On the eve of the NBA Finals, which will pit the Golden State Warriors against the Cleveland Cavaliers for the fourth consecutive year, I can’t help but think back fondly to May of 2015. Not only did my Warriors secure their first Finals berth in 40 years but I also had the honor of being interviewed and having my SNES collection featured on RetroNick.com. I’ve been wanting to transfer that Q&A over to RVGFanatic in addition to updating it. The following is an updated version of that interview. This Q&A will touch on my SNES collection, my memories and the history and future of RVGFanatic.
How big is your SNES collection?
About 550.
When did you start collecting?
January 2006, so over 12 ½ years ago now.
What was the SNES scene like back then?
I was lucky the SNES bug bit me back in January of 2006. I beat a majority of the crowd by a good couple years. Back then, 75% of SNES games went for $5-$10. Only a small handful consistently commanded $30+ such as Castlevania: Dracula X, Mega Man X³ and Ninja Gaiden Trilogy just to name a few.
Consider this: the first iPhone was a year away and YouTube was barely two months old. There were no viral videos increasing the awareness and desire of a particular title. It was a golden time where you would find lots of SNES games in the wild and for cheap. It goes to show you how times have changed and how different things are today. Hagane, for instance, went from a $5 game in 2006 to $500 in 2016. Life is all about timing, and I definitely lucked out as the nostalgia bug bit me a lot earlier than it did many others.
Did you love the SNES prior to 2006?
I grew up on the 8-bit NES in the late ’80s, the Sega Genesis in the early ’90s and then the Super Nintendo. So it felt like one massive homecoming in 2006 when I got back into all things Super Nintendo. It was my favorite system then and it remains so now.
The late ’80s to mid ’90s was the best time to be a kid, wasn’t it?
I’m biased but I definitely think so. We were so lucky. Just growing up during the rise of arcade and console gaming was something special. Renting video games. Having Saturday morning cartoons to watch and some awesome toys to play with. I’m grateful I got to experience those wonder years as a kid.
Why is the SNES your favorite system?
Many of my best gaming memories involve the SNES, so the nostalgia factor certainly doesn’t hurt. But of course it goes beyond that. What really stands out is how deep the library is and how well the games have aged. The SNES has stood the test of time!
Speaking of the library, what are some of your favorites?
Of course you have the usual suspects…
These classics have, justifiably, been lionized. But I’ve always enjoyed championing the more obscure titles that aren’t often as recognized. Titles such as…
BS Out of Bounds Golf is a cutthroat 4-player mini golf game that was sadly never released in North America. It’s brilliant for its sabotaging opportunities and heavy dose of schadenfreude.
Demon’s Crest in my opinion is Capcom’s finest hour on the SNES not named Street Fighter. Sorry Mega Man X — you’re #2!
DoReMi Fantasy is perhaps the best platformer on the system not named Mario.
I could go on and on. And I pretty much did in My SNES Collection if you want an extended version of my recommendations.
Speaking of the Old West, any interesting acquisition stories to share from those early days of collecting?
Hey, better safe than sorry!
Right?! It was a sign of the times. I was young, “invincible” and eager to reclaim bits and pieces of my childhood no matter the circumstances. Looking back, I wouldn’t do half the stuff I did! But that’s what makes those old collecting stories fun and memorable. It was the feeling of getting back into the fandom, having a want list in the hundreds, a wallet stuffed with dead presidents and the thrill of heading out on a crisp Saturday morning knowing you were likely coming home with at least something. It’s a feeling that, much like beating a game for the very first time, can’t be replicated.
So what prompted you to get back into the SNES in 2006?
I found myself longing for the great games of my youth during my 2005 winter break from college. In particular, I was craving platformers. The SNES had so many great ones and tons more I always wanted to play but never did. It was a chance to quell longstanding childhood curiosities and it was a shot at gaming redemption. The rest is history. See My SNES Comeback for more.
After a dozen years of owning over 500 SNES games, have you played them all?
No, I have 150-200 left to go. Maybe by 2025!
Your SNES passion has lasted more than most marriages! Do you feel you’ll ever burn out?
