Hook tells the story of Peter Banning, a 40 year old man who works hard to provide for his wife and two little children, Jack and Maggie. Peter is very much grown up and has lost sight of his imagination. In the magical realm of Neverland, Peter Banning is better known as Peter Pan. This video game adaptation is a side-scrolling platformer with pretty visuals and a soaring soundtrack. It does move a bit slowly at times, but there’s an overall whimsical magic to it all. Let’s revisit Neverland shall we?
THE STORY GOES…
LEVEL ONE
When I got back into the Super Nintendo in early 2006, I’d heard quite a few positive things about Hook being a solid underrated little title. I passed over it in rental stores back in the day because Hook the film never grabbed my fancy. However, seeing as how a large reason why I got back into the SNES was due to my overwhelming desire to play platformers, Hook looked very appealing all of a sudden. Upon firing the game up and seeing this first level here any worries that this was just another “bad licensed video game” went straight out the window.
The colors were so vibrant and lush. The sound and music came straight from the movie. It looked and sounded like a Capcom SNES game, and more times than not, that’s a good thing. Pan moves around a little slowly, however, which is my biggest gripe with the game. But far from a deal breaker. The game instantly clicked for me as I maneuvered Peter Pan around the first stage.
Don’t worry, you don’t actually hurt the Lost Boys. It’s just a friendly game of tag… with your dagger. But see how they freeze in place? No harm done… really. Shout out to Thud Butt! My man!
Just like the movie, Pan can fly but he needs to find Tink first. Watch your flight meter. The flight system is handled much smoother here than what we saw in Ukiyotei’s SNES follow-up, Sky Blazer.
Rufio, the stand-in leader of the Lost Boys, is your first boss encounter. He doesn’t believe you are the actual Pan, so show him who’s really the boss around here!
LEVEL TWO
Cherries fill your health bar by one. Apples fully restore your health.
Smee, a fitting name for a weird little critter, guards the end of this forest. All the boss fights in Hook are quite easy. Nevertheless they’re still fun.
LEVEL THREE
It’s hard to articulate but there’s something about the look of this stage that simply does it for me. It just fits in with the whimsical nature of Hook — there’s a child-like charm to it all.
There’s a simplicity to the game in which I greatly admire. I guess, like Pan himself, we’re all grown ups (and some of us are in some way) searching for remnants of our childhood in the midst of a cruel world. A spark or ember of when life was simple and carefree.
If you’ve read my work for some time now then you know I’m a huge fan of the little details. I love the look of the trees in this level — they add a nice touch to this stage.
Certainly is. Although Pan moves a bit slow, you’ll soon get used to it. It’s really not that bad after a while. Plus he can run and fly to collect bonuses like this with the greatest of ease. Overall, the control is pretty good.
LEVEL FOUR
Ah, our old friend Tink appears right at the beginning. That must mean we’re in for some flying lessons…
Is it just me or do those tigers remind anyone else of the tigers from Mega Man 5? Alas, I digress. Your flight meter drains rather quickly so make haste! If you don’t waste time you should be able to make it to the next “Tink refill station” just in the nick of time. These spots are perfectly placed to avert frustration and promote a sense of satisfaction.
I like how this stage really focuses on Peter’s flight ability. Even the boss fight requires flight precision! It’s levels like this that help to keep the game varied and interesting.
LEVEL FIVE
Although level five has no boss, it’s super fun to navigate and has a decisively adventurous atmosphere. It’s a great stage to play through in the middle of the night in particular…
Remember how in Sky Blazer you slip through the foliage of trees and bushes? It’s easy to spot the similarities between that game and Hook.
Another cool moment There’s just something special and precious about these old 16-bit games that resonate deeply with me. Hook is as fun to play as it is to look at!
LEVEL SIX
We’ve seen forests, oceans and caves. So of course, what’s left but the standard ice level! And it’s quite a good one.
Easiest boss fight ever. You don’t even have to move an inch after positioning yourself correctly. A little disappointing but I always say it’s better for a game to be too easy than too hard, if forced to pick between the two.
LEVEL SEVEN
This is the strongest attack in the game, but sadly it’s scarcely available. You also lose its power on first hit. Oh well, the game’s easy enough as it is.
LEVEL EIGHT
Try hitting that ball of flame and see what happens…
Hit the ball and you snuff out the lights. But don’t hit the ball and it’ll chase you. Quite the dilemma. The trick is to balance the two, naturally. This leads for a very cool on and off effect that carries throughout this level.
LEVEL NINE
Level nine is definitely a dog fight, especially compared to the other levels. After level nine it’s on to the final level and the showdown with Captain Hook. Can you save Jack and Maggie?
THANK YOU FOR BEING SO TRANSPARENT
As you saw with a screenshot from level nine, don’t be fooled thinking that Hook features fancy transparencies. It’s just a graphical glitch that only appears in the rom. Thankfully this visual hiccup doesn’t appear with the actual cartridge game.
WHAT THE CRITICS SAID
When I got back into the SNES on January 17, 2006, my goal was to buy all the games I ever loved as well as the ones I missed out on. I remember browsing various retro gaming forums reading up on different opinions in my early days. Hook always received rather favorable praise. The ad back in the day stated “The Critics Are HOOKED!” It went on to quote, “One of the hottest action games I have ever played. The music is absolutely beautiful and the graphics are top-notch” (Super NES Buyer’s Guide), “Hook is intelligently made from start to finish. Its execution is excellent” (Game Players, Nintendo Guide) and “Hook’s multi-layered, smoothly scrolling visuals inspire comparisons to Super NES legends such as ActRaiser and Super Castlevania IV. The music is so good, you’ll want to crack open the cart and see if there’s a Compact Disc inside! Five star gameplay. Hook succeeds in every way.” (GamePro). EGM gave it scores of 8, 9and 9. Super Play rated it 72%.
CLOSING THOUGHTS
Hook is a simple fun little game. It weighs heavily on the easy scale. The ten levels are short, and some don’t even feature bosses. Most of the bosses are a cake walk. Yet I can’t help but like this game. I’m not a fan of the movie but there’s something basic and charming about this game. It takes me back to the good old days when action games were magical and whimsical. Sure you got your clichés, but really, what would a game of this type be without them? Hook is a pleasure to play through thanks to some rather atmospheric stages, vibrant visuals and a banging soundtrack straight out of the movie. It also features one of the coolest intros in SNES history, instantly transporting you to a land of magic and wonder.
Don’t get me wrong, I’m not saying Hook is one of the best games you might have never played. I wish Pan moves a smidgen (or two) faster. I wish it was a bit more challenging. And similar to Sky Blazer, when the levels start to reel you in, before you know it it’s over with. It would have been nicer to see meatier levels. The gameplay is not shabby, just good enough in most places to be satisfying overall, but not quite good enough to take it a notch above the norm. Therefore, Hook falls short of being a very good game. Still, I don’t hesitate to recommend Hook to all SNES gamers. Too lightweight to be considered for heavyweight contention, Hook nevertheless put a smile or two on my face. Like Peter Banning himself, most of us are now grown-ups. Yet deep down, there is still a little child inside each one of us. This video game does a good job representing that. Playing Hook reminds me of a simpler time where junk emails don’t exist but pixie dust and flying sure do! Better than the movie, and better than most movie to game adaptations, Hook deserves a spot in any Super Nintendo collection.
Graphics: 8.5
Sound: 9
Gameplay: 7.5
Longevity: 6
Overall: 7.5 Bronze Award
I don’t know who this might be for but I feel compelled to share this. Could be YOU… if you’ve had a ‘ship pass in the night’ recently, my heart goes out to you. Myself, been there too many times to count. May I suggest some further reading/viewing? This might bless you: Jesse’s Girl. Take care, and always, chin up!
I’ve definitely been on a Power Rangers kick as of late. The 2017 movie that came out three weeks ago was surprisingly better than I thought it would be. The last two games I reviewed were Mighty Morphin Power Rangers and Mighty Morphin Power Rangers: The Movie. Both games have their fair share of imperfections. But you know what they say about the third time… and I’m happy to say Natsume finally knocked it out of the park. This time they completely skipped the Power Rangers and instead focused on the Zords. Power Rangers meets Street Fighter? Sign me up! Unfortunately, this game received extremely limited exposure back in 1995. I barely remember it myself, and even to this day I feel it largely flies under the radar. Uninspiring title aside, Mighty Morphin Power Rangers: The Fighting Edition delivers one mighty punch.
FUN BUT FLAWED…
THIRD TIME IS A CHARM!
Classic logo, lightning strikes and that Power Rangers theme. Never gets old.
Choose from the Thunder Megazord or Mega Tigerzord in the Story Mode. I like the authentic Japanese feel and style of this game. They didn’t Americanize it like they sort of did with Mighty Morphin Power Rangers: The Movie.
Terrific art style! Really gives it an anime-esque feel
Where’s my OG Megazord?! Oh well, I guess you can’t have it all…
Thunder Megazord is a good choice for beginning players. He plays a lot like the prototypical Ryu “clone.” This updated model appeared in Season Two and replaced the original Megazord. It’s more powerful but I’ll always prefer the first one.
Bottom bar goes back and forth. Perform a special move when your power bar is full and your character will perform a powered up version of said special move.
Thunder Saber Combo can connect for multiple hits.
Depending on whether you press Y or X, the Thunder Megazord will perform either a Rising Uppercut or an Uppercut Barrage. I love it when fighting games give you two variations of a special move depending on the button you press. That always scores extra points in my book!
Unleash the Thunder Crush when your power bar is flashing. Every character, sans Ivan Ooze, has a super special move. Use the double Hadoken motion to pull off these screen filling jaw dropping killer moves. Well, at least they were mighty impressive back in 1995. Hell, they still are to me!
Mega Tigerzord appeared in Season Two after Tommy received his White Tigerzord. As a fighter I find him to be a weaker choice than Thunder Megazord. His moves aren’t nearly as fun or effective.
Knock the competition out with his Wind-Up Punch. In the mood for something a little more flashy? Try his White Tiger Thunder Bolt.
Phoenix Strike in all its glory — just like from the TV show. Nice.
Ninja Megazord appeared in Season Three. As its name suggests, it’s the most nimble and athletic of all the Megazords.
Slash ‘em up!
Opponent feeling a little froggy? Employ the Spinning Rise! Try dropping a Fire Bomb while they’re laying on the ground.
Blanka would be proud.
Leave it to a Ninja Megazord to have a ninja clone super special, eh?
Shogun Megazord also made its debut in Season Three. It’s the biggest Megazord in the game. This is because it combines five Zords who are already massive Shogun warriors to begin with. Therefore, you get this towering behemoth! He is extremely slow, but very powerful. He also cannot be thrown. It’ll take a skilled player to use him effectively.
Sword Cyclone can rail off multiple hits. His Fire Wave covers damn near the entire screen, making it difficult to jump over.
Check out his powered up version of the Fire Wave. Nasty! Best of all, it’s directly inspired from the TV show itself.
Massively engulfing fiery column of death. How fitting.
Silver Horns was a one time villain that appeared in Season Two. But this marks his second Super Nintendo outing. He was also a boss in Mighty Morphin Power Rangers: The Movie (the video game of the movie, not the actual movie). He’s an impressive sprite — nearly as tall as Shogun Megazord itself!
Watch out for his snapping Ground Pincers.
Pincers can also get you on the ground or in the air.
Horny’s Lightning Strike comes straight from the TV show.
Defeating any one of Lord Zedd’s cronies leads to this beautiful cut scene, just as seen in Season Two.
Lipsyncher is an agile sucker. She can also double jump. And she has by far the best looking stage in the game. For a one time villain who appeared as a throwaway enemy in Season Two, that’s not shabby at all.
Fighting games that give you two variants of the same move depending on which button you press will always earn extra points with me. Here you can send the musical notes straight out or up in the air to discourage would-be jumpers. Nice.
Insert token quick athletic “chick kick.” Fighting game rule #52.
Envelop your foe in a giant Energy Sphere before giving them the butt tackle of the century.
Ah, Goldar. One of my favorite classic henchmen from childhood lore. As a kid he initially scared the crap out of me with his gravelly voice and nightmarish look. It wasn’t long though before I realized his overall incompetence, which shifted him from being scary to endearing. However, for all his bumbling ways, there is something very unsettling about him at his core. He may be incompetent but you would piss your pants if you ever met him in a dark alley. I despise the Goldar design from the 2017 film. They stripped him of all his personality and iconic look. But this game got it so freaking right. We’ll always have the memories! *shakes fist*
Goldar shoots piercing laser beams from his eyes, even in mid-air.
Flutter around for a bit if you wish. You can launch some surprisingly quick striking attacks from this position. Goldar has the best looking Dragon Punch in this game by a country mile. Try the powered up version…
Macho Man Randy Savage would be proud. Throw in the sword for a little extra slice… [I C WAT U DID DERE -Ed.]
Maybe it’s just me but I love these simple screen-filling blasts, even if they might be a little generic.
Lord Zedd… what can I say? He ranks right up there with the likes of Shredder and Skeletor as absolute iconic childhood villains. He had kind of a Freddy Krueger vibe to him, and due to parent complaints they actually had to tone him way down. He appeared in the summer of 1994, early on in Season Two, and took over for Rita Repulsa as lead dog.
Reminiscent of M. Bison from Street Fighter Alpha lore. His fireball looks very similar and he can even teleport like Bison. This is completely cruel.
LORD ZEDD WAS NEVER THIS COMPETENT IN THE TV SHOW!
Watch out for his Magnetic Hand which, as you probably surmised, will reel you in. His Lightning Bolts can strike near or far. His powered up version actually moves a bit forward and can strike for multiple hits.
Fingertip Spears — it’s right out of a nightmare! Lord Zedd throws up a big fat middle finger to generic giant energy blasts with this creepy little number. It looks like a mutated brain and octopus. Ugh!
You thought it was over? HA! Ivan Ooze shows up, obliterates what’s left of Lord Zedd’s carcass and challenges you to the ultimate duel. He is God tier. But thankfully, the computer doesn’t know how to use him very well. Natsume had some mercy on our poor souls…
Mister Ooze can make himself invulnerable for a little bit. His energy columns are done with a SINGLE press of a button. Unfair and brutal!
Throw in an Energy Wheel and Homing Fireballs for good measure.
Endings? No such thing here. You just get that screenshot for your efforts. A code is given at the end if you beat the Hard mode though, which allows you to play as Ivan Ooze in the 2 player mode.
ODDS AND ENDS
The options screen displays a curious option. FACE DISPLAY. What the heck, I first thought to myself. I love the little face displays in my fighting games! So why in the hell would they give me an option to turn that sucker off, eh?
Ahhhh. Say no more, fam. I got you. Those are the biggest face displays I’ve ever seen in a fighting game! Sure, it looks cool and all, but I don’t like how they obscure the bottom part of the screen. Plus, with face display on you lose out on the cool combo meter. It’s always fun to see “15 HITS” pop up on your TV.
Impressive to see such massive sprites moving around with no slowdown whatsoever! Some SNES fighting games feature sprites that are on, shall we say, the small side of things. You won’t find that here, appropriately so!
Being that the sprites are so large, one might fear a lack of a proper combo system. Natsume erases those fears with a surprisingly combo friendly fighter (well, for the most part, largely depending on who you pick). For such giant warriors you might assume the worst but there are a lot of attacks that can easily be linked.
Fighting games from that era often didn’t allow you to strike opponents while they’re on the ground. You actually can in this game. In fact, it’s encouraged — each fighter has a specific ground strike.
Similar to many other fighting games from the mid ’90s, Mighty Morphin Power Rangers: The Fighting Edition employs four buttons. However, this is where the similarities end. Y is weak attack and X strong attack. These are non-weapon based strikes, usually in the form of punches. B is weak weapon and A strong weapon attack. Damage is incurred when blocking weapon strikes, but not regular strikes. This was different and pretty cool — it emphasizes that the big weapons are strong enough to cause some damage even if you’re blocking. It makes perfect sense and highlights the power of these massive behemoths!
Throws are always a point of discussion for fighting games. Back in the old days you usually had no counter for a throw. If your rival gets close enough, they can throw you. But here, when both players go for the throw, you’ll both enter a grapple to decide the winner. It’s a nice touch.
Power bars became popular in the genre around 1995, but this game uses an interesting modification. Instead of powering up your bar each time you attack as in most other fighting games, the power bar here constantly fills itself and empties. If you were to throw, say, Thunder Megazord’s fireball when the bar is near full, his single fireball turns into three. And if you time it precisely when the power bar is full? You produce an even bigger more damaging version! Therefore you have special moves and then you have max versions of each special move. The effects vary and it’s fun to tinker with this system. Timing is critical!
Here’s his Thunder Saber Combo on max. Doesn’t look different at first…
Until you see the added third strike tacked on! Be sure to experiment as the max versions are obviously more powerful and effective. This completely changes the strategy and the player who uses their power bar most effectively often wins.
Better than maxed special moves? Super specials! Your power bar begins at blue. If you do a special move when the bar is full, blue morphs into pink. Do another special move at max capacity and pink turns into green. Repeat. Then green turns into a thunder bar. This is where you’re at optimum power. During this time all special moves performed are automatically their powered up versions. However, the thunder bar lasts for only 8-10 seconds so make sure to pull off your super special in time. I recommend using 2-3 special moves first for optimal damage. Then use your super special. You can see why this modification of the power bar makes this game completely crazy. You could conceivably activate your super special 10 seconds into a match. There are obviously pros and cons to this, but it really makes this game feel different from most other fighting games.
Nothing like giant robots duking it out in an all-out blast fest!
Simple yet kind of neat. Lord Zedd is such a badass in this game
Getting a vague sense of deja vu? Natsume used a similar engine to create Gundam Wing: Endless Duel about half a year later in March 1996.
