with these cats:
Of course, those five guys (heh, Five Guys…) happen to be my personal favorites of the series. Go figure. Instead, here is your roster:
Stripped down to 8, it seems like a massive step back. Especially considering the 1993 original had 9 characters to begin with, and the 1994 sequel had 13 characters. To go down to 8 in 1995 seems like a waste. Therefore, it feels like a weird remix of the first two games. Had it included all the characters, this would easily have been the definitive Fighter’s History game.
The game opens with a nice intro, at least. We’re (re)introduced to Data East’s Chelnov character, who appeared in Atomic Runner.
We’re also treated to the titular star’s special moves.
Of all people, why bring back Lee? Why? I miss Ray and his “BAKED POTATO!”
The game introduces mostly new backgrounds. Sadly, they’re not as memorable as the ones found in the first game. I always enjoyed the first game’s backgrounds. They weren’t flashy, but had a quiet solid quality backing them. By comparison here is Ryoko’s original stage below.
Back are the weak points. Knock these weak points off and the characters become dizzy. I remember as kids we were all curious and excited wondering what Fei-Lin would look like after her top came off. Oh how we were disappointed. A sign of the times it was indeed. 1993, oh I miss thee…
I loved Clown from the first game. There was a sinister element to him from the first game that is missing in this game. I can’t quite put my finger on it, but he doesn’t feel the same. Almost like it’s an imposter of the first Clown. Huh. Maybe it’s just me being weird. Good bet.
Zazie is one of two new fighters from Fighter’s History Dynamite. I never liked him much.
And Yungmie is the other one. Never liked her either. It’s a shame these two characters made the cut and that Ray, Matlok, Samchay, Jean and Marstorius were left on the cutting room floor.
Karnov’s stage from Fighter’s History Dynamite is recycled. Not bad. I’ve always liked this background. A rare instance in which I prefer the sequel’s background to the original version. Here’s Karnov’s bare bones boring stage from the original game below.
Here’s the cheat code to use him in certain modes:
Press Down, Down, Up, Up, Right, Left, L, R at the title screen after the opening intro.
Yes, the goofy announcer is back. “MIZOGUCHI… LOSES!”
TAG MODE: FOUR PLAYER FIGHTER’S HISTORY
The game’s most interesting feature is undoubtedly its FOUR player tag mode. Yes, up to four human players can plug up and play. Not at once, mind you, but it’s pretty impressive for an early 1995 fighting game. Early shades of X-Men vs. Street Fighter and the like!
As far as I know, it’s the only “4 player” fighting game on the SNES. For that alone, it’s gotta be considered at the very least, “noteworthy.” Also throw in the fact that this is the only “sequel” to an arcade game that came out exclusively on the SNES. Data East breaking all sorts of ground with this game.
See the touch sign there? Simply hit select at those points to switch out to your tag partner. There is a slight half second delay but all things considered it’s not bad, especially for 1995 16-bit standards. Quite frankly, it was pretty innovative stuff.
Two different practice modes are also available. In addition, a survival mode rounds out the extra bonuses. Nice job, Data East. Still, these cool modes don’t quite make up the difference for gutting your roster. There’s no doubt the SNES could have handled those 5 fighters. Weird, and lazy!
CLOSING THOUGHTS
I have mixed feelings about this game. The sound is pretty dang awful, but it’s nice to hear that wacky announcer return. The tag mode is an awesome feature, but on the flip side cutting those 5 characters really drag it down. Also, being a big fan of SNES Fighter’s History, this game doesn’t quite possess the same physics as that game. I can’t quite describe it but play it and you’ll notice the difference(s). I much prefer the gameplay and physics of the original.
As much as I want to like this quirky fascinating footnote of a game, there is just too much about it that I don’t particularly like that I can’t wholeheartedly recommend it. If it had the entire Fighter’s History crew I wouldn’t hesitate to call this a definite “hidden gem.”
As is, it’s only for the hardcore fighting game fans out there or for those of you who are fascinated by the idea of playing a Super Nintendo fighting game with three buds at the “same time.” All in all, it’s hit and miss. It certainly doesn’t play poorly, and the tag feature is undeniably dope, but that roster is way too thin and the sound is difficult to stomach at times. I’m glad I got a copy but it’s disappointing to think about how much better this game could have been and should have been. Oh well, can’t win ‘em all. Just ask Capcom when they tried to sue Data East in 1994 for copyright infringement
Note: This article was originally written on my original site (RVGFanatic.com) two years ago on September 1, 2014. It was the weekend I *finally* organized my SNES collection. Being that today is Labor Day (September 5, 2016), I’d like to honor the memory of that epic weekend two years ago by re-posting this story
The lost weekend is a phrase used to describe an epic drunk weekend that begins Friday night and ends early Monday morning. As much as I love what I do for a living, there’s nothing like Friday when you’ve checked off your last to-do item on the list. An uncaged animal, you now have the next 50 or so hours to return to the comforts of your esteemed sanctuary, game cave or even make a random trip out of town. There are few things I relish more in this world than the feeling I get every single Friday evening when I make the drive home from a long, grueling work week. Rolling down the windows, undoing your tie, blasting the radio and taking in a good whiff of that sweet Friday night air. You know the weekend is here, and you know good times lie ahead. Whatever happened earlier that week is washed away as the weekend promises a respite. Punching out on a Friday is simply priceless!
City light painted girl. In the day nothing matters. It’s the night time that flatters.
Sorry, tangent!