I doubt it. There may be seasons where I’m not playing it as much because life gets hectic… but I know I’ll always be a fan. Not only do I have a lot of history and memories with these games, but there are so many more I want to play one day. It’s the gift that keeps on giving. It’ll probably take me 20 years to fully explore my entire library. I also look forward to playing it with my future children and seeing their joy of discovering these classics for the very first time. I’m a bit sad they won’t be able to experience what it’s like to walk in a store to rent a game for the weekend but this will be the next best thing. I’ve already introduced my girlfriend to quite a few 2-player games!
What’s your crown jewel?
My complete set of 47 Super Play issues. Super Play was a UK publication (1992-1996) that some have deemed the “SNES Bible.” It’s the perfect companion piece to any SNES collection. It was hands down the best eBay win of my life, though it was not without some tension and drama! I love pulling a game off my shelf to play then afterward reading the review in Super Play to compare viewpoints. It’s all part of the fun.
Any other notables in your collection?
This might sound a little weird… but bear with me. I actually really cherish my SNES shelves. Not only do they fit the game boxes perfectly, as if they were made to hold SNES boxes, but the shelves have been in my family since 1985. In a funky sort of way, it’s almost like I’m carrying on some kind of family heirloom. I just love knowing the history behind the shelves and I also think it looks sick with the SNES boxes stacked inside it.
RVGFanatic — why did you start it?
Back in 2007, there really wasn’t a dedicated fansite representing the Super Nintendo. Genesis fans had Sega-16 but SNES fans didn’t have much. I wanted to change that.
What do you hope to achieve with RVG?
I hope RVGFanatic resonates with readers in a way that takes them back to a simpler time — a time in our lives when games stood center stage during lazy weekends and idyllic summers. I hope readers enjoy my work, perhaps even learn a useless fact or two along the way, but mostly, to just be entertained on our stroll down memory lane. If my work encapsulates even just a tiny bit of that ’90s SNES magic, then mission accomplished. I also occasionally reminisce about random non-gaming items. For example, I wrote an article about R.L. Stine’s GOOSEBUMPS and the impact those books made on my generation. You never know what you’ll see but whatever it is, expect plenty of nostalgia and pictures.
Any plans for a TOP list at some point?
Ever since I got back into the Super Nintendo in early 2006, my goal has been to compile and eventually share a list of my favorite SNES games. I originally teased an October 2017 release, but the reality is, there are many more games I still want to play first before releasing such a list. But rest assured, it’ll happen one of these days. If I’m lucky, maybe 2020? We’ll see. I’ve always been a fan of top lists and look forward to the day I can finally share mine.
Looking forward to it! Any final words?
I appreciate all the love and compliments I’ve received over the years. It means a lot to me that others enjoy my work. Thanks for your support. I look forward to creating more SNES content this summer and in the years to come. Until next time, game on!
Ninja Gaiden originated in the arcades in 1988. It was a beat ‘em up akin to Double Dragon and it wasn’t too well received. The NES version came out later that same year and did a complete 180. Not only was it now a side-scrolling action platformer, but it was heralded at the time for being one of the best games in the entire 8-bit NES catalog. Two sequels were released on the NES in 1990 and 1991. When word of a Super Nintendo system surfaced in the early ’90s, NES fans worldwide began dreaming of their favorite 8-bit titles receiving a glorious 16-bit makeover. Castlevania, Contra, Mega Man, Metroid and so forth. Those games all received the SNES treatment while others were sadly left in the dust. The list of illustrious games snubbed includes Bionic Commando, Metal Gear, Rygar, and of course, Ninja Gaiden. But never fear, not all hope was lost. In the late summer of 1995, Tecmo gave SNES fans Ninja Gaiden Trilogy. Although not a proper 16-bit sequel, it gave us the three classic Ninja Gaiden NES hits on one cartridge, along with a brand new password feature. What could go wrong, right?