WHAT THE CRITICS SAID
Sadly, Mighty Morphin Power Rangers: The Fighting Edition got pretty much zero fanfare in the pages of EGM and GameFan. Oddly, neither publication ever reviewed the game. Hell, they didn’t even preview it! For the quality of the game and the popularity of the show and genre (even though Power Rangers were waning by September of 1995), this really surprised me. Probably one of the big reasons why this game quickly faded into obscurity back in the day. For all the things Natsume got right, however, the game isn’t without its flaws. For starters, see that Zordon stage above? Better get used to it — the four Megazords all share that same stage. That just reeks of laziness. Even worse, although I appreciate the Zordon cameo, that stage is plain dull. They could at least have made it look a little more interesting.
My biggest gripe with the game though is its paltry selection of eight fighters (OK, nine technically if you count Ivan Ooze with the cheat code). Hell, Super Street Fighter II and World Heroes 2 had 16 fighters each, and both those games came out a year prior. At the very least, just give me the original Megazord and the Dragonzord. I don’t need Rita (although she would have been nice). But the Dragonzord was my absolute favorite and it’s a shame it never once appeared in three Power Rangers SNES games. That’s a travesty if I ever saw one. Had they included those two and a few other memorable bad guys, this game would rank much higher in my book. Kind of a missed opportunity.
CLOSING THOUGHTS
It’s a shame Mighty Morphin Power Rangers: The Fighting Edition was given the shaft back when it first came out. Only in the years to come following its original release did word of mouth pick up and people recognized it as a legitimately good fighting game. Natsume could easily have phoned it in. Instead, they crafted a beautiful game with a rocking soundtrack and some remarkably refined gameplay. Their previous two SNES Power Rangers games left something to be desired but you know what they say — third time’s the charm. With its gorgeous visuals, thumping tracks and plenty of spectacular special moves that impress even to this day, The Fighting Edition is arguably the second best Super Nintendo “home grown” fighter, trailing only in my opinion Teenage Mutant Ninja Turtles: Tournament Fighters.
Sure it could have used a bigger fighting roster, and I didn’t like that four fighters shared the same background, but this game is not only surprisingly competent — it’s a blast. I love being able to play as some of my favorite Megazords and villains from the Power Rangers franchise. The screen often shakes with explosions followed by a dazzling array of yellows, oranges and reds as giant swords clang and massive columns of energy beams come raining down from the sky. The action suits the monster mayhem well, never failing to bring out the 10 year old Power Rangers loving kid in me. If you enjoy fighting games and you call yourself a Super Nintendo fan, you’d do well to check it out.
Graphics: 9 Sound: 8.5 Gameplay: 8 Longevity: 7.5
Overall: 8.0 Silver Award
Bonus points for a lot of the special moves being inspired from the actual TV show itself. This one being my favorite of the lot
Sometimes a TV show comes along that is so popular that it launches a movie adaptation. Transformers. Teenage Mutant Ninja Turtles. And now, Mighty Morphin Power Rangers. But I’m not talking about the 2017 version. I’m talking about the old school 1995 one. Released on June 30, 1995, Mighty Morphin Power Rangers: The Movie came out right toward the tail end of my Power Rangers fandom. I didn’t catch it at the time because I had pretty much lost interest in them by that time. If only it came out a year earlier! I just graduated 6th grade and the magic of the Power Rangers was all but gone for me at that time. The movie’s release also coincided with the Super Nintendo game of the same name, also released in June of ’95. The first Mighty Morphin Power Rangers game was solid albeit repetitive and flawed (single plane beat ‘em up and 1 player only, not counting the code for a token 1 on 1 option). So this “sequel” added an extra plane and a legit 2 player option. So obviously it’s the better game, right? Not so fast…
Hearing that classic Power Rangers theme will never get old. Unfortunately, it’s missing the lyrics here that the first game had. OK, not a big deal but right off the bat that’s a bit of a downgrade.
There’s one extra playable character in The Movie, but right away you can see there’s been a drop in graphical quality, not to mention aesthetics. The first game has this nice simple look to it. The second one, not so much.
Both games start out with a city type level. Other than the 2 player option for the second game though, the first game has it beat in almost every other category.
Single plane beat ‘em ups rarely realize their full potential, as I feel beat ‘em ups should allow free roaming space. The Movie adopted Fatal Fury‘s two plane system. Jump in and out of the background and foreground as you see fit. This added some extra depth to the game but I wish they simply made it a free roaming type of a beat ‘em up. On a side note, it’s oddly satisfying to clear the trees there. Similarly, failing to clear the trees elicits an opposite reaction: d’oh!
Some Putties are about that thug life. Others are about that hug life.
Exclamation points warn you of impending danger. These parts are kind of fun and highlight the added diversity that a two plane system brings. Still not the biggest fan of it but I can appreciate moments like this.
Every slain enemy drops a thunderbolt. Collect enough bolts to fill up your power meter. Once you do, IT’S MORPHING TIME!
Maybe it’s just me but I feel like the art style changed from the streets to this grocery store section. This looks much more like it! Love the little detail of the hapless citizens running for dear life.
Perhaps I spoke too soon, though. I miss the bombs from the first game.
They’re so much better! Again, not a deal breaker, but another knock.
Relax pal, there are plenty of red shirts on the rack there. You don’t have to fight me for the last one or anything! Also, a PSA to not be a hero but to switch planes instead. You’ll be glad that you did!
Things get rather heated and quick!
Mirror Maniac channels his inner Ryu. Channel your Haohmaru!
Watch out for his twin magic trick. Aim for the one with the bright center. 7 years bad luck? I’ll take my chances…
Stage 2 opens with you riding atop a speedboat. You soon crash into a rock which sends you onto an air force carrier base. Parachuting Putties occasionally drop from the sky. Navy planes zooming by causes them to sway away. Nice.
Kimberly actually bitch slaps the competition. Watch out for those crawling Putties. They’re a bit unsettling in the way that they drag their bodies like rotting zombies.
“IT’S MORPHING TIME!”
Inside the base now, we’re greeted by grenade launching Putties.
Clever usage of the two plane system. [You can still jump up on a single plane system -Ed.]. Shush, you.
Rumor has it this is how Sonic Team was inspired to create Burning Rangers. Or not.
Never bring a gun to a bow and arrow fight.
Carrot Top, I mean, Cannon Top, is a fun little boss fight. Long range attacks work fine, if you have them. Otherwise, you can either ride the platform or grab the crane up top to get your licks in. Beware of the spikes below.
Bombs work well, too.
Grab and kick is my personal favorite method, but you got to watch out for that deadly cannon blaster.
WHAT IN THE WORLD ARE YOU DOING THERE, BILLY? You know what, nevermind. I don’t even want to know. Skelerena, the boss of this snowy stage, greets you early on for a preview.
Great. Of all the Rangers I had to pick the least athletic one.
Exclamation marks warn you of big jumps to come. Oof!
Yeah, good call to switch to the jock. Sorry Billy, Jason Rocky’s got this.
Another good clever usage of the two plane system. Still wish it were “free roaming” though.
Hazards are strewn about to keep you honest.
Rocky’s so smooth. That Putty went out in glory.
Jump over single rocks but multiple rocks require plane switching.
Crap… it’s almost boss time and I haven’t collected enough power yet to morph. Thankfully, the game kept this consideration in mind…
Should you fail to activate your Ranger mode, the game is kind enough to force you into it at the beginning of a boss fight. I like this detail as you should not be able to beat a monster in teenager mode.
WHAT THE CRITICS SAID
EGM gave Mighty Morphin Power Rangers: The Movie scores of 7.5, 5.5, 5and 5. Many people seem to prefer the first game over this one, myself included. Being released somewhat late in the Super Nintendo’s lifespan (June 1995), it didn’t create the hype or stir that the first game did, if nothing else based on timing and mega popularity. Power Rangers were very much in back in 1994. They were still popular in mid 1995 but the shine was quickly waning. Not unlike the SNES itself.
CLOSING THOUGHTS
Mighty Morphin Power Rangers: The Movie is something of a guilty pleasure for me. It’s not a bad game but I wouldn’t call it a good one, either. It’s somewhere in the middle. The two plane system is cleverly implemented although most of the time I feel it’s a tease and wish they had gone with a free roaming system instead, similar to Final Fight. The 2 player co-op mode is a nice addition but honestly I would rather play the first game. In that one you got to actually pummel the Putties for a bit. Here, it’s one punch and they burst into thin air. You never feel like you’re actually beating them up, if that makes any sense. There’s no chance to land in multiple blows or to polish off a combo with a good old fashioned throw. This took away from the game for me personally.
Even though it came out a year later, the first game looks, sounds and plays better. My biggest disappointment with this game was the complete lack of Zords. Sure the first game has three token Megazord boss fights that felt tacked on more than anything else, but at least it gave you a little taste. Let’s face it, Power Rangers just isn’t the same without their giant dino Zords. This game completely misses that mark. Thankfully though, it still plays decently and it’s harder than the first game (whose difficulty was a complete joke). I think Power Rangers fans will find some enjoyment here. Hey, maybe Natsume will get it right on the third try. They say third time’s the charm…
If you were a kid back in 1993, chances are you grew up on the Mighty Morphin Power Rangers. It was a huge hit and left an indelible mark on many of us who were born in the early-mid ’80s. Take a group of Saved By The Bell-esque teenagers, cheesy Godzilla rubber monster goodness, larger than life superhero teamwork antics (not unlike Teenage Mutant Ninja Turtles) and you get a smash success. As was the norm back in the early-mid ’90s, this meant the inevitable Super Nintendo licensed game. But first, let’s start at the very beginning.
“GO GO POWER RANGERS!”
Was the show cheesy? Of course. Was it corny? You betcha. But it was all part of the charm. I was 10 when the Power Rangers burst on the scene in 1993. It was the perfect age I felt. I always say 10 is sort of that magical marker in one’s life. It’s that age where some days you feel like you’re 5 and on certain other days you feel like you’re 15. You’re old enough to get certain things, but still young enough to buy in and be in complete awe of something such as Power Rangers. Today, April 8, marks the birthday of my childhood best friend, Nelson. How appropriate, because Nelson and I loved the Power Rangers to death. Our daily after school routine consisted of sprinting from our 5th grade classroom, Room 21, back to my house as fast as possible in time to catch the opening intro. Oh, and what a glorious intro it was. DAT MUSIC!
SO.MUCH.NOSTALGIA!
Speaking of Amy Jo Johnson, let’s face it. She was a big reason why so many 10 year old boys loved the show. Along with Kelly Kapowski from Saved By The Bell, the Pink Ranger was one of our earliest crushes. Those two and Winnie Cooper from The Wonder Years.
Eye candy aside, the show had its fair share of exciting action and drama. For me the peak of the Power Rangers was that whole Green Ranger saga. Who could ever forget it…
But alas, it wasn’t meant to be. Tommy, the new kid in town who quickly became a fan favorite with his athletic ability and badass Dinozord, was sapped of his powers. But wait, there was a new ranger in town… the White Ranger!
The big reveal was set to happen the following week. All week long at school we were talking about it. My friends and I started a betting pool. WHO WAS THE WHITE RANGER? This is where I have to give props to EGM. Thanks to EGM, I won the pool and scored a few bucks
In 1994 my brother was subscribed to EGM. Subscribers got the magazine earlier than newsstands. Issue 64 came before the White Ranger reveal. I was excited to read it as I loved EGM back in the mid ’90s, but I had no idea I was about to come across a gigantic spoiler…
But then I flipped the card…
I never felt so conflicted in my life before. Granted, a big part of me figured it was Tommy, but no one at school had Tommy pegged! There were votes for Bulk and Skull, even Alpha but surprisingly none of them could fathom that it would be Tommy again. I was upset I was “spoiled” but I was ecstatic about having a guaranteed win. Finally, the moment came. The grand reveal…
I’ll never forget Josh, the ringleader of our little pool, questioning me that day like the FBI. “No way you could call that on your own! You cheated somehow, right? Like you saw it somewhere?” I guess he wasn’t an EGM subscriber! My brother and I still laugh about this memory every once in a while. Who knew EGM would make me about $7!
Obviously, it wasn’t the most honorable moment of my life but hey, I was 10! We all did stuff back then, you know?
NEARLY 25 YEARS LATER
It’s bittersweet to see the nostalgic entities of my childhood being revitalized over the past several years. Sweet because it always brings out the inner kid in me. Bitter because it reminds me my childhood is now over 20 years ago and that I’m getting f*cking old! This ’90s revival seems to be a trend in recent years — nostalgia sells. A lot of the 10 year old kids 20 years ago are now 30 somethings with disposable incomes. Goosebumps and Fuller House come to mind. Two weeks ago, Saban’s Power Rangers made its theatrical debut and became the latest ’90s franchise to be relaunched. I caught it on opening night and enjoyed it. It’s not going to win any awards or anything, but it’s a solid origin story with typical Power Rangers cheese. However, I’m not a fan of the Megazord design, the suits, the Putties or Goldar having zero personality. Dat Amy Jo Johnson and Jason David Frank cameo tho! Not to mention, my entire theatre exploded when the classic GO GO POWER RANGERS theme came on. For a second there, we suddenly morphed back into innocent, wide-eyed 10 year old kids. Good times.
IT’S MORPHIN TIME!
Awesome intro! The theme is faithfully ported over and got you pumped!
Underrated intro — I always thought this was a really cool opening. Love the flaming city in the background, the crimson red and the towering sight of Rita Repulsa. It made Angel Grove feel like any normal town or suburb anywhere in the USA. Hell, it could have been your town! That second shot is so simple yet so effective. One of the better SNES images that rarely gets its props.
Select from any one of the five Power Rangers. Each stage begins with you in their original teenager form. But halfway through, you morph into the Power Ranger form. Unfortunately, they more or less control all the same. I’ve always liked the corresponding light that transports each Ranger to the stage. It’s the small details!
Naturally, stage one takes place in the city. Is there a more classic stage one stereotype? But hey, I’m a sucker for a good city stage. Putty Patroller deception FTW.
About halfway through, there’s a boss preview and a morphing sequence.
Unfortunately, one thing you’ll notice right away however is that this is a single plane beat ‘em up. Kind of a bummer as I think the game would have been more enjoyable in a free roaming aspect with no plane restrictions.
Nothing like picking up a bench and tossing it at a Putty.
Remember the classic SNES era explosions? Power Rangers does.
Explosions in SNES games always looked like this, didn’t it?
Reminiscent of Double Dragon. That makes me one happy camper.
Bonehead is your first boss. All of the bosses are based upon the TV show. And all of them, like the game itself, are easy to beat.
Rattle his bones until only his head remains!
Unleash your bomb. Each Ranger’s bomb features their respective dinosaur. I love how it switches from showing a special attack and your signature dino. Good stuff!
Although the five Rangers play similarly, it’s still nice being able to select whoever you want before each stage. I always dug the rainbow effect of your chosen Ranger as they enter each new level.
Trini (played by Thuy Trang) is as graceful as they come. Speaking of whom, it’s sad that Thuy died in a car accident on September 3, 2001. Her funeral was held a week later and was attended by her Power Ranger cohorts. This was a day right before 9/11.
Transitions like such are handled smoothly. Pass through a wooded area to a warehouse factory of sorts. Trini flies through the air with the best of them.
Rita’s Putty Patrollers are no match for Trini’s athletic prowess.
Saber-toothed tiger was my favorite other than Jason’s T-Rex.
Rather bulky for a petite Asian girl, eh? Shame Natsume didn’t adjust the size of the Rangers. A hint of laziness on their part that isn’t a deal breaker by any means, but highlights the short cuts the firm took when developing this game.
Cookie points though for hazards that can take out either party!
Health refills are scattered throughout. Credit to Natsume for a slight twist here. To pick up a refill one had to press a button — this eliminates accidentally walking over it when you didn’t mean to. I’ve always appreciated when games from that era did that.
Bounce off walls with the greatest of ease. I wish Samus from Super Metroid did her wall jump as smoothly!
Gnarly Gnome and all his evil ways!
Seeing all the old faces from the TV show is good for a nostalgic jolt.
Walter Jones, who played the original Black Ranger, is done totally wrong here. His sprite resembles a primate more than it does a human. Weird!
There’s something about a classic flashing GO sign that keeps the old school gamer in me all giddy. Man, his sprite looks terrible…
Sewer stage? No, not stereotypical at all. But hey, at least it’s fun.
Mastodon > Lion Dinozord. Always and forever OG.
Nothing like smashing Putties with Zack’s power axe.
These sections are an absolute blast
Here, Putty Putty…
Underwater bits in video games are hit or miss. But this is a refreshing breath of air (pardon the pun). The water rises and dips. At times you can only swim but other times you can stand up and kick some Putty ass. Pretty cool.
Avoid his deadly eye beams and hack away.
Similar to Bones, Eye Guy battles to the very bitter end.
Interestingly enough, in the 2017 film the Black Ranger is played by an Asian and an African American played the Blue Ranger.
Every boy’s childhood crush!
Chandeliers fall and do not discriminate, taking out anyone caught in their way.
Kimberly has got legs for days…
Similar to Trini, Natsume didn’t account for the smaller build. D’oh.
Leaping over bullets like it’s a walk in the park and firing arrows at Putties like fish in a bucket — the Pink Ranger does it all.
Kimberly has the best range of all the Rangers. Love that second shot!
Similar to Gnarly Gnome, Genie fades in and out to keep you honest. He’s got the most attacks of all the bosses. It’s neat too that you can actually knock down his daggers with a well-timed strike. Big fan of that feature!
Enough fooling around. Time to put that genie back in the bottle!
Donatello was the brains of the Ninja Turtles, and Billy plays that role for the Power Rangers.
Turkey leg! What is this, Disneyland?! Hundred hand slap! What is this, Street Fighter II?!
Yeah, it’s safe to say Billy was never that jacked…
Nonetheless, he kicks Putty butt with the best of them.