Some Friday nights I like to hit the town and check out what’s going on. Other times I simply like cruising around with no destination in mind… letting the road take me wherever it shall. I’ve always been a night owl. My energy kicks in right when many prefer to sleep. I’m not as outgoing in my old age as I once used to be, but I do still like to get out there every once in a while to sample a bit of the night life. Lately though, after an exhausting work week, I’ve found driving straight home to relax and unwind to be slightly more appealing. Being a night owl, there’s something magical about those 11 PM to 2 AM hours on a late Friday night/early Saturday morning. Sometimes I’ll throw in a movie. Or play the next SNES game on my queue. Other times I’m working on a review or just hanging out with some pals. Whatever I end up doing, there’s something precious about those late hours. A nice calm and quiet serenity to it all.
Then Saturday morning comes. I just love to hang around town, or even stay in and take care of some projects around the house. More often than not, I’m usually chilling at home. No shame. I love those quiet early Saturday mornings… where it feels like the world is standing still for a brief moment or two. It’s even better during the fall season where you get weather like you see here. It’s so atmospheric — sometimes it’s great to hang out around the house chilling like a bum with no plans whatsoever.
Sometimes I’ll stay in and play the next game on my queue. It’s a joy to explore my SNES library. I acquired most of these games in early 2006, yet still there remains hundreds I have yet to play. It’s the system that keeps on giving. Once in a special while, you have a weekend you will never forget. This past Labor Day weekend (2014) was one such time for me. I decided it was time to finally set up and display my complete in box SNES collection. A project LONG overdue!
For over 8 years I’ve kept my Super Nintendo stuff tucked away in bins and boxes. Until recently I was inspired to finally set it up. I was inspired by a video on YouTube that showed movie critic Chris Stuckmann’s N64 games in badass box protectors. They looked über shiny and glossy. I knew right away that I had to do the same for my SNES collection. I contacted Dan of retroprotection.com and purchased 200 box protectors for $142. That may seem like a lot, but at 71 cents a pop, I believe it’s more than worth the investment, especially given how flimsy SNES boxes are. And like I said, it adds a nice classy sleek look.
I bought 200 tray inserts off eBay. Most of my SNES boxes didn’t come with an insert. They help prevent the cartridges from rattling and are a must for your boxed games.
The lost weekend began Friday night as I dug out my boxes and manuals in preparation for Saturday’s one man assembly line. Seeing the goods out in full force reminded me of how lucky I was that the nostalgia bug bit me back in January 2006, and not years later as the market would then explode. The prices these babies now command are insane. I was fortunate enough to beat the crowd. 2006 was a golden time to be a diehard SNES buyer as many items were cheap still.
Saturday morning, 9:15 AM. A beautiful morning, the floor was littered with cartridges, manuals and boxes. One at a time I began to put the pieces together. My goal was to get the first 200 games boxed. As I assembled it, I listened to quite a few wrestling podcasts. It was fun listening to Jim Ross shooting the breeze with Stone Cold Steve Austin. Also listened to Drax the Destroyer Dave Bautista talking to Chris Jericho about a variety of topics and learned a thing or two sitting under the learning tree of one, Paul Heyman. It help made the tedious one man assembly line a lot more fun, plus flipping through the various manuals and reading the back of boxes kept me entertained. It ended up being a lot more enjoyable and memorable than I imagined it would be. I felt like a kid all over again seeing my childhood resurrected, coming back to life one game, one box and one manual at a time ^_^
Wow. My jaw dropped as I stood back to admire my collection in half its glory. With another 200 or so games to piece together and display, this is ‘only’ 204 boxed SNES games. Wiping the sweat off my brow, I stood there for what felt like 30 minutes to admire the beauty of it all. I should have done this years ago! I love the SNES boxes. They’re flimsy but there’s something cool about them. They are, essentially, fragments of memories from my childhood!
CLOSING THOUGHTS
One guy put it best when he said years ago, “I feel like I’m fulfilling my childhood dreams.” There’s something to be said about walking into a room only to be met by hundreds and hundreds of boxed video games. As a child I remember gawking at the endless Super Nintendo titles on hand at the local SOFTWARE ETC. or Toys R Us. I could only dream of one day owning even a small fraction of all those games. Yet as of today, my collection rivals the stores I saw in my youth. Even surpassing them. It’s a trip. That’s one Labor Day weekend I’ll never forget. Finally I’d put together a bulk of my SNES collection. As I did, a flood of memories came roaring back, ranging from how I acquired a game to my childhood memories of playing a certain game to death. It was a weekend for the ages. Indeed, I have fulfilled my childhood dreams
I love the small pleasures in life. And one of them is definitely coming home to your game room. Gazing at those gorgeous boxes and knowing you can pick to play any one of them at any time is an incrediblefeeling. On lazy weekends, I enjoy playing games I’ve yet to play and have been curious about for years on end. Now that my collection is displayed, I feel all the more fortunate to own all the games that I do. The offering of choices is endless and playing the rest of the games still left on my to-beat queue is a lifetime project. You know what I absolutely love? You know how sometimes you’ll get the strangest, most random urge to play a certain game? Like it just hits you between the eyes out of the blue. The feeling I get from going through my work day and then you head home with that game still on your mind. You can’t shake it. You enter your game room, find it on the shelf, take it down and pop it in. Good stuff. It’s part of what makes gaming so much fun. I love movies, but to me there’s nothing like retro gaming. They’re bundles of nostalgia and wonder.
Hey, is it Friday night yet?
I apologize in advance for the low quality of the video. My camera two years ago was quite crap