NINJA FEVER
The 1980s was the decade of excess. Ronald Reagan, Boy George, Milli Vanilli, and oh yeah, Ninjas R Us. Be it Teenage Mutant Ninja Turtles or Shinobi, ninjas dominated the scene. Cartoons, movies, toys and video games were inundated with ninjas galore. I remember my gaming group raving about Ninja Gaiden in the late ’80s. It was definitely a cut above your average NES game. We rented it a handful of times and could never beat it. The Ninja Gaiden games are notorious for their insane difficulty. While Ninja Gaiden wasn’t my absolute favorite, I always wanted to see a souped up 16-bit sequel — a Super Ninja Gaiden, if you will. Sadly, it wasn’t meant to be. But hey, at least Tecmo gave us Ninja Gaiden Trilogy. But it wasn’t without some controversy…
Diehard fans of the NES trilogy have picked apart Ninja Gaiden Trilogy over the years, claiming that the NES originals are superior. But for me, the greatest tragedy is that by the time Tecmo released this game, I was starting to lose interest in SNES and gaming itself. Back in August of 1995, I was worried as hell about the first day of junior high, and it became harder and harder to enjoy video games with the same kind of zest as when you were a little kid. It was a time of change in my life, and the SNES and gaming in general began taking more of a backseat. If only Ninja Gaiden Trilogy came out in 1992 or 1993, and then we got Super Ninja Gaiden in 1994. Alas, it wasn’t meant to be.
Fast forward to early 2006. I experienced an epic SNES renaissance. It was a golden time as most people had yet to hop on the SNES bandwagon of nostalgia. I beat the crowd by a good couple years. Life is all about timing, right? It wasn’t long before I snatched up Ninja Gaiden Trilogy. More than a decade later, I was finally going to play it. Speaking of decade, fun fact: these screenshots you see in this review were taken just over 10 years ago in May of 2008. I’ve been meaning to write a review of this game for ages…
NINJA GAIDEN
There’s something special about the first level in great games. Who could forget this classic first stage from Ninja Gaiden? Strike down bat wielding goons and use your deft ninja abilities to navigate your way through.
Graphics were advertised as being improved to the NES versions. While this may be true technically, the difference is disappointingly minimal. Don’t expect the kind of visual improvement as seen in Super Mario All-Stars. Tecmo could have beefed up the visuals but sadly they took the bare minimum route.
Remember hopping back and forth here in order to clear the top wall? Ah, that brings back the nostalgia…
Beware of those pesky boxers. Ah, who could forget the classic first boss fight in the bar? Good stuff.
Revered (in part) for its revolutionary cutscenes, Ninja Gaiden advanced its plot in a dramatic and memorable fashion.
Shooting someone (even if it’s an anesthetic) and then asking said victim to do you a favor? Whoever this lady is, she’s got BALLS. And a strange creepy looking statue that she wants you to have for whatever reason… that I’m sure is completely wholesome…
Similar to Castlevania, you can use various secondary attacks as long as you’ve collected enough ammunition. Long ranged attacks, such as the Shuriken, is a Godsend in such hairy situations.
Relaxing retreat on a timeshare this ain’t!
Secondary attacks range in effectiveness. It’s too bad you can’t collect them, switching off to the one you want as necessary. One of my favorites is the attack that allows you to jump and slash simultaneously, providing a sphere of precious protection around Ryu. It makes those unsettling platform jumps (i.e. the ones with a bad guy loitering at the edge) much more manageable.
Pumpkinhead rejects and various fiends greet you with foul intent.
Flying enemies — they’re the bane of many. Especially when your hero jumps back whenever hit. Machine gun toting mad men make your life a living hell. I hope you have an appropriate sub weapon!
Nintendo players back in the day were legit if they could beat Ninja Gaiden fair and square. It left its mark on many, and has certainly terrorized many a childhood in the best of ways.
NINJA GAIDEN II: THE DARK SWORD OF CHAOS
Thunder and lightning erupts over the land. Who’s the creepy guy in red?
Ashtar’s his name, and he’s looking to finish the job Jaquio could not from the first game.
Episode II: The Dark Sword of Chaos. Makes it feel epic like it’s from the Star Wars universe. One major improvement right off the bat is the ability to now climb walls. You had to hop back and forth in the first game but now you can scale various structures like a true ninja badass.