Watch out for this giant laser beam. I love how it can take out the opposition as well!
There’s something ultra satisfying about an air throw.
Nobody ever said the Putty Patrollers were the brightest bulb in the tool shed.
They’re damn near suicidal!
Never learn, do ya?
Classic SNES era explosion. It never gets old.
What’s up with all the teleporting bosses? Dark Warrior is the hardest.
Billy’s Power Lance works effectively against Dark Warrior but call upon the powers of the Triceratops when the going gets tough.
Voltron, er, Megazord may have been all the rage back in 1993, but I always preferred Jason’s T-Rex. I remember it had a few solo battles in the TV series and those always had me on the edge of my seat. It was big enough to battle on its own but often lacked the oomph to finish off the bad guys for good. I would have liked to seen it being featured more in the original series. But maybe that’s just me.
Megazord in all his clunky glory!
Stage 6 puts you in the role of Megazord as you battle Mutitus. It’s a perfect choice because he looks absolutely badass towering over the factory!
Admittedly these giant battles are on the clunky side, but at the same time that added a bit of realism to things? Giant robots surely don’t move with the same grace as super powered humans. It doesn’t control bad or anything, but there’s a noticeable dip in the quality from Power Ranger to Megazord. The battles are still fun in their own unique ways.
Exactly like how you remember it being in the TV series, a flash of lightning appears right before you jam your Power Sword through the gut of your rival!
Rushing in for the kill, you soon realize Cyclopsis finds his second wind.
TAKE THAT, BITCH! Cue Power Rangers theme song. End scene.
Rangers ride off into the sunset, literally.
Angel Grove’s Juice Bar, just like in the TV series, is the place to be. It even features a cameo from beloved Bulk and Skull. Unfortunately, there is no Zordon, Alpha 5 or Tommy sighting anywhere in the game. Man, I still can’t get over Zack’s sprite. That’s so wrong…
Hmmmm, come to think of it, we never did kill Rita…
PSST, WHAT’S THE PASSWORD?
There’s a four code password given at the end of each stage. I always appreciate a simple password system, but this game is so easy and short that the passwords are a bit comical. That’s how short and easy the game is. DAT RAINBOW EFFECT THO!
Seriously, I love a clean easy password system. No “S or 5?” BS here. By the way, at the end of the game three passwords are given. These allow a 2-player mode where Player 2 controls either Mutitus or Cyclopsis (Form 1 and Form 2). Eh. It’s not really worth playing but again, always better to have more options than not. I would much rather prefer this game to eliminate the single plane restriction and add a proper 2-player mode.
WHAT THE CRITICS SAID
EGM gave Mighty Morphin Power Rangers ratings of 7, 7, 6and 6. There was a follow-up of sorts to this game called Mighty Morphin Power Rangers: The Movie. Most seem to prefer this first game, as do I. Despite the “sequel” having a 2-player option, it’s missing the charm of this simplistic single plane beat ‘em up.
CLOSING THOUGHTS
Mighty Morphin Power Rangers isn’t going to blow anyone away, but I remember thinking it was a pretty good little licensed game back in 1994. I still feel that way about it to this day. It sports some spiffy looking graphics that is pleasant to the eye. Although little details like all five Rangers having the same muscular build obviously detract a little from the overall package. The music is very good, especially when the Power Rangers theme comes on. The gameplay is simple as can be. It’s a single plane beat ‘em up so it’s very simplistic, but they threw in some fun little varied moments to keep things somewhat fresh. These include swimming sections, wall jumping and even having to contend with a gigantic laser beam that will ruthlessly slice anything caught in its vicious path. It does get a bit repetitive but that’s the nature of these type of games. It’s a shame the Rangers don’t play more differently. But I still like the ability to select any of them on any stage. It kind of reminds me of X-Men: Mutant Apocalypse in some ways.
Most Power Rangers fans are pretty pleased with how this game turned out. It’s faithful to the TV show and plays relatively well. It’s just a little too short and too much on the easy side of things. Still, there’s a simplistic charm about this game that somehow makes me revisit it once every couple years. It’s completely mindless and sometimes can get a bit repetitive, but I always enjoy popping it in for a few moments. It’s just a reminder of a simpler time when video games weren’t overly complex and the Power Rangers ruled the world. It’s by no means a masterpiece, but you’ll definitely appreciate it if you were ever a fan of the TV show.
Ahh, Wolfenstein 3D. When this came out in early ’94, I was just beginning my torrid obsession with first person shooters. Something about the genre really appealed to me. Something about being a one man strike force mowing down gun-toting soldiers and mutants one after another. It’s a raw, visceral kind of experience no other genre offers! It provides the kind of thrill you won’t find in any other genre. Growing up in the early-mid ’90s meant living through the 2D fighting game golden age, the 16-bit wars and the Doom era. What a great time it was to be a kid in those days. While Doom gets most of the accolades and glory, there might not have been a Doom without a Wolfenstein 3D.
TRAILBLAZER
The first time I experienced Wolfenstein 3D was at my friend’s house. As he booted it up he flapped his gums excitedly about this killer new game that was supposedly unlike any other video game he had ever played. I thought he was just blowing smoke up my you know what, but I quickly became a believer of the hype the second I saw Wolfenstein 3D in action.
The blood, the carnage, the sheer mayhem — it was unlike anything I had ever seen before. It felt like we were playing something taboo… something we weren’t supposed to be playing. It was one of those awesome gaming experiences that stay with you for the long haul, not unlike the first time you saw the likes of Doom, Resident Evil or Super Mario 64. Even nearly 25 years later, I remember it vividly. The adrenaline rush shooting through my nine year old body at the time was damn near palpable.
MARCH 1994
Back in the day my brother would always ship me on the weekends to go rent a Super Nintendo game of his choosing. (See Memories of Renting for more). Wolfenstein 3D was one of those games my brother directed me to rent. It’s funny — I ended up playing the game more than he did. I loved Doom at the time but I had yet to play Wolfenstein 3D thoroughly. I only briefly played it at my friend’s house in mid 1992, but mostly I remember watching him play it. So the SNES port was my first taste for all intents and purposes. And boy did I love it. I even made a mini strategy guide where I rated the enemies and guns. Unfortunately that guide is just another childhood thing lost to time…
LATE 1996
One night my dad took my brother and me to FUNCOLAND. It was there I saw Wolfenstein 3D for $30. It wasn’t cheap per se, especially for an older game, but seeing it suddenly brought back good memories of that weekend I spent with Wolfie back in March of 1994. The nostalgic feels were too strong and I caved. My brother wanted to get the latest NHL game. But being that Wolfenstein was cheaper, my dad went with my choice much to my brother’s chagrin.
I remember rushing home and beat the game for a second time that weekend. It was an absolute blast (no pun intended). I also enjoyed revisiting random levels and messing around with the God mode. I sure made the most of it.
MARCH 27, 2006
Two months into my SNES resurrection, I fondly remembered my old friend, Wolfie 3D, and all the good times I had with it back in the ’90s. Found a copy on eBay and sniped it with ONE second to go. My max was originally $2.22 but at the last second I decided to add a nickel, making my new max $2.27. Funny enough, I won the game for $2.25. That nickel made all the difference! It felt great to add this childhood favorite to my growing SNES collection. I remember it arriving bright and early on a Saturday morning of April 1, 2006, along with Lufia II and Mega Man 7. Back when these expensive games were going for cheap. Also, they arrived the day before WrestleMania 22. Wow, it’s almost been 11 years. Ah, good times. But it took me nearly a year later to finally replay Wolfie.
RETURN TO CASTLE WOLFENSTEIN
Wednesday, January 31, 2007. Looking through my collection for the next game to play and review, Wolfenstein 3D caught my eye. Has it held up? Or has time been unkind to it? Only one way to find out…
PS- I’m going to rate the enemies and guns here like I did so many years ago. The higher the rating, the tougher the enemy and the more useful the gun. Because why not?
THE WEAPONS
If this were a horror movie, the knife would rank much higher. But it’s not. And in the world of Wolfenstein 3D, the knife is basically suicide. Never bring a knife to a gun fight, right? This game proves that and then some. On a side note, you can’t switch to the knife in the SNES version unless you’re out of ammo. That always annoyed me. Sure the knife sucks, but it would have been fun to use with the God mode (rather than firing all my ammo first in order to use the knife).
The pistol is better than nothing but it doesn’t pack much of a punch. Still, it gives you a long range weapon and you at least have a fighting chance. However, the rate of fire is rather pitiful and you’ll want a much more powerful gun beyond the first couple levels. It should be noted that once you acquire a stronger weapon, the pistol cannot be switched to. Odd. It’s fun to put the God mode on and use this gun against the bosses.
This quirky little gun would seem like a sizable step up from the pistol but it isn’t. Sure, the rate of fire is much faster than the pistol, but oddly, at times it seems even weaker than even the pistol! Not sure what happened with the damage ratio here, but it sometimes takes three even four shots to kill a guard whereas I can kill said guard with two pistol shots. Nevertheless, I’ve always liked this gun and it’s a blast to use on the bosses with the God mode!
Now we’re talking! This is the weapon to use 90% of the time. Rapid fire chaos and it’s also fairly strong. Only time that the chain gun shouldn’t be used is perhaps during some of the later boss fights, where it’s just a bit outmatched. But yeah, there’s no better feeling than firing this gun at will, mowing down a room of 10 Nazi guards in no time flat.
The flame thrower sure lights up the screen! Burn your enemies to a crisp (although unfortunately you’ll just have to imagine the burning flesh). Fast rate of fire and quite potent indeed.
The BFG of the game, this is the only gun in the game that can kill multiple enemies in one shot. Its only downside is the lack of ammo available and the fact that it fires a very small shot, leaving little room for error. On the plus side, there’s zero splash damage. Meaning you can fire it two feet away from an enemy and not take any damage yourself.
THE BAD GUYS
A low tier enemy, the guard fires a pistol and doesn’t have the greatest mobility. They’re a notch above a sitting duck, really, and you should be forced to turn in your gamer badge if you let one of these bastards take you down. They’re most memorable for screaming “HALT!” or in this case “STOP!” Sheesh, come on, no means no. Who’s the bad guy here?
Elite guards are a step above the regular guards. These burly blue uniformed men are far more menacing and pack a more powerful wallop. Their machine gun will take off more damage than the guard’s lowly pistol. However, they’re pretty slow both in terms of moving around and firing their weapon. This allows you to usually land the first shot. Repeat a few more times and before you know it this bastard will bite the dust. They’re formidable in packs, though.
Although weaker than the elite guard and carries a weaker weapon, the officer is not to be taken lightly. They react the quickest of all the enemies, often ambushing you with shots from left field. They tend to stay silent too, and zig zag about the castle floors making it more difficult to pelt them. They’ll sap more health from you than you may think. Hence the slightly higher rating than the bigger elite guards.
Proud product of the mad Doctor Schabbs, mutants don’t make a sound until they shoot, greeting you with the crack of gunfire. The mad doc inserted a pistol into the center of their chest and topped them off with cleaver-tipped arms! They’re pretty agile suckers to boot. The toughest of the regular enemies you’ll face. I always liked them as they brought a hint of macabre and a light occult flavor to the game. Besides, it can get pretty boring killing just human guards and dogs (oops, rats in this version). The mutant brings much needed diversity!
The killer dogs have been changed into… mutant rats?! Yes, it’s true. It’s just another sign of Nintendo censorship before they changed their family friendly image in late 1994 starting with Mortal Kombat II. Dogs or giants rats, it’s all the same at its core, however. This enemy is a joke. In fact, in all my years playing Wolfenstein 3D I don’t think a rat has ever successfully been able to bite me. Nuff said.
THE MISSIONS AND BOSSES
Mission One: Dresden Strike
Location: Castle outside of Dresden
Objective: Terminate Hans Grösse
Hans is the first boss and a relative cake walk with the chain gun. Hell, even his level has no other enemies. The same can’t be said for the other bosses who send wave after wave of guards and mutants your way before the ultimate showdown. But being a first boss, I get that id Software wanted the spotlight solely on Hans. It’s certainly a memorable moment when the door opens and you see his huge ass sprite for the very first time. I mean, it’s nowhere near the Barons of Hell debut, but it’s pretty solid in its own right. Many first aid kits lie in an isolated room nearby just in case, but you won’t need them if you skillfully strafe about. Upon detection he yells “I’M COMIN’ TO GIT CHU!” It’s a nice touch that always came off a bit creepy to me. Makes it feel a bit like a B-movie horror film…
Mission Two: A Dark Secret
Location: Castle Erlangen
Objective: Terminate Trans Grösse
As you would expect, Trans is a fair bit tougher than his brother, Hans. Not only that but he’s also flanked by eight of his most trusted lackeys. That extra firepower can prove fatal if you aren’t quick on your feet and precise with your trigger finger. From this point on the enemy count in addition to the boss only increases. After communication with Hans Grösse proved futile, the Nazi forces realized they have underestimated your abilities. Hopefully, you’ve found a stronger weapon than the chain gun by now. Trans is more durable than Hans AND he’s extra pissed that you’ve killed his brother.
Mission Three: Operation Eisenfaust
Location: Dr. Schabbs’ Research Laboratory
Objective: Terminate Dr. Schabbs
The maniacal doctor has been working hard late into the night. Malpractice, foul intentions and diabolical schemes are all on the menu. Grafting a pistol on to the chest of the recently deceased, he’s found a way to bring slain guards back to life! Somewhere in the depths of his laboratory he lurks. He may look like a simpleton but don’t be fooled by his appearance. Throwing unknown harmful chemicals and rusty syringes at you, Doctor Schabbs is more than a handful. Creepy bastard.
Mission Four: Trail of the Madman
Location: Mountain Fortress
Objective: Terminate ÜBERMUTANT
Despite killing the mad doctor, his efforts live on. Here’s his prized creation… the ultra deadly ÜBERMUTANT! Hidden in the dank dungeons of the Mountain Fortress, he awaits your arrival with many of his mutant friends in tow. This sprite never fails to impress me. The huge chain gun embedded in the middle of his chest… his four freaky arms each wielding a butcher knife… this is Michael Myers on steroids…
Mission Five: Confrontation
Location: Castle Heidenheim
Objective: Terminate Death Knight
If you thought the ÜBERMUTANT was incredibly tough, you haven’t seen squat yet! The Death Knight is by far the hardest boss in the entire game. Being accompanied by dozens of guards and mutants is a big reason why, but even on his own he’s a force of nature. His gas attack inflicts tons of damage and he’s as durable as they come. I once beat him with only 2% health remaining. Whew…
Mission Six: Staatmeister’s Last Stand
Location: Castle Wolfenstein
Objective: Terminate Staatmeister
The final line of defense, as it were. The Staatmeister first appears in this exosuit and is actually pretty easy. It’s a bit anti-climactic, especially following the hard fought battle with the Death Knight. The suit is more bark than bite. That’s not to say he’s a walk in the park, because he isn’t, but you would expect the final boss to be a little tougher than this.
After destroying his exosuit, you square off with his more vulnerable second form. It’s more of a formality than anything else, as the battle is truthfully a bit pitiful. In this state the chain gun will serve you just fine. But getting to him will prove tricky as the final castle floor is littered with pesky guards, crack shot officers, nasty elite guards and vicious mutants all hell bent on your destruction.
THEMANYFACES OF B.J. BLAZKOWICZ
I like the various reactions of B.J. Blazkowicz. When you grab a big gun he’ll signal his approval with a fat grin. When he’s low on health he will look the part. But best of all, he turns his head in the direction he was shot from, which can save you some extra damage points if you react quickly enough. Not just a cosmetic feature, this was pretty cool stuff. Doom Guy seems to get all the love but let’s not forget B.J. did it first.
THE GAME
Each stage contains two different types of locked doors with two corresponding keys to find. Some keys lie around in the open while others are guarded by a horde of bloodthirsty soldiers and mutants.
These guys give you a 1-UP.
There are many secret passageways hidden within the 30 levels of Wolfenstein 3D. Simply approach any section of a wall, painting or closed curtain and press the A button. A portion of the wall will slide back if a secret room is hidden behind the panel. These rooms may contain valuable items such as 1-UPs, ammo, guns, etc. One secret room will even warp you to a special bonus level!
See if you can locate the hidden warp to play the bonus level where MULTIPLE Hans Grösse bosses call home. It’s quite the barn burner! HINT: it’s hidden somewhere in level 25.
The levels have been reduced in size as compared to the original computer game, but they’re still plenty big. I still occasionally find myself getting lost within the mazes and labyrinths despite the reduced size.
After each level a password is given. This is how all passwords should be. Succinct, clear and only takes five seconds to input. None of that “Is this a 5 or S? ARGHHH!” crap.
Although many of the more questionable designs have been removed (the Hitler portraits and the swastika), the levels still maintain a nice look all things considered. Chandeliers can be found on the earlier floors, while later things become more depressing and macabre. You’ll find decaying walls, human bones and so forth. I like how the game handles these transitions and becomes progressively more bleak.
The goal is simple: reach the exit of each stage before the Nazi soldiers can take you out. It’s a classic concept that has stood the test of time. The game still makes me flinch on occasion when I turn a corner and blindly walk right into a bad guy from seemingly out of nowhere. It’s me versus him. Only one of us can survive. It’s raw and visceral like no other genre can offer. Good stuff.
Be weary of alcoves in particular. They are usually home to soldiers and mutants just waiting to ambush you. Strafing (shoulder buttons L and R) will be key to your success and thankfully works rather smoothly.
Always unhinges me a bit to see this…
Wolfenstein 3D gives you a great feeling of being a one man strike force. The destruction you can dish out is, at times, a great rush. Despite the lack of blood, it’s still a satisfying experience to mow down a room full of Nazi soldiers in no time flat.
Here’s another detail to the game that I’ve always appreciated as a kid. Early on the sky has a nice, cheery look to it with a few clouds. It almost feels serene… as if you’re at the park about to enjoy a picnic. However, later in the game if you peek outside the sky will be dark and gloomy. It’s a nice touch that reminds me of a quote from the 2004 film Sideways.
When asked if he preferred the strawberry or chocolate cake, Paul Giamatti’s depressed character answered, “I prefer the dark…”
Seeing an exit always made me happy. Not just because it’s on to the next level but because I just enjoy the quirky design of the exits. It’s one of those things you can’t really put into words, but seeing an exit never fails to make me smile.
By the way, don’t always assume an exit means you’re home free. Some exits contain elite guards and mutants just waiting to take advantage of lackadaisical players.
One of my favorite parts from the game… the next door lies in waiting straight ahead. But between you and that door?
This picture illustrates the beauty of this game. The bosses (as well as the regular enemies) stalk you relentlessly once you’ve been spotted. No short term memories here. Navigate around those walls strategically, using them to your defense. Wolfenstein 3D is far from being simply just a gung-ho kill kill affair. There is some strategy and crafty skills required in order to succeed.
CENSORSHIP
It’d be easy to blame the developers for censoring the game when in fact the preview version contained plenty of gore. Unfortunately, Nintendo censored the bloody thing — pun intended. Keep in mind this was half a year before Nintendo changed its stance and adopted a ratings system, which allowed such violent games as Mortal Kombat II to exist.
The rabid dogs were originally present in the SNES port but after Nintendo got through with it, we got mutant rats instead. It’s largely cosmetic for the most part, but it’s easy to see why this degree of strict censorship left a bit of a sour taste for many people.
In fact, you can play the beta version as it’s floating out there in the vastness of cyberspace. Those of you adamant on experiencing Wolfenstein 3D on your SNES with red blood over sweat will be pleased — all two of you. Be forewarned though, it’s incomplete. After the first three missions or so it loops. That way you’ll never be able to finish the game. Bummer.
Glorious sight indeed. But alas, it just wasn’t meant to be.
Does the censorship hurt? Sure. Game killer? Definitely not. The game still plays very well and that’s the most important thing.
THE ESSENTIALS ARE STILL INTACT
It’s impossible to deny that the SNES port was stripped and gutted — killer dogs have been turned into mutant rats, the blood is missing, the levels are smaller and all Nazi signs have been removed. But at its core, Wolfenstein 3D is a good game and that hasn’t changed.
The gun sounds are relatively weak, but everything else is very well handled. The music has a great beat, the boss themes are intimidating and the voices are surprisingly rather clear. Playing this in stereo is a treat. Hearing “STOP!” from the left and right side simultaneously will get your heart racing. I’ve flinched more times than I care to willingly admit simply by turning a seemingly innocent corner only to be greeted by a loud “STOP!”
Bosses are huge and will make you sweat a little upon first glance.
Better not run out of ammo or else you’re stuck with a puny knife!
Doctor Schabbs is unsettling to the core. First of all, why is his fat ass grinning so much? And check out the dirty syringes that he chucks at you. Ugh, it kind of makes me shiver. There’s nothing worse than a creepy doctor.
Seriously creepy. Stop smiling at me! But you get a key for your troubles.
The bosses utter their one liners with a strange inhuman tone. “I’M COMIN’ TO GIT CHU!” and “I’M COMIN’ FER YOOH!” works surprisingly well. You’re in awe of their sheer size the first time you see the towering bosses. The ÜBERMUTANT in particular is quite the sight for sore eyes. You know he’s waiting for you… you’re strafing the corners and just waiting to find him… finally, when you let your guard down and turn the turner — “I’M COMIN’ FER YOOH!” It’s a rush, no doubt. Not many SNES games are as (in)tense as this one.
Backpacks (which allow you to hold more ammo) and first aid kits are scattered about. You’ll also find turkey meat and cheese. The cheese health refills are hilarious. They only recover 4% (!) health. What a strange low number. And why haven’t the mutant rats already eaten the cheese? It’s odd as all hell!
CHEATS
299 Rounds Press and hold R while turning the power on. Release R at the title screen, then start a game. Pause and press R, up, B, A
All Weapons + Maximum Ammo Hold R on controller 2, turn on the SNES and release R at the title screen. During game pause and press R, up, B, A
Full Map + All Keys Hold R on controller 2, turn on the SNES and release R at the title screen. During game pause and press A, A, up, B
God Mode Hold R on controller 1, turn on the SNES and release R at the title screen. During game pause the game and press B, up, B, A
Level Select Hold R on controller 1, turn on the SNES and release R at the title screen, then immediately press up and select
Level Skip Hold R on controller 1, turn on the SNES and release R at the title screen. During game pause the game and press up, B, R, B
WHAT THE CRITICS SAID
Wolfenstein 3D received scores of 8, 7, 7 and 6 from EGM.
Ed Semrad- 7: Good music and huge mazes help you come back for more and more. While there are changes it is still a very good translation… a great game that moves fast
Danyon Carpenter- 8: So the blood was removed. Who cares? The game is still a riot! Not many other games put you in the role of gun-toting soldier running rampant through a maze shooting guards and mutants
Al Manuel- 6: Although the Swastikas on the wall and Hitler have been removed, this is a pretty good translation
Sushi-X- 7: As one of my favorite PC games, this Super NES version almost has everything in the sense of the game play. A good translation
Super Play gave it a 78%, citing “Blocky but fun shooter”
GameFan gave it scores of 89, 89, 80 and 77% citing “Major fun, buy it!” and “Hair-raising action and sweat-inducing intensity!”
CLOSING THOUGHTS
There have been quite a few critics of the SNES port but I’ve always loved it. And quite frankly I still do to this very day. Granted, I’ve never thoroughly played the original computer game and thus can’t compare it to the superior originator. I can only base Wolfenstein 3D to other SNES games of its era. There simply aren’t many games like this on the Super Nintendo. Running through mazes mowing down guard after guard is a rush few other SNES games can replicate. It’s a raw and visceral experience. I still break it out every now and then as it’s fun to revisit even after all these years.
Yeah, the graphics get very pixel-y up close but considering the hardware it’s a relatively admirable job. Enemies can still be spotted from afar, which is critical. The boss sprites are incredibly massive, detailed and menacing. The music is catchy — I can still hear some of those tunes in my head. “STOP!” will make you flinch in your seat on occasion and the large mazes are complex and well designed. The gameplay is simply timeless and holds up well. It’s not just a mindless shoot ‘em up. Strafing throughout the labyrinths is key to success as well as using doors and corridors to your distinct advantage.
The enemy AI is very strong to boot. Enemies bum-rush you relentlessly upon sight. They’ll even come from other rooms when they hear the crack of gunshot. Not all doors are soundproof! This lends Wolfenstein a realistic feel and makes things much more interesting, not to mention extra tense! You never know when one innocent shot will lead to a summoning of the undead from many rooms over. You’ll hear doors opening in the far distance faintly. Then as the bad guys come closer and closer, the sound of the door opening gets louder and louder. You’re being stalked throughout the mazes. And it’s an absolute rush laying waste to 20 bad guys within the short span of 30 seconds! Some games never get old, and Wolfenstein 3D is definitely one of those games for me.
It’s Friday, March 3. This date is known for two things. First, Nintendo released their brand new Nintendo Switch on this day. But the even bigger thing? Today marks 3 Ninjas Day. March 3. 3/3. 3 Ninjas. Geddit? OK, all kidding aside, 3 Ninjas Kick Back has its place in Super Nintendo lore. The box and manual command a small fortune. Diehard collectors place insane bids whenever either shows up on eBay. The game itself is rarely talked about and whenever it is, people usually bash the hell out of it. Released with no fanfare, 3 Ninjas Kick Back came and went like so many other SNES games in the mid ’90s. But for once, I’d like to take a moment to highlight the game itself rather than the box and manual. Is the game really that bad? In short, no. In fact, from where I sit at least, it’s actually pretty decent. But before I get to that, I have to address the elephant in the room…
SERIOUS BUSINESS
It’s no secret that SNES games these days tend to command a pretty penny. Particularly the boxes and manuals. The market has steadily climbed the past seven years or so. Sure, prices have fluctuated but I don’t think the “bubble” will burst any time soon. Take, for instance, 3 Ninjas Kick Back. If you didn’t know by now, the box and manual for this game is rather scarce. So when it does pop up, it fetches a staggering price. It’s seemed to come down a bit in recent times, though. But the cartridge itself has gone from $20 to $100+. Go figure. A few years back, a complete copy actually sold for $2,000. You read right — TWO THOUSAND FREAKING BUCKS. Holy crap. But a check on eBay reveals a complete copy recently ended at “just” $500. That’s still plenty nuts when you think about it! It makes me glad I got back into the scene when I did (January 2006). The demand for these relics from our youth is at an all-time high like never before.
When I got back into all things SNES in January 2006, I didn’t really care about owning the boxes and manuals. Aside from RPG manuals, I was fine with having just the cartridge. Once I bought the majority of the games I wanted, I bought a few boxes and manuals where I could due to how cheap they were at the time. As I saw my collection expanding, the urge to own a “complete” collection grew and grew. I took that goal seriously when I began snatching up boxes and manuals to complete my cartridges in 2007. Due to boxes and manuals typically going for peanuts (relatively speaking), I was able to cross them off my list one by one between the years 2007-2011. Only one eluded me all those years: 3 Ninjas Kick Back. I only saw the box and manual maybe three or four times in the five years I’d been hunting. Each one sold for a fair amount. I was lucky to buy the manual in late 2011 before acquiring the box in March 2012.
I consider my acquisition of the 3 Ninjas Kick Back box to be the moment I more or less retired from active SNES collecting. This month actually mark five years since I bought the box. I didn’t even realize that until just now. It’s pretty cool when these random things happen like such. Time flies!
To fund the insane amount it took to buy the box, I parted with some highly sought after SNES items of my own that I was willing to sacrifice. I sold off my copy of Incantation. It included the manual and a pretty banged up box for $200 (it’s another high end SNES collectible). I sold some doubles as well to finally amass enough to cover the charge. Nothing feels sweeter than not having to pay out of your own pocket, so to speak!
It feels damn good to be retired ^_^
INSTANT CHILDHOOD CULT CLASSIC
Movies like Teenage Mutant Ninja Turtles and Home Alone were smash hits in 1990. Someone had the brilliant idea of crossing the two and thus, in the summer of 1992, 3 Ninjas was born. My brother and I loved it. We rented and watched it dozens of times, damn near wearing out the tape. Take three young brothers trained in ninja techniques from a young age, throw in Victor Wong as the ass kicking Grandpa Mori along with some dim-witted hooligans to serve as the perfect foil, and you get an instant childhood cult classic.
If you mix Teenage Mutant Ninja Turtles with Home Alone, you would get something very similar to 3 Ninjas. It was so successful that it spawned three sequels: 1994’s 3 Ninjas Kick Back, 1995’s 3 Ninjas Knuckle Up, and 1998’s 3 Ninjas: High Noon at Mega Mountain (starring Hulk Hogan who at the time was leading the nWo… Ninja World Order). I’ve only seen the first two. The first film is the best. The first sequel was decent but clearly the magic was gone by then. I rather not watch the last two films based on what I’ve heard…
THE STORY GOES…
While an action platformer at heart, there is a slight beat ‘em up feel to 3 Ninjas Kick Back. This is thanks to each ninja having his own special move. It’s good for taking out a crowd of enemies but it comes at the expense of some health. This platforming / beat ‘em up hybrid style works!
You start out on a small ledge which is magically suspended in mid-air. A giant boulder rests behind you. As soon as you start moving to the right, it falls and gives chase. This can easily frustrate players right off the bat; the game doesn’t start off so hot. But press on because it does get better.
As you try to outrun the rolling rock of doom, stalactites fall on cue. You have two options here. Eat each of the three falling attacks, or stop and wait for the stalactite to drop harmlessly while the rock rolls you over. Thankfully, the rock only saps four of your six health boxes. Or you can race through the three stalactites and eat three hits of damage before leaping to safety. Either way, you can’t avoid getting hit here. I can see why this left a bad taste in people’s mouth right off the bat -_-
You can propel yourself to new heights by grabbing onto a rope, vine or tree branch. It does take a bit of working out to get the hang of things, but once you do you’ll be swinging around like a monkey. The control isn’t perfect but it’s not terrible, either. Workable describes it best.
Very nice indeed, those red crystals. They even cause unseen items high above the screen to fall down for the taking. I also like how the screen turns red as a bursting sound effect rips across the land. Good stuff, and it was little details like this early on that gave me hope this might actually turn out to be a decent little game.
I usually don’t care for collecting items in platformers. It’s something I do out of necessity rather than enjoyment. But in 3 Ninjas Kick Back I’ll actually go out of my way to collect them all. That’s because when you collect one, you hear a sweet sound effect. Plus it’s fun to see the mini stars and point bonuses popping up.
Remember when video games had health boxes? 3 Ninjas Kick Back does. There’s also a timer which adds a sense of urgency. This game elicits a bit of an old school 8-bit NES platforming feel, which is perfectly fine by me.
Destroy all eight training dummies before the timer expires. Scattered throughout the forest, you’ll be searching high and low. Some are tucked away in alcoves. Others are heavily guarded by obstacles and various dangers. And never forget: look before you leap. Dummies require several hits to break. I love the way their limbs go flying in every which direction! My personal method of preference? Why, swinging overhead until they submit to my heart’s foul desires!
Being a youthful nimble ninja certainly has its advantages. You can leap pretty high on your own, but you’ll soar like a bird when combining your techniques with your environment.
Grabbing onto a rope can be a little tricky. You have to press up while jumping. Be ready to aim for the tree branch there should you miss the rope. Any port in a storm, eh?
Mori and rival ninjas will occasionally fire a series of shurikens at you from high above. Thankfully, you can block these ninja stars with a well-timed overhead attack. I love that this offensive strike doubles as a defensive tool. And look at how the shurikens bounce harmlessly off your weapon — nice!
Don’t look scared now, Rocky. This dummy thought he was clever hiding out in this alcove but even his most deceptive and cunning strategy cannot evade your deft ninja senses. It’s time to do the honors. Give the piñata a couple stiff whacks. NEXT!
As the dummies start to dwindle down and Mori realizes your true ninja potential, he decides to employ a different strategy — good old fashioned bribery!
Bridges, ledges, alcoves. Every square inch here is teeming with danger. Wooden blocks shoot out sharp needles while bloodthirsty bats are out on the prowl. Thankfully, you’re skilled enough to attack while hanging from a ledge. Once you show that flippant bat who’s boss, use your core strength to flip up and put that block out of its misery.
I like playing as these nimble little bastards. They can hang on, flip up or flip down. Different options lead to more gameplay variety. Being able to do a number of things from this position presents you with a set of choices and really puts you in the driver’s seat. It’s details like this that help make 3 Ninjas Kick Back surprisingly decent.
This is where the game begins to pick up some steam. I suspect those that bash this game quit before getting to this level. The first couple levels are uninspiring and meh. It’s easy to stop there and declare the game worthless. But players who press on may find some actual merit.
You’re hanging precariously on the ledge as a black ninja (with an even blacker heart) maliciously heaves a barrage of shurikens. But being the nimble ninja you are, you manage to evade the attack by flipping up and snapping his neck in two. All in one fell swoop. It doesn’t get much better than that.
Really?! Another Mori Marker to start out the stage. You can’t help but laugh a little bit. Grandpa Mori straight up trolling us now!
You’ll run into Koga’s nephew, Glam, and his two bumbling lackeys, Slam and Vinnie, throughout Mori’s not so secluded cabin. This is the first stage that lets you interact with the environment. For example, you can kick a basketball at the fumbling Grungers. The amount of different ways you can dispose of them is rather humorous.
You have three options here:
1. Bash him until he sees little yellow birdies.
2. Shatter his shin with that rolling Tonka truck of doom!
3. Cranium crushing chandelier!
Whichever method you prefer, it suits the game’s goofy slapstick atmosphere extremely well.
The hi-jinx and shenanigans continue. You can either lure one of the goons and let him slip on the water, or for the truly sadistic folks out there you can knock the toaster over into the pool of water. You can imagine what happens next when one of the bumbling buffoons stumble right into your trap — ZAP! Come on, can a game with this kind of humor really be THAT bad?
Seriously, how bad can a game really be when it lets you electrocute the hell out of an enemy in such a comical fashion? You can’t help but appreciate the dash of black comedy here.
Glam just doesn’t know when to quit. But you have bigger fish to fry, such as finding the last three items. Make your way to the rooftop where things get a wee bit hairier.
These black ninjas rule the rooftop, making life more difficult than Glam, Slam and Vinnie ever could. Watch out for the sandwich attacks. When they toss their deadly shurikens from high above, swing your weapon overhead to cancel their foul plans. Few things in this game satisfy like hearing and seeing a bevy of ninja stars clank off your sword.
Up until now you may have noticed there hasn’t been any bosses. If you’re anything like me, then you get a big kick out of confronting a traditional boss at the conclusion of each stage. 3 Ninjas Kick Back actually does have a few bosses, but only a few. The first of which will come in the next stage. Typically, it annoys me when there isn’t a boss at the end of each level, but for this game, I didn’t mind it. It even seemed to fit the game, oddly enough. The few bosses that do exist are by no means memorable boss battles. A few of them are downright annoying.
Hospitals are places you’d rather avoid if you can. But this wacky hospital is a fun romp thanks in large part to its black comedy moments.
Strike this metal trash can to send it packing. The interactive environment adds to the game’s charm and is true to its source material. These hi-jinx opportunities occur in only a few levels, but I like how they’re sandwiched in-between the more serious stages.
“NOTHING STOPS THIS TRASH CAN” as the great Heisenberg would say. It doubles as a defensive and offensive prop ^_^
Rescue the hostages and free the slaves!