Visually, the game looks a lot better than its predecessor. Although I’m not a fan of the red button eyesores that serve as your sub weapon containers. The first game was a lot more creative, housing them in everything from flickering lights to even hummingbirds. But that’s just a minor gripe. The first boss is a generic mutant that loves to deliver shoulder tackles.
Innovative cutscenes helped made the original game so memorable, and Ninja Gaiden II kicks that up a notch.
Swerve City, USA! I had deja vu for a second there. Looked like poor ol’ Ryu Hayabusa was once again going to be subdued by some anesthetic but instead he’s saved by the bell bullet. I guess you owe Robert TS the favor after all.
Battling atop a boxcar train, you’ll have to fend off Jason Voorhees and friends. Watch the snow — the wind changes direction in three different ways. Jumping against the wind is a surefire ticket to an early demise.
Duplicate yourself and even up the odds a bit with your clone helper. Up to two clones can be used. Nice!
Arachnophobia? You won’t like this boss.
Another cool cutscene advances the plot and builds up the anticipation for the next level.
Disappointment (or relief, depending on one’s perspective) strikes in Stage 3-1. The original NES version had lightning flashes that made it more difficult and atmospheric, but for some strange reason, it was not duplicated in the SNES port. Many diehard fans have pointed out this omission over the years, citing it as the telltale sign of a lazy port job. Hey, at least we still get the ninja clones.
Hayabusa continues his quest, this time in some rather murky waters.
Things get a bit slippery here.
Hayabusa or Ashtar — who will prevail? Only you can decide that!
NINJA GAIDEN III: THE ANCIENT SHIP OF DOOM
Things open up blazing hot as Irene is seen being chased by… Ryu Hayabusa?! Wait, whaaaat?
Falling to her demise, can it truly be the same Ryu we all know and love? Surely not…
Framed — I knew it! [Sure ya did -Ed.].
Players have complained that the jumps in the third game are too floaty. It does take a while to get used to, especially if you’re hot off the heels of playing the first two games. Generally speaking, Ninja Gaiden III is considered to be the weakest entry in the trilogy. Not that it’s a bad game; it’s just the first two were so damn good.
There’s something about Ninja Gaiden III that I really like, though. The weird cybernetic atmosphere, for one. That and Ryu is a better climber here than he was in previous outings. I also like the extra long slash power up you can get. Able to hit enemies both high and low, it gives you excellent coverage for a short ranged attack.
Clancy tells you to head over to Castle Rock. You’re a little skeptical but you press on in the name of avenging Irene…
Quicksand has claimed many lives — move fast or you could be next! Better move fast too during the auto scrolling section. Death waits for no one!
Destroy enemy bullets with a well-timed strike. I love when games let you do that. The boss fits in perfectly with the game’s cybernetic theme.
Condescending? Check. Smug? Check. Good to see you again, Foster.
Acquiring the right power up at the right time is key. One of my favorites is the energy blast that goes up and down. It can prove to be quite useful.
Thankfully, the “jump back” when hit isn’t too bad in this game. Another reason why I like Ninja Gaiden III so much and don’t see it as the “black sheep” of the trilogy as some others do. The previous two games had some serious recoil action.
Hayabusa be like, “So… you’re Great Value Ryu, eh?”
Perhaps it’s just me but doesn’t Ninja Gaiden III have a slight Mega Man-esque look to it? Part of me almost expects to see some Mets flying in and out!
Nothing’s better than beating a boss with one measly life bar remaining. What a rush!
Overlooking Castle Rock, Ryu runs into Clancy once again. He tells you about a terrible monster named BIO-NOID. Coincidentally, the Biohazard plan Clancy has been working on is the same name as the Resident Evil franchise over in Japan. Clancy goes on to explain that there was an open seam between dimensions when the Demon died. Foster had rebuilt the fortress and was using it to conduct all sorts of transformation experiments with life energy. Bio-noids are super humans that have been transformed with life energy. He tells you that it was a Bio-noid that killed Irene and that you’re the only one strong enough to stop it.