“Who are you talking to right now?
Who is it you think you see?
Do you know how much I have made from the 3 NINJAS movies?
I mean even if I told you, you wouldn’t believe me.
No you clearly don’t know who you’re talking to, so let me clue you in.
I am NOT in danger, Mister MUTHA-FUKKEN Grunger. I AM THE DANGER!“
“Who the hell are you?”
“You know exactly who I am. Say my name.”
“DO WHAT? Man, I don’t have a DAMN clue who the hell you are.”
“Yeah you do. I’m the kook. I’m the man who killed the box office.”
“Bullshit. The CROW got the box office. 50 million. May 11, 1994.”
“You sure?That’s right. Now… SAY MY NAME.”
“… MORI-SAN-BERG.”
“YOU’RE GOD DAMN RIGHT!”
PSST, WHAT’S THE PASSWORD?
WHAT THE CRITICS SAID
3 Ninjas Kick Back received minimal press back in the day. I don’t recall one review or preview for the SNES version. Keep in mind that both EGM and GameFan Magazine covered a LOT of games. So it was pretty rare for a Super Nintendo game to miss the cut entirely. Part of that no doubt is the fact that 3 Ninjas Kick Back arrived at a tightly contested time. That holiday season of ’94 was a star studded lineup for the SNES. Being a licensed game of a movie series that wasn’t exactly hot at the time didn’t do it any favors. A 3 Ninjas game released in 1992 would have done much better. Instead, 3 Ninjas Kick Back found itself stuck between a rock and a hard place with nowhere to go but down into a spike-filled pit. This game has a negative reputation online. I wonder how many people who wrote this game off actually played it beyond the first couple levels. It’s no gem by any stretch of the imagination, but it’s really not that shabby and doesn’t deserve the hate that it seems to get.
WHAT THE BOX SAID | WHAT I SAY
1. The visuals are a little bland in some parts while decent looking in others. “Scorching hot” is classic mid ’90s hyperbole.
2. Interacting with the various items is probably the best thing about this game, but sadly it is only for a few levels.
3. A two player co-op option is definitely nice. But I’m not sure about “intense.”
4. If by “tons” they meant “some” then sure, OK.
5. Sound effects are surprisingly pretty cool, but not “awesome.”
6. Definitely not many nasty looking bosses as there are only three or so.
7. While the later levels have a bit more “meat” to them, the earlier levels are incredibly short. There’s even one level that you can polish off in about 10 seconds flat. So yeah, not exactly “huge.”
All in all, your typical exaggerated back of the box to hype the game up as much as possible. To their credit, while the hyperbole is a bit off, at least it’s a playable game. It is very faithful to the film and Malibu did the best they could with the license.
CLOSING THOUGHTS
While 3 Ninjas Kick Back will never be mentioned in the same breath as the classics of the SNES library, it shouldn’t be lumped in with some of the true SNES stinkers, either. It’s a decent game that has a quirky quasi-beat ‘em up feel to it, spliced in with copious amounts of platforming action. Then pepper in a few sprinkles of dark comedy for good measure and you get a surprisingly decent effort.
One of the great things about this hobby is the ability to play these old games for the first time and form your own opinion. After playing this game thoroughly I was genuinely shocked at all the negative feedback this one received in the past. The beautiful thing about this hobby is you might like a game most people don’t. The longer I played 3 Ninjas Kick Back, the more I appeciated what the programmers did. Little details like flinging a toy truck into a bumbling lackey’s shin or deflecting a projectile attack from above with a well-timed overhead swing, 3 Ninjas Kick Back is a lot more playable than one may initially expect. Besides, what can beat throwing your old wheelchair bound Grandpa Mori into an unsuspecting punk?
With three different characters to select from, a two player mode and some quirky levels to navigate, 3 Ninjas Kick Back is a surprisingly solid licensed video game. Whether it’s rigorous skirmishes with your grandpa in the forest, or outwitting the Grungers and crew in the hospital, the game features some nice versatility. I love the levels with objects in the background that you can interact with. It’s a game that doesn’t take itself too seriously; I find the dark humor to be rather subtle and effective. The game can be a bit difficult in certain spots, but it can be vanquished with some good ole persistence and smarts. There aren’t a lot of bosses, and the few that exist aren’t particularly well executed, so in the end perhaps the lack of bosses is a blessing in disguise. It’s the level designs instead that somewhat deliver. They’re not original or overly brilliant but they’re competently structured, providing some platforming fun along the way. 3 Ninjas Kick Back is a fairly decent game that offers a somewhat enjoyable mix of the beat ‘em up and platforming genre. It was much better than I anticipated it to be, but of course, your mileage may vary. Not every game has to be a classic — there’s definitely a place for quirky decent games with a healthy dose of humor. And this game fits that bill better than expected.
Released on November 21, 1994 — the four year anniversary of the Super Famicom — Donkey Kong Country ushered in a new era of SNES gaming. Using pre-rendered 3D graphics and a technique known as ACM (Advanced Computer Modeling), Nintendo pushed DKC as an answer to the 32-bit war machines looming over the horizon. Nintendo’s message was loud and clear: 16-bit ain’t dead yet. No, as a matter of fact, 16-bit has a lot left in the tank. Donkey Kong Country is arguably the most hyped game to ever come out on the SNES. One thing is for sure: it’s the second best selling game on the system. Moving NINE MILLION copies, it’s second in sales only to Super Mario World. So whether you love DKC or find it overrated, there’s no denying the game was a commercial smash hit in every respect of the word. Let us return to the jungle…
HOW RARE REINVENTED 16-BITS
In the fall of 1994, Donkey Kong Country dominated the gaming press. You couldn’t pick up a video game magazine without seeing DKC on the front cover. It was a revolutionary effort set to redefine 16-bit gaming as we knew it. Magazines like EGM and GameFan hyped it beyond the moon. The screenshots looked absolutely amazing. We never thought such visuals were possible on the SNES and nearly crapped our pants the first time we saw it live in the flesh. It’s one of those moments in your gaming fandom that you never forget.
One of my favorite memories with this game came over 20 years ago. My old best friend Nelson was in love with Donkey Kong Country. I vividly remember one frosty Friday morning Nelson and I were chatting on the playground before school. Nelly said, “I’m buying Donkey Kong Country after school. I’ve been dying to play a good adventure game!” For some reason that always stuck with me. When I think about Donkey Kong Country, the very first word that comes to mind is adventure. From snowy mountains to lush treetops to shark-infested waters, this game exudes ADVENTURE. Whether you control Donkey or Diddy Kong, one thing is for sure… it’s going to be one hell of an adventure. At the end of the day, isn’t that what video games are all about?
IT WAS A DARK AND STORMY NIGHT…
OTHER KONGS IN THE JUNGLE
LEVEL 1: JUNGLE HI-JINXS
Barrels featuring the letters DK unlocks your partner (if necessary). These barrels somehow always seem to be positioned just right on most stages. A job well done by Rare who clearly thought out each centimeter of their game with meticulous care.
Break the barrel to free a young and vibrant sidekick by the name of Diddy Kong. Now you can switch off to play as either Diddy or Donkey. Diddy is faster and can jump a bit farther than Donkey, but Donkey has the power advantage. Donkey can kill certain enemies that Diddy can’t. The differences in the two add to the fun and strategy of the game.
Rescue animal friends throughout the levels to assist you in your quest. The first being Rambi the raging Rhino! These animal friends each have their own pros and cons. Rambi is one of my favorites. It’s tough to beat riding a rhino and goring the hell out of anything that gets in your way.
Hidden bonus rooms are scattered throughout. Try to find them all.
Cranky Kong interjects with his classic “back in MY day” spiel. I love how he breaks the fourth wall. Back in 1994 this blew my 11-year-old mind.
LEVEL 2: ROPEY RAMPAGE
LEVEL 3: REPTILE RUMBLE
Barrels can be used to find hidden bonus rooms. Be experimental!
LEVEL 4: CORAL CAPERS
STAGE 5: BARREL CANNON CANYON
Barrel Cannon Canyon (try saying that fast five times) is, as one might expect, littered with a classic Donkey Kong Country staple: barrel cannons. Some spit you out instantly while others rotate continuously, forcing you to manually leap out. Timing is everything!
Zingers made going from one barrel to the next a bit more difficult. Laugh it up while you still can. Because later on you won’t be laughing so much…
LEVEL 6: VERY GNAWTY’S LAIR
LEVEL 7: WINKY’S WALKWAY
LEVEL 8: MINE CART CARNAGE
LEVEL 9: BOUNCY BONANZA
LEVEL 10: STOP & GO STATION
Interesting gimmick here. The rock-like monsters with red glowing eyes cannot be killed. You have no choice but to skillfully avoid them. Do this by touching the various barrels carefully positioned throughout. When you touch a barrel to stop, Rockkrocs assume the fetal position, allowing you just enough time to safely pass by. It’s a nice change of pace.
LEVEL 11: MILLSTONE MAYHEM
LEVEL 12: NECKY’S NUTS
LEVEL 13: VULTURE CULTURE
LEVEL 14: TREE TOP TOWN
Barrel cannons galore — only the boldest of adventurers will pass.
LEVEL 15: FOREST FRENZY
LEVEL 16: TEMPLE TEMPEST
LEVEL 17: ORANG-UTAN GANG
LEVEL 18: CLAM CITY
LEVEL 19: BUMBLE B. RUMBLE
LEVEL 20: SNOW BARREL BLAST
EXTRA EXTRA — READ ALL ABOUT IT!
“B-B-BUT IT’S TOO EASY!”
Many found Donkey Kong Country to be too easy. Rare probably knew that as well, because they weren’t afraid to poke fun at themselves. While I do agree it was easy on the whole, there are a few levels sure to kick your ass.
Cranky breaks the fourth wall, AGAIN. What an endearing character!
WHAT THE CRITICS SAID
Donkey Kong Country was a critical and commercial success. Prior to its release, the hype surrounding it was off the charts. It graced endless gaming magazine covers. And not surprisingly, Donkey Kong Country was met with rave reviews. EGM awarded it Game of the Month with scores of 10, 9, 9 and 9. GameFan gave it a perfect trifecta. It scored 100, 100and 100%. Super Play was a bit less than overly impressed, but still gave it a robust 90%. The hype for Donkey Kong Country stirred much gaming discourse, lifting the game to nearly mythic proportions even before it could reach gaming stores worldwide.
WHAT *YOU* SAID
Curious as to see what my readers consider to be their favorite DKC game, I put it to the test with a survey years ago. The results of the poll were pretty much what I expected, and matched overall online consensus. Donkey Kong Country received the most votes at 39.3%. Diddy’s Kong Quest finished just a hair behind with 37.5%. And Dixie Kong’s Double Trouble came in last, with a respectable 23.2%. From my online travels over the years across various retro gaming forums, when discussion of the DKC trilogy pops up, it seems to be a dead even tie between the first and second games as people’s favorite. Those who prefer the first game find it to be most “pure” of all, plus the nostalgia never hurts.
Folks who prefer Donkey Kong Country 2 love it for its refined and more difficult gameplay. They tend to also prefer controlling Dixie (with her smooth hair spinning ways) over the bigger and more cumbersome Donkey Kong. Last but not least, there’s even a small pocket of fans who claim Donkey Kong Country 3 to be the best of the trilogy. They often cite it as having the best graphics and the most satisfying level design.
I can see the argument for all three games — it’s just a matter of personal taste. There’s no right or wrong answer. Myself, I agree with the majority. The first game is my favorite in the series. I concede that perhaps Donkey Kong Country 2 does play a bit better overall, but for pure fun and enjoyment there’s nothing like the original. The first one has a special spot in my heart and that will never change.
CLOSING THOUGHTS
Donkey Kong Country isn’t the mega epic adventure it was hyped up to be back in ’94, but it’s definitely a great overall package. I love the sense of adventure that it exudes — lush jungles, snow-capped mountains, mining caverns and more bring the action to vibrant life. The game’s adventurous atmosphere resonates deeply with me. The journey that Donkey and Diddy Kong embarked on left an indelible mark on countless gaming hearts. Rare did wonders on the Super Nintendo that few thought was even possible. By the end of 1994, with the 32-bit era looming, Donkey Kong Country stood as a proud testament to the power and potential still remaining in Nintendo’s trusty old 16-bit wonder. Do not go gentle into that good night. Your time is no doubt coming soon, 32-bit, but DAMNIT — NOT TODAY!!
Some complain that the game is too easy. I’ve always cared more about how fun a game is rather than its difficulty. Whether it’s easy or hard, if it’s fun then I’m sure to play it. And do so with a big fat grin on my face. I love romping through the diverse world of Donkey Kong Country. It’s one of those games where you can race straight to the exit or you can take your sweet time carefully uncovering all of the secrets. It’s as basic or complex as you want it to be. The game has a lot more depth than one might initially think. DKC has layers of substance behind the style and to me that’s the mark of a great game. The visuals were revolutionary for its time (hell, I still think it looks awesome today) but more importantly the gameplay holds up to this very day. It may not be one of the top 10 greatest Super Nintendo games but it’s certainly a bonafide SNES classic.
The additions of Diddy Kong and a fun diverse group of animal allies round out a remarkable adventure. Diddy was an instant star. Switching between Donkey or Diddy was seamless and smooth, helping to make Donkey Kong Country feel different from other platformers of its era. And of course, that soundtrack. Some of the most memorable tunes in all of SNES lore. While not a flawless masterpiece by any stretch of the imagination, Donkey Kong Country is a fantastic game that has stood the test of time. Even more than 20 years later it’s still as fun to play today as it was back in the fall of 1994. Well done, Rare. Well done.
Graphics: 10
Sound: 9
Gameplay: 9
Longevity: 8
Overall: 9.0
Give both a listen for yourself…
Listen to the first 10 seconds in particular…
Pretty similar, right? I love both tracks. They’re so whimsical and fun ^_^
The Super Nintendo enjoyed many years of commercial and critical success, but of all the years I’ve always considered 1994 to be its most memorable. It just seemed to have the best games that year in terms of quality and quantity. 32-bit systems were starting to seep into the pages of gaming magazines in ’94 but it was still largely all about 16-bit. ’94 saw the release of such iconic titles as Super Metroid, Super Punch-Out!!, Donkey Kong Country, Final Fantasy III and so much more. EGM and GameFan didn’t miss a beat, either, as I felt ’94 was also the best year for those respective magazines. 1994 was just a great time to be a kid. But aside from your AAA classics, there were a bevy of games that flew under the radar that year. Michael Jordan: Chaos in the Windy City was one of them. Sure, the concept was bizarre. Control one of the greatest basketball players ever in an action platformer? Doesn’t exactly ring my bell. And made by EA Sports of all people? They weren’t known for their action games. But when I saw it in the pages of GameFan, a big part of me was instantly intrigued. It took me two decades to finally play it…
AIR JORDAN
Michael Jordan was a freak athlete. Born February 17, 1963 (happy belated, Mike), Jordan went on to become one of the most iconic figures in all of sporting history by the year 1993. However, with the tragic murder of his father during that summer, Jordan announced his retirement from the game of basketball on October 6, 1993. Citing the death of his father and a loss of interest in playing basketball, Jordan went on to pursue his dream of playing professional baseball.
He toiled in the Minors for a year and a half before declaring his infamous two words on March 18, 1995: “I’M BACK.” Jordan went on to 3-peat once again, leaving the game with six championship rings and an amazing 6-0 record in the NBA Finals. Today he is still considered in many circles as the greatest NBA player to ever play the game.
CHAOS IN THE WINDY CITY
Michael Jordan: Chaos in the Windy City came out while Jordan was attempting his hand at playing baseball in the Major Leagues. The game acknowledges this and uses it (somewhat) as part of its storyline.
Jordan unearthing an underground prison where his friends are held captive deep within the bowels of a museum? You can’t make this stuff up… and this is how our adventure begins!
Rescue your friends in the holding cells (five levels there) and make your way through the rest of Chicago. This includes riding the local trains, the laboratory, the factory and more. Unfortunately, the lab and factory have five levels each themselves and the backgrounds can get a bit repetitive and dull. Although the game has a decent number of levels, they’re not spread out very well since the theme is repeated for five levels.
WEAPONS OF CHAOS
Mike begins the game with a regular standard orange basketball. It shoots in a straight line and has unlimited ammo. It shoots out pretty fast too and you can fire multiple balls at once. For a standard default weapon it’s more than serviceable.
I see what you did here, EA. Clever. One of the balls is, appropriately, a baseball. I like this one as you can fire it through walls and solid objects. Sweet!
Bounces around when it hits a horizontal surface, or splits into two balls when it hits a vertical surface. I like using this in tight spaces — it turns you into a killing machine.
Does double damage to enemies. Spike it to create a trail of flame along the floor.
Tracks down enemies who are within range. Spike it to split it into multiple missiles. I like how spiking certain balls can change its use.
Channeling his inner Sub-Zero, Mike’s Blue Ice ball freezes most enemies into a solid chunk of ice. It’ll shatter if you hit it with another ice ball. Enemies will thaw out and escape if you don’t destroy them while they’re frozen. You can stand on frozen enemies and use them as platforms. Spike an ice ball to coat part of the floor with a layer of ice and make it slippery.
Spiking certain balls can lead to different effects. It added a nice layer [I C WAT U DID DERE -Ed.] to the game and also added some strategy in addition to picking which ball to use.
Doesn’t go far if you throw it, rolling along the floor to hit enemies. It explodes when spiked, doing one point of damage to all enemies on-screen.
It makes everything shake when you spike it, doing massive damage to all enemies within range.
THE HOLDING CELLS
Be on the look out for your friends, and watch out for mutant spiders. Keys are key (sorry) to success.
Backboards are scattered throughout. Dunking on them has a different effect. Some drop items (like keys) when you dunk. Others may even damage all enemies on-screen. It’s a neat little way of bringing basketball into the gimmick.