Infuriatingly difficult platforming abounds. Thank God for the password feature.
Hayabusa confronts Foster but wait a minute — IRENE?!
Somehow, Irene survived after all. Screw you, Foster!
Remember the guy who framed Ryu? He turns into a super mutant only to be blasted by Irene. Show ‘im who’s boss!
Eventually you step in and tell Irene you got this. Now it’s you vs. the Creeper from Jeepers Creepers.
Spoiler… Clancy was the mastermind behind it all.
Explore more strange locales as you seek out to hunt down Clancy.
Hayabusa’s clone isn’t quite dead yet…
Shame this port wasn’t enhanced more visually. The SNES could do so much more with this background.
Unfortunately, you’re a bit too late. Clancy has already made the life energy his and rambles on about the dimensional warship’s power.
Thought the previous levels were hard enough? You ain’t seen nothing yet.
Precise and skilled platforming is the order of the day.
Genocide? Ryu ain’t down with that, Clancy. The time for talk is over.
Defending the fate of the universe, it’s up to you to put an end to this monster’s wicked plans.
Clancy’s true form is soon revealed…
Konami would be proud. Slash that sucker!
BLOODY HELL. You knew it couldn’t be that easy. Get ready for the final ultimate battle.
There’s screen-filling bosses and then there’s this guy. Holy shit. It doesn’t get any crazier than both life bars going down to the wire… with you barely winning out. On the final boss no less. Best feeling in a video game!
Sayonara, bitch!
Hayabusa dropping some knowledge there!
Regardless of how bad things may seem, never forget the darkest hour is just before the dawn.
REMEMBER WHEN…
I certainly was not alone. Many kids can fondly recall seeing Ninja Gaiden at Toys R Us back in 1989. We loved it even if it kicked our asses. Then when the SNES came out in 1991, we just assumed the inevitability of a souped up 16-bit version. Alas, it wasn’t meant to be.
Yes, I remember the days of scrolling down the game aisles at Toys R Us once upon a moon. The iconic toy store is currently closing for good in 2018. Kind of sad to think my future kids will never know what it’s like to walk up and down those magical aisles. Rest In Peace, TRU.
WHAT THE CRITICS SAID
Ninja Gaiden Trilogy was met with mixed reviews. Some liked it for having all three classic NES platformers on one cartridge and the brand new password feature, but others did not like the cuts or mostly lazy effort. Even to this day, it remains quite the polarizing SNES title. EGM gave it scores of 8.5, 6.5, 6.5 and 6.0. Nowadays it fetches for a fair penny, so it’s hard to recommend it at the going rate unless you absolutelyhave to play a Ninja Gaiden game on your SNES.
CLOSING THOUGHTS
I liked Ninja Gaiden Trilogy when I first played it back in 2006. I still like it even though the project could have been handled better. Whereas Super Mario All-Stars knocked it out of the park, Ninja Gaiden Trilogy is not the poster boy for how to properly present a compilation. But the three NES games included in this package are still playable and at their core, they’re still quality games. I love the password feature as it allows me to beat the game at my pace, and also encourages random revisiting throughout the years. The critics can hate on this game all they like — I still enjoy it very much and come back to it every so often.
Although sadly not the Ninja Gaiden sequel we wanted or even the A+++ port we deserved, the games are still good enough to make this a redeeming package. Should it have been more? For sure. A Ninja Gaiden game on the SNES should be in the pantheon of Super Nintendo greats. This is far from that but in the end, I’m grateful to have it in my collection. And I’m not talking from a monetary stance. I still like playing these three games and always will. Sometimes we can get hung up on what isn’t rather than simply enjoying what is. In the case of Ninja Gaiden Trilogy — despite being slightly butchered — better to have it on the SNES than not at all.