Saving your friends opens up a bit of dialogue. It’s nothing to shout about, but it adds a bit of variety as it breaks up the action a bit. Hell, you may even get a key for your troubles at the end. But the way Mike’s friends evaporate is slightly bizarre.
Sometimes there’s a weak wall that Mike can bust through. Ah, Wheaties. The Breakfast of Champions.
Dunking in an action platformer — who woulda dunk it… [har har -Ed.]
Spiking the ball isn’t just a secondary option, sometimes it’s necessary to advance. Spike balls to break away weak floorboards.
Purple swirling doors lead you to bonus bits that range from slam dunking to killing enemies to bouncing off giant springs. Find these doors to unlock extra goodies and points.
Bastards zip fast so be ready for the fast pitch. BOOM [SHAKA LAKA -Ed.]
Whoever thinks that Jordan never passes never played this game.
Enemies on a tier below you can be damaged by the spiking technique.
Defense is played in the form of nullifying. Wish more games did this.
Use the White Knuckleball to retrieve items lodged away. Sweet!
You know what’s cool about that animation above? You know how in most games if you let it ride out nothing happens but the status quo? Well, not so here. If you leave Mike in that vulnerable position for more than a few seconds, he actually falls over. I was quite taken aback the first time I saw it as I don’t recall many platformers from the ’90s that did this as well. The animation is ugly but I can appreciate the concept.
Some backboards have the number 23 on them. If they do, slam it home and you’ll be rewarded with everything freezing for 15 seconds. A shot clock just like the NBA appears on the screen, counting you down. Pretty cool integration.
Speaking of timers, there are none in this game. I hate it when there’s a timer that presses you to zip through a level. A generous timer is all good in my book but even better is when there’s no timer at all. Make sure you take the time to explore all the nooks and crannies, as you don’t want to miss out on bonus doors.
Golden hearts add another ball to your health meter. Super valuable!
D’OH! MJ might be the GOAT when it comes to basketball. But when it comes to swimming he doesn’t stand a chance! He automatically bites the dust the moment his head is submerged in water. Boo! Come on…
Press the L button to break into a sprint. Jumping while running allows Michael to do a super jump, which allows him to reach items in faraway places. Not bad, right? Until you factor in EA Sports wasted the L button on running when they could have made running double tap. Then that frees up the L button to cycle back on the special balls. Cycling one way only with the R button can get a bit annoying when you have all eight balls in possession.
Remember the epic shot Jordan hit over Craig Ehlo in the Playoffs on May 7, 1989? Props to EA Sports for recreating that celebration here.
THE L TRAIN
THE FACTORY
Charles Barkley on steroids? He has good defense. So not Chuck, then.
PSST, WHAT’S THE PASSWORD?
As many action platformers did from the 16-bit era, there’s a password system in place. However, you’re only awarded a password after defeating the entire section. For example, the Laboratory has five levels. You have to beat all five to get the password rather than just one level. As far as user friendliness is concerned, passwords are 11 characters. Not the best but definitely not the worst. Although the passwords do take into account your lives. Beat a section with 0 lives? That password is essentially useless. Pretty unforgiving…
WHAT THE CRITICS SAID
Michael Jordan: Chaos in the Windy City is one of those games that you expect to be crap, but isn’t. It has a pretty decent reputation with most retro gamers. GameFan gave it respectable scores of 82, 79and 74%. Browse online and you’ll see most people find it to be pretty decent despite the odd use of the license. However, Nintendo Power back in 1997 had a different opinion. They posted a list of their top 100 games but they also posted a list of their top 10 worst games. Chaos in the Windy City made that list at #7. That always bugged me. Especially when they wrote in the description: “Not that this game was even that bad, but it wins the award for Totally Blowing the Best License in the Universe. What’s next, Michael Saves Nike Town?”
It bugged me that they put a decent game on the worst list. A list plagued by such filth as Bebe’s Kids. Chaos in the Windy City deserved better. I love Nintendo Power otherwise, but that one blurb always rubbed me the wrong way. Put it on your Top 10 Wastes of a Good License list but don’t put it on the Top 10 Worst list. Anyway, I told myself I’ll write that whenever the day comes that I review Chaos in the Windy City so yeah.
CLOSING THOUGHTS
Like I said earlier, 1994 was a good year to be a Super Nintendo owner. We got so many good games. But it wasn’t a good year to be a Michael Jordan fan. We did get Chaos in the Windy City as a bittersweet reminder that Jordan had retired from the game of basketball. His minor league baseball career was pretty bad in 1994, but thankfully his video game turned out to be fairly decent. I like the versatility of the different powered balls. I also like the locked doors and keys formula that EA incorporated here. It helped to give it a slightly different feel from most other action platformers. The visuals are grimy and pretty much the complete opposite of most 1994 SNES games in terms of style and tone. The animation could have used some extra work, though.
For all the nice things Chaos in the Windy City does, however, there are a few missteps here that prevent it from being a hidden gem. For starters, the music is pretty forgettable. And what I do recall is only average. The control is a bit loose and the scrolling suffers from slight bouts of herky jerky action. Enough for you to notice it in a negative light. But perhaps the most annoying thing of all is that whenever you pick up a powered ball it automatically becomes your default weapon. This wouldn’t be such a big deal if either the ammunition was plentiful or if you could scroll the other way. The problem is… bingo. The ammunition is low (single digit only) and you can’t cycle the other way. R cycles one way, but L is used to run. Being that there are a total of eight balls, imagine trying to cycle back to your regular ball in the heat of the moment. Not only is it infuriating but it can also prove to be costly. Zombies Ate My Neighbors also suffered from a lack of two way cycling. It’s not a huge deal when you only have a few different weapons but that’s not the case for either ZAMN or Chaos in the Windy City. And speaking of low ammo, why do I have, say, five Knuckeballs but I pick up another Knuckleball icon and still only have five? It makes zero sense. The game would have been better served if you could bump the ammo count into double digits. I understand they probably didn’t want Michael to be overpowered but c’mon, throw us a bone here. The low ammo saps some of the joy away.
It just feels like a bit of a wasted opportunity. The different powered balls are pretty fun to use but you never feel like you really get to. At least in the way that you really want to. I give EA props for the spiking system and how it changes the effects of different balls, but I wish they shored up a few of the shortcomings that I listed above. Had they done so, this game could easily have been a high 8 and considered a hidden gem. Instead, it falls shy of its potential and is one of those weird games that’s both decent and slightly disappointing all at once. To EA’s credit you can tell they put in some effort here. It’s a pretty well thought out game that’s better than it probably had any right to be, but it’s far from being a slam dunk. Still, it’s a decent action platformer worth checking out if you’ve already conquered the giants that the SNES has to offer.
This Sunday, February 26, 2017, marks the 88th Oscars. Yup, the Oscars have been around since 1929. With that in mind, there’s no better time than now to look at a rather obscure Super Nintendo platformer by the name of… Oscar. It’s a game you might not have heard of before or even knew that it ever came out on the SNES. Released during the “final winter” of the system’s life in North America, Oscar arrived with zero fanfare. If you stuck it out with your SNES in 1996 and walked into a game store that December, you definitely weren’t buying Oscar over Donkey Kong Country 3. So it’s no surprise that Oscar was left to reside in obscure pastures. Here at RVGFanatic I pride myself in reviewing not only the masterpieces of the SNES library but the lesser known games as well. Sometimes you never know when you might hit upon a gem. Oscar most definitely isn’t, but that doesn’t mean it’s devoid of any merit. Let’s take a closer look…
THE FINAL FOUR THREE
January 17, 2006. On that fateful day I became a “born again” SNES fan. Having burned out on the Sega Saturn, and shockingly listless toward gaming in general, there was but one flame left flickering in the darkness: Nintendo’s 16-bit wonder. All my childhood favorites. All the classic games I missed out on. And all the funky little games I’d always been curious about but never got to play. Six months later I amassed all the SNES games I ever wanted — 397 to be precise. There were now only three more games remaining on my want list: Harvest Moon, Mr. Do! and Oscar.
As fate would have it, a reputable member at a gaming forum I frequented was going through a quarter-life crisis. He decided to sell his entire game collection. He listed Oscar on eBay with a starting price of 99 cents — the first copy I had ever seen for sell. I didn’t want to chance it, knowing the other board members would be interested and watching it, so I reached out to him and offered to take it off his hands for $12. He agreed, and the rest is history. Thanks Chris. I hope you and your wife are doing well
But I’m getting ahead of myself. Let’s rewind to a cold night in December of 1996 when Oscar first caught my eye…
WINTER 1996
My brother was subscribed to EGM in ’96. I will always consider 1994 as the very peak of EGM, but 1996 wasn’t bad in its own right. Of course by ’96 my brother was heavily into the PlayStation and N64. I was too, but to a lesser degree. And unlike my brother, I still cared about my old 16-bit friend, the Super Nintendo, which provided me with so many rich gaming memories over the years. The SNES coverage in EGM was minuscule by ’96 to say the least. And by late ’96? Nearly non-existent. Wasn’t EGM’s fault, of course. After all, you can’t really cover what ISN’T there. And you can’t blame the game companies for jumping ship to a 32-bit market that had become much more viable. It’s Darwin’s theory…
Still, I scoured the back pages of each EGM issue that year in the hopes of catching a glimpse of my dear old friend. To see how he’s enduring in his final days. A bit morbid, yes, and quite possibly a bit lame, but hey, I was 13 and clinging onto an old friend I wasn’t ready to quite yet let go.
But in that glorious December holiday issue of ’96, I needn’t look to the back pages. For right in the middle of the magazine boasted a mouth-watering 16-bit special for those few remaining super loyal 16-bit fans.
I’ll never forget this amazing piece. It was one of EGM’s best that year; the article even had a retro feel in the way that they used the colors and fonts. It was fitting. With this article EGM made my beloved old friend’s rite of passage into the afterlife a little easier to bear. It was my friend’s final “big” winter.
And as I sat there reading the article by a crackling fire (or not), a handful of games caught my eye. These games made me think, “I know this game probably won’t be great or anything but damn if they don’t look kind of fun and interesting!” … in a very non groundbreaking 1993 sort of way, mind you. But sometimes, that nostalgic simplicity is exactly what you crave, especially in a generation where games were becoming increasingly more complex.
And of course, Oscar was one of them [I didn’t see that one coming -Ed.]
What a blast from the past, I thought, staring at the little Oscar screenshots. It looked exactly like one of the hundreds of “me too” mascot platformers that saturated the SNES back in 1993. It was a comforting sight, and there was something about Oscar that spoke to my gaming soul that cold December night of 1996. Running from movie to movie just like my friends and I used to, I was intrigued by the idea of visiting different themed sets. It gave off the vibe that Oscar could be a fun little diverse platformer. I also remember vividly thinking that hat Oscar was wearing was one of those “pajama hats.” Like Scrooge McDuck from Mickey’s Christmas Carol. So I deducted then and there that Oscar was not only an aspiring thespian, but that he was also an insomniac. Wow, I was weird… [Was? Eh? *poke* -Ed.]
Oscar began its life on the Amiga and MS-DOS in 1993. It was rather obscure, and certainly not a gem in the least, so you wonder why, from a financial point of view, Flair decided to port it over to the SNES in late ’96. I once read a rumor, just a rumor mind you, that Rampage: World Tour on the Sega Saturn only sold a lousy 600 copies. Always made me wonder how many copies SNES Oscar sold.
Nevertheless, Oscar left its imprint on me that winter evening of ’96, but I knew I probably would never play it. Nearly 10 years later, thanks to an old internet buddy leaving the retro gaming scene, I finally got my hands on Oscar. Surely a happy ending, right? Well…
NOT GONNA WIN ANY OSCARS…
Some SNES pundits and connoisseurs may be screaming right now, “1996 was not 16-bit’s final Christmas!” Hey, take it easy. Of course, a trickle (and I do mean a trickle) of games came out for the SNES in North America throughout ’97 and even as late as ’98, but ’96 undoubtedly marked the last “great” (and I use that term loosely) push for our beloved 16-bit systems.
Movie fiend Oscar finds himself at the local multiplex with four showings. Instead of watching from the comfort of his seat, the little guy jumps into the silver screen one by one to become the shining star of each movie! Each film has three scenes (i.e. stages) to conquer and you may select the films in any order you wish. Not only are the sets hazardous, but Oscar must perform his own stunts and there are no retakes. Can you survive the movie marathon madness?
Kids these days. Obviously somebody missed the “no dumping” sign in the lobby.
Let’s all go to the lobby To get ourselves a treat. Delicious things to eat. The popcorn can’t be beat. The sparkling drinks are just dandy. The chocolate bars and nut candy. So let’s all go to the lobby To get ourselves a treat.
[I’ll be back in 5… -Ed.]
Even though the fat and cholesterol will clog your arteries, Oscar reminds us nothing completes the full movie experience like a jumbo bag of heart stopping extra buttery popcorn. Yum.
MOVIE SET #1
Right off the bat you can see that the visuals are poor even by 1993 standards (and mind you, it came out in October of 1996). Of course, visuals aren’t the end all be all, but just be aware this ain’t exactly eye candy we’re talking about here.
Initially, your only form of offense is the classic hop and bop. Control is a bit slippery and it suffers from a herky jerky camera that whips a bit too much when changing directions, but it’s not something you can’t overcome with a bit of practice. That little blue disc up top is a film canister. They contain points, power ups (even power downs but more on that later) and such.
The goal is to locate all the oscars scattered throughout each level. Some are out in plain sight while others, as you probably guessed, are a bit trickier to find.
Oscar will say “THANKS EVERYBODY!” each time you grab one. It’s an endearing sound effect that reminds me of Dr. Nick from The Simpsons — “HI EVERYBODY!”
But don’t take my word for it. Listen for yourself!
Pretty uncanny if I do say so myself!
Once all the oscars have been collected, locate the clapperboard to exit the level. Upon doing so, you’ll hear a strange and somewhat creepy voice scream, “AND CUT!” It’s always a little jarring, even when you know it’s coming…
Each stage houses a yoyo that’s hidden inside one of the film canisters. Finding it will make your life much easier as you no longer have to rely on the hop and bop to dispose of an enemy. But can you find the yoyo in each stage? Some are rather tricky…
The yoyo completely changes the dynamic of the game. Suddenly Oscar becomes an offensive force of nature. I kind of like how the first part of a level is approached with a more defensive mindset. But should you locate the yoyo, things suddenly switch to a more offensive plan of attack. It’s actually a bit refreshing because most platformers don’t offer such a 180 mid-level like this game does. Sure, you can always kill enemies by jumping on their heads, but due to the loose control and speed of the game this isn’t always recommended.
This comes in handy as you can knock off unsuspecting foes from different tiers! Talk about efficient and effective.
Last but not least, it can be flung upwards. As you can imagine, the yoyo makes this a much easier game. You can still complete the levels without the yoyo, but the floaty jumps and fast-moving baddies are difficult to time properly. The trick is finding the yoyo in each stage. Once found it’s yours to keep for that level. You start from scratch on each new stage. Sometimes the yoyo is hidden near the beginning. Other times you’ll have to claw and dig to find the damn thing. It’s just a shame that the yoyo does not operate as a grappler. A little Bionic Commando action would have really made this memorable, but alas it wasn’t meant to be.
Oscar has two components. The first, where you begin each stage without the yoyo, you’re erring more on the defensive side. But once you’ve found the yoyo, the second part of the game kicks in where suddenly you’re more aggressive. With the levels designed the way they are, I find this dynamic works pretty well.
In addition to the various power ups, there are also power downs or icons that can really hamper your chances for success. For instance, one icon when touched turns you invisible for a good 20 or 25 seconds. Invisible, but not invincible. This is super annoying as you’re likely to eat some damage if you try to move around during this time. Not very fun!
He’s a quick little bugger who picks up a lot of speed in no time flat. But you only have three hearts to work with, so avoid running unless you absolutely need to.
Oscar, a diehard fan of Jim Henson’s old family show “DINOSAURS” on TGIF, pays homage to Sherman Helmsley’s former character.
MOVIE SET #2
Flair Software failed to snag the rights to Leatherface, so they had to settle for just the chainsaw instead. Yes, true story.
Oscar might be a rodent but the dude is practically an amphibian. Unfortunately he finds himself cornered here. How do you pass the blocks?
Plenty of goods to be found underwater. The various icons match the theme and tone of each movie set. It’s a small touch I appreciate even though it doesn’t make a difference in the overall gameplay.
Behold — the oddest feature from Oscar, or quite frankly perhaps any SNES platformer… the Game Boy icon! Truly bizarre but completely harmless, this imbues your TV screen with strangely familiar shades of pale green! The effect is temporary and good for a few laughs… although Oscar here does not find it particularly amusing one iota! It’s things like this that show off the game’s offbeat sense of humor, and reminds you not to take it so seriously. You kind of have to enter a certain mindset if you are to enjoy Oscar at all…
Endearing and quirky in its own unique way…
Hmmm, now that I think of it, Oscar might very well be bipolar.
Each stage contains five letters hidden within the film canisters. These five letters spell out BONUS when all collected. If you can secure all five, at level’s end you’ll be transported to a bonus stage. From there collect all the goodies you can within the allotted time.
MOVIE SET #3
Careful. These gnomes are real nimble suckers. They zip along like they’re skating on ice. As a result it’s real easy to lose a heart to these small bastards.
The numerous icons scattered throughout serve as bonus points. More points equals more lives. It’s not uncommon for the screen to explode in an array of yellow stars. By the way, those weird face houses remind me somehow of The Wizard of Oz or Alice in Wonderland.
Warning sign points to falling rocks but oddly, there are none. Huh.
That’s definitely no invincible Mario star power up! Make sure you have the yoyo before entering the murky waters. Though possible, it’s very tough to head-bop enemies here.
It really does. With the yoyo in tow you become more of a hunter rather than the hunted. Besides, who doesn’t enjoy picking off walking dill pickles from high above?
This is temporary, but a good icon to grab. It replaces the yoyo if you’re in possession of said item. Once it wears off, the yoyo returns.
Wings don’t come by often. When you find them it usually means there are oscars hiding in very high places nearby. Better grab them all before the power up wears off…
Platforming rule #487: there must be a falling bridge somewhere.
MOVIE SET #4
Watch out for these gunslingers who have a tendency to hide in sneaky places and pop up out of nowhere.
Seriously, Oscar might be gaming’s first bipolar protagonist…
“Hmmm, should I get a haircut at the barber? Or off to the bank first? On second thought, maybe I’ll just stare at some ass.”
“Well howdy, partna!”
“Quit it!”
“Quit what?”
“Saying that!”
“That?”
“ARGGGH!!!”
In one particular stage in the west, the BONUS letters lay conveniently next to one another. If you’re smart, you’ll take them one at a time.
POST CREDITS
After all four movies are completed, that’s 12 stages in all for those counting at home, you’re done! No other worlds to conquer, no final big boss, nada. That’s it, you’re finished. All that’s left is heading over to the exit. It’s all rather a bit anticlimactic.
WHAT THE CRITICS SAID
Er, not much. EGM and GameFan were busy covering the 32-bit titles and didn’t bother to review it. Since Oscar arrived late in the Super Nintendo’s life, it was met with very little fanfare.
CLOSING THOUGHTS
One of the truly awesome things about this hobby is the ability to buy and play the games we missed out on back in the day. Whether the box art had you mesmerized, or that tiny half-page preview in a game magazine grabbed a certain hold of you — there’s always those games you never got to play but had always wanted to. Nearly 10 years after seeing Oscar in the vaunted pages of EGM, I was finally able to quell my curiosity of it. Truth be told, I was extremely let down. In fact, I even hated it upon initial play. A while later, after I adjusted my expectations, I gave the game a second chance. Going through all 12 stages in a little over an hour, I’ll be damned, Oscar grew on me. It isn’t a good game by a long shot. But it can be oddly enjoyable at times, especially after the yoyo is secured. There’s also something slightly endearing about the quirks — from Oscar himself to the level design, the game has a strange appeal in a way I can’t quite put my finger on. Oscar does suffer from loose control and a rather poor camera; at first you may suffer some motion sickness. But press on and you just might find some merit hidden within. I would not recommend it, however, unless you are a diehard SNES fanatic who loves his (or her) platform games as much as I do. There are far superior action games worth your time and exploration but I’ve played plenty worse than Oscar, that’s for damn sure.
I particularly like how each level begins with a more defensive mindset, as jumping on baddies’ heads may leave you wide open if mistimed. You’ll find yourself desperately opening all the film canisters you can as quickly as you can, hoping to find that magical game changing yoyo. Once you do, it’s game on. In a flash you go from the hunted to the hunter. Maybe it’s just me, but that transformation in each stage is a pretty damn cool feeling.
Graphically it’s a bit disappointing. Although a ’93 game at heart, I expected much better visuals. The levels vary — there are some cool looking bits but some really odd color schemes as well. The baddies are poorly animated and rigid; they sometimes border on being lifeless. Not the kind of visual quality you’d expect from your Super Nintendo. The music is fairly lame, although I did somewhat enjoy the cartoon theme.
The scrolling is a bit herky jerky to say the least. Oscar is a bit of a touchy fella. If you’ve played Bubsy, then you’ll know what I mean. The levels aren’t huge; you’ll search high and low for the missing oscars. It can feel a bit like playing hide-and-seek. There are no bosses at all, which is a bit lame but in hindsight given the erratic scrolling is probably a good thing. Still, zero bosses whatsoever certainly left me feeling a little bit hollow upon completion.
In the end, I’m glad I gave Oscar a second chance. It’s really not that bad. But it’s not going to make any top games list ever, either. And that’s OK. Not every game can be as epic as Super Mario World. Many simply serve as niche titles — games that you may consider buying and playing once the rest have been taken care of. Oscar has a weird atmosphere that may well grow on you as you work out the kinks. And if nothing else, stuff like the Game Boy gimmick and the Show Girls set piece will put a stupid little smile on your face. The game has some humor and I can appreciate that about it. Oscar is a perfect example of a guilty pleasure.
The ’90s was a time fraught with platforming action titles. For every heralded classic, there were about 50 others ranging from bad to good. And many of those games got lost in a vastly overcrowded genre. It was the “me too” era where seemingly everybody and their brother were trying to cash in on the platforming craze. Enter Wolfchild. It’s a perfect example of a game that got lost in the shuffle back in the summer of 1993. It’s forgotten to time, but not to RVGFanatic. Today I am proud to add this game to my SNES review library. It’s not the best game by a long shot, but I always enjoy highlighting lesser known titlesu and this one fits that bill quite nicely. Also, in late 2014 I was able to interview Simon Phipps. He worked extensively on Wolfchild and dropped some excellent knowledge on the game which you can read at the bottom of this review.
THE “TAIL” OF THE TAPE
I remember seeing the ad for Wolfchild in EGM back in the ’90s. It caught my eye as a game I wanted to play. But I never did. Fast forward some 12½ years to 2006. I grew nostalgic for all things SNES and wanted to buy all the games I ever loved as a kid as well as the ones that I wanted to play but never did. As I was building my want to buy list Wolfchild was one of those games that made me go “Oh yeah, this little game. Wolfchild… YOU JUST MADE THE LIST!“
[You know what happens when you steal Chris Jericho’s gimmick? Huh?! Do ya? You wanna know what happens? I’ll tell ya what happens… Steve from RVGFanatic, YOU JUST MADE THE LIST! -Chris Jericho, probably]
When Wolfchild came out there was essentially no press for the game. Well, at least in the pages of EGM and GameFan. But the ad looked cool, it had a neat title and the idea of playing as a werewolf never failed to resonate with a 10 year old kid. I bought it for dirt cheap in 2006 but like so many other games I bought it was another game on my huge to-play pile. I’d been meaning to play it but there always seemed to be another game more pressing to play. That was… until fate stepped in. One night in December 2008 I was browsing Hardcore Gaming 101. A topic about Wolfchild came up. In the previous months I actually had the strangest urge to finally try it out. I never did though, but it’s funny how these things work. You think of a game and not long thereafter, there’s a post or video about it. The HG101 topic was the very inspiration I needed to bump the game to the top of my queue at long last: Wolfchild was next!
In that topic the name of Simon Phipps came up. He’s the man behind Wolfchild. I sent him an email in 2008 asking him if he would be available for an interview about his game. He generously agreed. But then my life got busy and I never sent him my questions. For more than half a decade I’d meant to but just never did. Finally, in the summer of 2014 I emailed Simon to see if he was still around, and in the chance that he was, would he be game to finish a proposed interview some six years in the making. Remarkably, he was still at his hotmail account from 2008 and he was kind enough to follow through. That interview comes at the bottom of this review and to this day, with all due respect to Brian Greenstone’s interview from Harley’s Humongous Adventure, remains my favorite Q&A that I’ve personally conducted. Simon went into great detail about Wolfchild and shared some quirky facts. Thanks, Simon!
THE STORY GOES…
For three decades Kal Morrow has been regarded as one of the world’s leading scientists, pushing back the barriers of biogenetic research with a force that few have equaled. His many medical breakthroughs have resulted in the eradication of several major fatal diseases and have increased human longevity by over forty years. His research has had far reaching effects, touching the areas of agriculture, deep sea and space exploration, as well as sport and military technology. For the past five years, Morrow has worked for the government perfecting advanced gene splicing techniques which allow the alteration of the human form in ways never before imagined.
He’s also worked on the development of psychic powers such as telekinesis and levitation. His life’s project has been anchored around the combination of human and animal physiology to create a new breed of lifeform. A perfect war machine augmented by animal instinct within a body that is immune to pain and capable of incredible feats of physical strength and psychic power. Totally adaptable to any possible environment, such a force would be virtually unstoppable. It would be the ultimate response to terrorism and crime.
Morrow’s research has been conducted at the Keppler Observatory on a remote island somewhere in the Southern Pacific. His location has been kept secret due to the sensitive nature of his work. And because of it his family, his wife and their two sons have lived with him under constant guard. However, not long ago his whereabouts were uncovered by the international terrorist organization known as CHIMERA.
Led by the fanatical and maniacal Karl Draxx, a sociopath possessing natural telekinetic abilities, CHIMERA has perpetrated many acts of terrorism throughout the world. Analysis of Draxx’s personality and the nature of these incidents has led experts to one conclusion: through CHIMERA, Karl Draxx is pursuing his megalomaniac fantasy of world domination. There’s a reason why he was recently moved into the top slot of the FBI’s Most Wanted.
Until recently it was never believed that Draxx could ever realize his dream. 36 hours ago CHIMERA made a sweeping attack on the Keppler Observatory and kidnapped Kal Morrow. The attack was swift and vicious, overwhelming Morrow’s security force. There were no survivors. Morrow’s wife and eldest son were both brutally murdered before his very own eyes.
Kal Morrow’s youngest son, Saul, was at sea conducting oceanographic research for his father when the attack took place. By the time he returned to the island CHIMERA was long gone, leaving only the observatory behind in complete utter ruin.
Frantically he searched for his family… before finally discovering his mother’s body slumped in a dimly lit hallway. Through tears of grief and anger Saul clutched her broken form, swearing vengeance on the perpetrators of this terrible, unforgivable act.
Making his way to his father’s secret laboratory, concealed deep below the island, he reviewed security tapes of the attack. His rage grew as he watched his father being dragged away helplessly while his family was slaughtered in full view of the security camera’s cold gaze. There was no other option. Saul was going to rescue his father and seek vengeance on CHIMERA. But, although he was a considerable athlete, one man alone is no match for CHIMERA…
… unless he makes himself much more than just a man. Accessing his father’s secret computer files he uncovered PROJECT WOLFCHILD, a genetic program designed to create a lycanthropic warrior. A human with the ability to transform into a powerful man-wolf with awesome psychic powers. With such strength, he would have a fighting chance. Activating the program, he stepped into the transmutation booth…
THE WEAPONS
1. BASIC
This is Saul’s standard shot each time he transforms into a werewolf. It’s not very powerful but it gets job done on regular enemies. It has unlimited ammo so you never have to worry about conservation. Serviceable but you’ll want something with a little more oomph soon.
2. DUAL SHOT
Not surprisingly, it can fire two shots at once.
3. ARC SHOT
My least favorite weapon. Why? Your shots arc at an angle. Usually I find it most effective firing straight ahead but you can’t do that with this gun because, er, well, it’s the freaking arc shot. But it comes in handy when the enemy is slightly below Saul.
4. BOOMER
Surprise surprise, it acts like a boomerang. It provides you some decent coverage and protection. I also like the way it looks. It’s only appropriate for a wolf who howls at the moon to have a moon-shaped projectile, eh?
5. MÉNAGE À TROIS
One of my favorite weapons in any action game is the classic spread shot. Thanks, Contra. Functional and convenient, the spread shot always makes me feel in total control of my destiny. It’s highly useful as you can see here. No longer do you have to carefully time your leaps. Simply fire away from a safe position. It might not be super strong, but what it lacks in firepower it makes up for with sheer coverage.
6. HOMER
This weapon definitely doesn’t elicit a “D’OH!” Not only can you fire multiple shots at once but they automatically lock on to the nearest enemy target. It’s a shame though that it doesn’t come into play until late in the game and there aren’t many opportunities to get this power-up.
7. FLAMER
Hmmm… my two favorite power-ups are FLAMER and HOMER. FLAMING HOMER, anyone? This shot goes through ANYTHING and can only be stopped by hitting scenery that is unbreakable. This is awesome because not only does it save you ammo but you can fire a shot, run all the way across the screen and watch the chaos unfold before your eyes.
8. PLASMA BALL
This crazy shot bounces across the screen from wall to wall and ceiling to floor. A wild card, it’s not very reliable but it’s fun rolling the dice.
NULLIFY!
A cool thing about Wolfchild is that your shots can cancel out the enemy’s shot. This gives the game an extra layer. Your power-ups not only serve as offensive tools of destruction, but they can also act as defensive buffers. Nothing is cooler than nullifying a bad guy’s shot only to shoot him down the very next second. I wish more games did this.
TIME TO GO SAVE THE OLD MAN!
Morrow’s dramatic entrance is a bit reminiscent of NES Karnov…
Karnov was one of my most favorite NES games back in the ’80s
Science experiments gone horribly wrong hide before bursting out and giving chase. Creepy. Reminds me of all those black and white monster B-movies from the 1950s.
WHAT THE CRITICS SAID
Despite having seven different console variations, Wolfchild on the SNES flew under the radar. There was no preview of the game in either EGM or GameFan. So when EGM dropped the tiny review blurb it was like “Huh, what game is this?” To make matters worse, the SNES version only received ONE score rather than EGM’s traditional four. That’s because EGM was going through a phase where all their side reviews (the small ones tucked on the side) were judged by one person only. So a game reviewed this way sort of lived and died on just one man’s opinion. Wolfchild only managed to garner a measly 5 and was quickly dismissed in a very short review. Ah, such is the life for obscure video games, eh?
CLOSING THOUGHTS
One of the best feelings as a retro gamer is beating a game you’ve been curious about (since you were a kid) in one sitting. There’s something undeniably satisfying about that. It’s like killing two birds with one stone. Wolfchild was one of over 100 games I wanted to play back in the day but never did. I remember thinking back in the ’90s when I saw the ad that it didn’t seem like a great game but it looked decent enough. It’s always nice when you find out, years later, that your gut feeling was right all along. There isn’t anything in particular that stands out about Wolfchild. The graphics, sound and gameplay are all slightly above average. It does nothing particularly well, but it doesn’t do anything horribly bad. There are only five short levels, with each level containing two or three zones. The game can be beaten in about an hour. The levels aren’t inspiring but they’re enjoyable enough. If you’re a Super Nintendo diehard who loves action games then Wolfchild may be worth checking out. I won’t go as far as a thumbs up; I’ll go with mildly recommended.
Back in December 2008 I had the strangest urge to finally play Wolfchild. It’s always a blast to quell a 15+ year curiosity. I went on to beat Wolfchild in an hour. While it wasn’t a great game by any stretch of the imagination, it was highly satisfying. Few things after all rival the sheer thrill of beating a childhood curiosity on your very first try. I didn’t like however that you can only hold one weapon at a time — it would be a lot better if you could cycle through the weapons. I also didn’t like that each gun shares the same ammo. It definitely didn’t take full advantage of the SNES capabilities. Nevertheless, Wolfchild is decent enough to entertain you for an hour or two. If Super Mario World is gourmet award winning 5-star pizza, then Wolfchild is the equivalent of frozen pizza. It’s cheap, easy and not as good as the real deal, but it can satisfy your midnight craving in a pinch. Just as the song goes: I’m lost in a crowd and I’m hungry like the wolf. Similarly, Wolfchild was lost in a sea of contenders. It finds itself somewhere in the middle of the, er, “pack.”
Graphics: 6.5
Sound: 6
Gameplay: 6
Longevity: 5
Overall: 6.0
RVGFANATIC EXCLUSIVE: Simon Phipps Interview
STEVE: Were you into video games growing up? What were some of your favorites, whether arcade or console?
SIMON: I was fortunate enough to be 12 years old when Space Invaders first appeared in the arcades in 1978 so I’ve been privileged to experience pretty much all of video game history watching those early coin-ops make their way into homes and evolve into the amazing experiences we play today. So, yes, growing up, I have fond memories of pushing 10 pence coins into those early arcade cabinets. Most notable ones being playing table-top Galaxians at a local leisure centre, getting a callus on the inside of my right index finger from playing way too much Ms. Pacman during the summer of 1982 on a vacation to Ontario, Canada, being physically shaken the first time I played Sinistar in a local arcade in my home town of Nottingham when the machine boomed ‘RUN COWARD!’ (I didn’t know it could speak) and many lunchtimes playing the obscure side scroller Vastar in the back of a local record store with my buddy (and later colleague at Core Design), Terry Lloyd.
But interestingly the reason I got a computer at home wasn’t because I wanted to play games, it was because I’d always been fascinated with animation as a kid and computers were a way into making my art move.
I bought my first computer in May 1982 — a BBC Model A Microcomputer and started to teach myself BASIC and 6502. Of course, computers being interactive, making controllable animating characters was the next step and soon I found myself making games.
Of course, I played a few along the way — the very first to really blow my mind, being David Braben & Ian Bell’s Elite on the BBC in 1984. I progressed from the BBC to an Amstrad CPC464, then an Atari ST, always learning, trying new stuff, and the first piece of dedicated games hardware I ever bought was a Japanese Mega Drive with a copy of Insector X and Strider…
STEVE: How did you break into the video game industry?
SIMON: It actually grew out of having my BBC Micro. I started writing games for myself and by mid-to-late 1983 my school friend, Stu Gregg (who would also go on to work with me later at Core) encouraged me to send the game I was working on off to a few publishers as he thought that what I was making was good enough to be seen by the wider world. I put my game on a tape cassette and sent it out. Within a few weeks I was contacted by Leeds-based publisher ‘Micro Power’ who sent me a great letter saying they’d publish if I made a few changes. I did, and so, by the age of 18, while still at school, I had a game (a single-screen platformer called Jet-Power Jack) in the Top 10 of the UK Games Charts.
I continued to work on my education and at 21 I finished my Computer Studies course and went to do a job writing BCPL code for a desktop publishing firm. I sat in a cubicle for about 5 months writing code and one evening, my buddy Terry (Lloyd), who’d since joined the games industry, working as an artist for Gremlin Graphics gave me a call. They needed someone who could give them a helping hand drawing art for ‘Masters of the Universe: The Computer Game’ for the Amiga and Atari ST and Terry asked me if I’d be interested. I said yes, so turned up with a disk showing what I could do and they offered me a job.
It meant a pay cut, and back then, the games industry really was in its infancy, so I consulted my then fiancée, Jayne (we’ve been married now 25 years) as to what she thought. We agreed to ‘give it a go’ thinking that if all else failed I could go back to the world of serious computing.
Well, it’s now some 27 years later and I’m delighted to say that I have the privilege of being an artist, coder and designer, having done all manner of amazing stuff working with some great people on a huge variety of games.
If I could go back and show my younger self all the cool stuff I’ve gotten to do, I think it would have blown my mind…
STEVE: There were so many different versions of Wolfchild. For a game that didn’t necessarily receive a lot of coverage, it’s pretty amazing to think about how many systems got a variation of it. Which systems, other than the SNES, did you work on with Wolfchild?
SIMON: I think it would be fair to say… ‘All of them.’
Core was in a phase where it made business sense to get our games on as many platforms as possible. So, yes, I worked on the Atari ST and Amiga originals. We then ported it to the SEGA Mega Drive, SEGA Mega-CD, the SNES and finally the SEGA Game Gear and SEGA Master System… by the end of them… I was DONE!
STEVE: Have you been able to play all variations of Wolfchild? Where does the SNES version rank in your opinion?
SIMON: Yes, while we were developing them.
The original version was on the Amiga, we ported down to the Atari ST which struggled a little since it had no hardware scrolling and I had to bring all the graphics down to work in one 16 color palette.
We then followed that up with the SEGA Mega Drive and Mega-CD versions, which were cool because we got to build additional maps for the Mega-CD and these versions were the first console games I’d ever worked on.
Then came the SNES — which played the same as the other versions but has the best graphics, since the SNES hardware allowed for many more colors and palettes.
Finally we down-converted everything to the SEGA Game Gear and Master System which were a fun technical challenge, since, by that time I had all the art from all the versions and the trick that Sean Dunleavy (who coded these versions) and I had to pull off was cramming it all down into the tiny console. But within the limitation of the devices we managed to pull it off.
STEVE: Where did the concept of Wolfchild come from? What were some of your inspirations? How big of an influence was Altered Beast to you?
SIMON: I got to Wolfchild after spending about 4 years making cartoon platform games. The simple fact was, that I made one, and then was asked to do another, and while fun, the artist in me was craving to try something a bit more serious with more realistic characters.
I was massively influenced by Strider, which I thought at the time was quite amazing. Yes, Altered Beast gave me the idea of taking a hero from human to a super-powered werewolf… but the thing that really inspired me, as crazy as it sounds, was a belt buckle…
One of my colleagues at Core, Bob Churchill (who worked on such titles as Chuck Rock) was hugely into bands like The Cult during the late ’80s / early ’90s and often wore a belt with a buckle that had the word ‘WOLFCHILD’ in cut-out silver letters on it.
To this day, I have no idea what it meant, but that ‘title’ just worked for me, so all those things came together to make the game.
Other influences would be Capcom coin-op art of that era (hence the Manga-like characters, which back then still hadn’t become mainstream so they were cool and exotic), the graded metallic art of the Bitmap Brothers games and from a story point of view, all those half-human-half-animal creatures draw from The Island of Doctor Moreau (hence the main characters’ surname: Morrow).
STEVE: Ahhh, now looking back at Wolfchild with that inspiration in mind, I can see the Strider influences. Wolfchild was kind of an obscure game despite having seven variations. Were you disappointed that magazine publications such as EGM and GameFan didn’t cover it much?
SIMON: At the time, being in the UK, magazines like EGM and GameFan never really made it across the Atlantic. We made games for the UK market and it was only over time, as consoles started to go global that we started thinking beyond our shores.
The big problem Wolfchild had was that it was never built first for console hardware. We made a game for the Amiga and the Atari then some time after it had been finished, when the opportunities came around, got to port it over to the various consoles.
As is always the case, if you do not build something for a specific console / piece of hardware (or at least go in bearing that in mind before you embark on a multi-format project) you’ll never take advantage of its full potential. In the case of Wolfchild, the other consoles had dedicated sprite hardware, character-map based scrolling playing fields and some funky scaling routines on both the Mega-CD and SNES that we were never going to be able to take as much advantage of, coming from a game that mostly used software-based sprites and was originally intended for just 2 formats.
That said, the problem still exists in the industry today — if you look at the best and most successful Nintendo games, for example, they’re always the ones that are built for the hardware and take advantage of not only its graphics hardware but its unique controls too. When working on multi-format titles it’s a constant drive to make sure you’re thinking about utilizing the various platforms’ unique features while trying to make the best core game possible.
STEVE: Looking back, how do you feel about the SNES version?
SIMON: It was a great learning experience because it taught me all about making graphics in the highest resolution and widest palette range possible and then scaling down and reducing colors to whatever the target machine needs.
You see, I started Wolfchild on the Amiga — I had a single palette of 16 colors for my main character, 8 colors for all the bad guys and 8 colors for the background art (or 4? It wasn’t many…)
When we moved up to the SEGA Mega Drive and Mega-CD the increased number of hardware palettes meant that I could add more color to the various elements of the game — that was okay, it was ‘doable’ — bad guys had their own 16-color palette, foregrounds another…
Then after that the SNES came along and the sheer number of palettes that were open for me to use, plus the resolution of the color palettes BLEW MY MIND. I can remember distinctly sitting with an art package on the PC adding extra detail and colors to all the graphics that I’d already added detail to for the SEGA versions and thinking — I wish I’d known I’d be doing this 2 years ago…
From then on, I’ve learned to draw everything as big as possible, in as many colors as possible and then scale down. That’s proven very useful when I’m working on some of my personal art commissions — I’ll guarantee a client will come back to me asking if they can have a slightly larger version of a logo or a wider format of print. Thanks to software like Photoshop, Manga Studio and Anime Studio (the latter two being resolution independent) I can’t see myself adding extra pixel details to anything again.
STEVE: Any regrets on the SNES game? Were there any ideas you wanted to implement, but didn’t, or couldn’t, for whatever reason? i.e. NoA’s strict family image back in those days…
SIMON: Only that we didn’t get the opportunity to make the game from the ground up on the SNES — it had to be the third-in-line conversion of our Amiga game. If we’d been making a title from the ground-up on SNES, that would have been a completely different story — we’d have thrown every hardware trick in the book at it.
As goes NoA and its approach — never a problem. I never intended to make the game anything other than the Capcom-inspired action platformer it was.
In later years, I worked on Shadow Man on the Nintendo 64, and for its time we really pushed the boat out in terms of horror and maturity and had no problems there — and even in ultra-conservative Germany where we had to change all the blood to green the classification board understood that in that game all the characters, however humanoid in appearance were all monsters, so we got the opportunity for a release there where other titles didn’t.
STEVE: Did you ever consider making a Wolfchild 2?
SIMON: No, after about 2 years of making it and then remaking it for another 18 or so months for various other formats, I was exhausted and needed to do something else.
It’s interesting to ponder what a modern version would be like though — I guarantee that in a world in which Chris Nolan’s excellent Dark Knight exists, it would have to be a very different… beast…
STEVE: In the end credits, who exactly is The Man On The Stairs? I like to imagine there’s a pretty decent story behind this…
SIMON: Crikey — that’s something I’ve not thought about for about 20 or so years…
The story behind that is that Chris Long (coder on Chuck Rock, Chuck Rock II and a whole heap of other classic Core games) used to draw ridiculous little cartoons all the time while he was working. They were intentionally crudely drawn but quite hilarious. One of which he called ‘Man on the Stairs’ — basically a guy standing sideways on a set of stairs one foot on one step, the other foot on the step above staring out of the page with a manic leering grin. This would get drawn everywhere — I don’t think anyone’s notepad was safe. So, yes, Chris’ art got an obscure name-check. And you’re the first person that’s ever asked me about it.
STEVE: Great backstory! I love those little neat obscure stories lost to time… I am honored to be the first one to ever ask. Speaking of backstories, do you still keep in touch with any of the Wolfchild team members? Any interesting “behind the scene” stories that you’d like to share?
SIMON: Yes, John Kirkland who wrote all the 6800 versions (ST, Amiga, Mega Drive) went to school with me — he no longer works in the industry, but we keep in touch.
One memory that I’ll never forget was one night John and I were working on the game until about 1 AM as we had a journalist coming to visit the following day to do a preview on the Amiga version. We had a bug — a horrible, horrible bug in the scrolling code that neither of us could figure out. We stared at it for hours, trying to get our heads around what was going wrong until way past midnight and eventually had to throw in the towel and go home exhausted. We went home, got some sleep, came in at 8:30 AM the following day, took another look at the code and fixed it by 9 AM! That taught me a lot about taking a step back — sometimes when you’re banging your head against a wall the only way to make things better is to just stop and walk away. And get some sleep.
STEVE: Ha, good story and a great lesson learned! Yes, sometimes we just need to step away from something and get a good night’s rest. The SNES manual of Wolfchild had a pretty detailed storyline with some striking black and white comic book-like drawings. Who was responsible for the storyline and drawings? Personally, I found both the story and drawings to be quite riveting.
SIMON: Cool, thanks. I came up with the storyline — I needed some kind of backstory to justify super-powerful genetic mutations and something to motivate our hero into going after the bad guy. Where precisely it came from, I’m not sure, but it was the first game I’d ever made with a substantial graphical intro (which were quite en vogue at the time after the Psygnosis games made such an impact with their ‘intro disks’).
As to the illustrations — I drew them all for the Amiga and Atari ST manuals. SEGA had their own artist reinterpret them for the Master System/Game Gear ones. As for the illustrations — I drew them all for the Amiga, Atari ST and SNES manuals. Back at Core since we were our own publisher we had freedom to make as much or as little of the manual as we liked, so I just picked up my pencil and made the most of the opportunity.
STEVE: Tell me about how you came up with the protagonist’s design.
SIMON: The design of Saul Morrow (the hero) was out of necessity — I decided I didn’t want our hero to do the full ‘Altered Beast’ transformation of going from a man in his underwear to a full-on hairy werewolf — I wanted to keep something common between both forms and have the reason for the transformation to be something… ‘science-y.’ I also needed to keep down the amount of memory for animation frames; it made sense to share the same pair of legs between both forms (especially as I needed variations for running up and down all those slopes). The big silver metal ‘hoops’ around Saul’s shoulders gave me something common to share between both his forms but left me enough skin to show the difference between his human and wolf-forms. Finally, his hair is long and white/blonde because I wanted something that looked a bit wild and unlike the rest of the muscular buzz-cut video game characters of the time, and I tried black hair but that merged with all the backgrounds so I had to lighten it.
STEVE: I like the design of Saul. You’re right, the buzz-cut pervaded the scene back then; it was nice to see a hero with long blonde hair for a change. How come on the SNES box art cover though he has black hair? Was that just a honest mistake that no one caught?
SIMON: Nope — this is one of those cases where I’m afraid the artist who did the box art wanted to do his own thing. I drew out a brief sketch detailing what Saul’s costume in the sprite looked like when scaled up. That I’m afraid to say, was dutifully ignored. I complained about it, but ‘it was too late.’ Years later I was on a plane to the US when I picked up the in-flight magazine and saw on the back page an Yves St. Laurent Eau de Toilette ad for ‘Kouros’ that bore a rather remarkable resemblance to what went out on the box… um… yeah…
STEVE: There were eight weapons for Saul to use. I enjoyed their versatility, although I wish they didn’t all share the same ammo. Do you have any insight to share about any of Saul’s weapons… whether it’s design or where you drew inspiration from? I personally enjoy the Homer and Flamer the most. The former because you don’t have to be precise and the latter because that sucker blew through almost everything on the screen and could kill multiple enemies.
SIMON: I basically wanted to do every kind of possible firepower I could in the game — big shot, triple shot, homing shot, etc. I guess games like Side Arms and Gradius in the arcades were some influences there. The reason for sharing the same ammo? Well, on Atari and Amiga we only had a limited number of joystick buttons to play with, so we made a game that worked for them and the rest of the conversions inherited the simplistic controls and weapon power ups simply changed the type of shot… a thing if I recall correctly, I’d played around with on my earlier Atari / Amiga game, Switch Blade.
STEVE: When Saul throws down a smart bomb, the screen pixelates. I thought it was pretty cool how everything on the screen would pixelate like crazy except for the character sprites and any projectile shots. The debris on the final boss fight is not pixelated either, which makes for a neat visual when you throw down a smart bomb. Talk about working on that aspect.
SIMON: The smart bomb effect is one of those cases when doing a conversion to a different platform where you’re trying to be seen to be using its hardware.
So, for example, in more modern times, taking a game over to Wii U, your first priority is getting gameplay on Wii U Gamepad’s touch screen, at the launch of PS3 it would have been being encouraged by Sony to use the tilt controls on the Sixaxis, or, prior to Microsoft’s about-face on the Kinect, getting gesture and voice commands into an Xbox One game.
You always have to do that — the customer (rightly) wants a game that uses the console’s unique features as much as possible, and the console manufacturer definitely wants that to happen.
So, doing a conversion, (often, in those old days, against a tight schedule), you’re looking for as many ways to get unique uses of the hardware in without impacting the time you have to complete the conversion.
With the smart bomb effect in Wolfchild, Alex (Davis) realized we could use the SNES’ signature pixelation effect in certain circumstances and suggested we put it in there. As to why the sprites don’t pixelate — that’s a limitation of the hardware — the character playing fields were possible to pixelate, the sprites didn’t do that.
STEVE: Karl Draxx (no relation or inspiration drawn from Guardians of the Galaxy‘s Drax the Destroyer, I presume) was an interesting villain. How did you come up with his name and design? I remember after beating his human form he transforms into a monstrous wolf. I always thought that final design was pretty cool for Draxx.
SIMON: Y’know, I just came up with a name that sounded suitably comic book and tried to come up with something that looked right… (I read a lot of Marvel’s Warlock strip in the late 1970’s so it’s possible that name rattled around in my head and came out years later). And of course, he had to turn into a massive-super-humongous-wolf-beast for the showdown, didn’t he?
STEVE: Did you work on the Dreamcast version of Shadow Man as well? I always thought that the premise of Shadow Man was awesome. Love the title and atmosphere of that game! Were you the one who created Shadow Man’s design and story? Not to deviate too far away from Wolfchild but I gotta ask, especially since it’s Halloween season: what were the inspirations for Shadow Man? It gave me a Candy Man Tony Todd vibe. I think a new Shadow Man game today could do very well…
SIMON: Yep — all versions of Shadow Man, as lead designer. In the wake of Turok’s success, we got the opportunity from Acclaim Studios Teesside to do an adaptation of one of Acclaim’s other comic-book properties. The coolest by far however was Shadow Man (the title had recently been rebooted by Garth Ennis and Ashley Wood) and although the comic when we got a hold of it was only a handful of issues into its rebooted run, it sure had potential. Mike LeRoi, Nettie, Jaunty and the Deadside Gates were the creations of Messrs Ennis and Wood, myself and my partner-in-crime at the time, Guy Miller were responsible for the rest. The premise we came up with was “What if all the bad people in Deadside (the World of the Dead) decided that they wanted to come back?” and using that as a springboard we spent the next 2 or so years exploring the wildest of dark places and cramming them all into an N64 cartridge and eventually a Dreamcast. Inspirations came from all over the place — Pieter Bruegel’s painting The Tower of Babel was our starting point for the Asylum — the citadel of killers in Deadside, films and TV such as Lance Henriksen’s show Millennium, the Clive Barker movies like Hellraiser and Nightbreed, Jacob’s Ladder, Silence of the Lambs, Eraserhead, Cape Fear all were influences.
It was a really fun thing to work on — I’m not into horror movies that much, but I did enjoy the subversive intellectual challenge of coming up with stuff that I knew would mess with folks’ heads. It’s surprising sometimes how putting a handful of incongruous and often innocuous elements together can really affect people and evoke a strong reaction. I’m not doing it in video games any more, but I still like doing that sort of thing in the paintings I make for myself.
STEVE: Finally, last but not least… what is Simon Phipps up to now?
SIMON: Well at the beginning of 2014 I decided to leave my Designer job at Criterion Games / Electronic Arts and join the world of independent game making, to get myself back into coding after 20 years’ absence.
Since then I’ve hooked up with the wonderful and talented guys at the newly-formed Three Fields Entertainment and I’m pleased to say that I’m working on a cool new (retro-inspired) game as lead coder, designer and artist (which is why, when asked what I’d like my new job title to be at the company I came up with ‘O.T.T.’ — or, Original Triple Threat… I’ve met enough CEOs and CTOs over the years. I’m not one of those but OTT? Guilty as charged…)
I hadn’t realized how much I’d missed coding after having to give it up at the start of Wolfchild, so it’s great to be back, solving problems, learning heaps of new stuff.
The folks at Three Fields are super supportive and are giving me such creative freedom on the new game while collaborating with me to push it and make it the best it can be. As to when it will be out — well, after many years of cutting features on games and pushing teams to meet enforced deadlines, I’m pleased to say that Three Fields mantra is ‘when it’s ready.’ If anyone’s interested in what other art I’ve made and games I’ve worked on, they can visit my website.
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Thanks for your time, Simon. It was fun.
I wish you all the best on your future projects.
-Steve
On November 29, 2014, Simon was sent a link to my review and our interview. He had the following to say…
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Great fun, Steve — what a wonderfully quirky presentation of the game — loads of work went into that and I love the whole personal story that you’ve brought to it. Really describes your journey to the game, how we hooked up and where we are now. Thoroughly enjoyed it. Take care. -Simes
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Wow, that made my day. Thank you again, Simon. It was a lot of fun