Avengers: Infinity War opened this past weekend (April 27, 2018) and grossed a whopping 640.9 million over its first weekend. Infinity War now holds claim to the biggest opening weekend in cinematic history, toppling The Fate of the Furious’ 541.9 million opening weekend by nearly 100 million. It also scored the biggest opening weekend in North America with 258.2 million, beating out the 248 million grossed by Star Wars: The Force Awakens. It’s crazy to think it was 10 years ago that the Marvel cinematic universe began with the epochal Iron Man (May 2, 2008). 10 years later, MCU kills it yet again with Avengers: Infinity War. Some people are sick of Marvel movies but as long as they’re this good, keep ‘em coming I say! The latest film centers around Thanos’ quest to acquire the six Infinity Gems. What a perfect time, then, to review Marvel Super Heroes: War of the Gems. Capcom’s second to last North American SNES release (Street Fighter Alpha 2 being their last), Marvel Super Heroes: War of the Gems is a curious and worthy follow-up to X-Men: Mutant Apocalypse.
MY FIRST EXPOSURE TO MARVEL
If you were a child of the early ’90s, chances were you somehow got mixed up in the superhero subculture. It was simply a sign of the times. From trading cards to cartoons to toys to video games, superheroes and super villains dominated the scene. My brother, our friends and I used to hang out at this card shop, Triple Play. It was right next to the local library and a mom and pop rental shop. What a great time to be a kid! We spent much of our childhood down at the card shop buying the latest in the Marvel ’91 series and trading them. When we weren’t busy trading or buying Marvel ’91, we played the Street Fighter II arcade cab right in the store. It was a splendid time to be growing up in suburban America.
My favorite thing about the Marvel ’91 cards? Hands down the enticing stats on the back of the cards. This is where my obsession with numbers and ratings probably first developed, and a large reason (EGM is another factor) as to why I personally like to rate video games. To me numbers have always been a fun snapshot at things. I remember Fin Fang Foom’s stats were off the charts. He had something nuts like three 7’s.
X MARKS THE SPOT, FINALLY
Back in the ’90s, superhero games were hit or miss. They were more of a miss on home consoles. It wasn’t until X-Men: Mutant Apocalypse that I felt things were starting to head in the right direction. I remember there was quite a bit of hype behind it. Seeing it grace the cover of the biggest EGM issue of all time definitely got our hopes up. Maybe we’ll finally get the X-Men game we always wanted…
And although it has its shortcomings, X-Men: Mutant Apocalypse was a solid action game that was pretty fun to play. It wasn’t quite the epic superhero game we were all hoping for, but it was an admirable effort.
ROUND TWO FINAL ROUND, FIGHT!
Exactly two years later, EGM issue #89 arrived in my mailbox. This was a bittersweet issue for me. It highlighted 16-Bit’s “last hurrah” so to speak.
I can’t tell you how many times I read that article. Flashback to December of 1996. Although my brother and I still had our SNES, we were almost exclusively playing our PlayStation and N64. However, I never forgot all the great memories my dear old friend, the SNES, gave me over the years. So EGM’s article hit way too close to home. 1996 was indeed going to be 16-Bit’s last gasp and last “big” Christmas season.
I loved the whole presentation of it. The yellow background, the nice big title dramatically declaring 16-BIT’S LAST STAND… but the best part was the last batch of 16-bit titles EGM featured. In particular, one title really stood out and caught my eye…
My eyes popped when I saw Marvel Super Heroes: War of the Gems. It looked absolutely badass. The fact that Capcom was behind it was all I needed to know!
Yet despite all my interest and curiosity, I actually never got to play this game back in the ’90s. High school soon came calling in the late ’90s and I sort of fell out of gaming for a while there. Fast forward to January 2006, I experienced one crazy SNES comeback for the ages. It was a chance at gaming redemption. Marvel Super Heroes: War of the Gems was high on my list of SNES games I always wanted to play but never did.
I bought a mint copy at a local flea market on Saturday, February 25, 2006. I’ll never forget firing up War of the Gems later that same night. It was like finally meeting up with that ship that sailed by so many moons ago…
I chose the Incredible Hulk first and had one hell of a Saturday night smashing bad guys left and right. It’s not the greatest game but I thoroughly enjoyed it nonetheless.
THE STORY GOES…
Whoever collects all six Infinity Gems will become omnipotent and virtually unstoppable. Adam Warlock has enlisted the services of the Marvel Super Heroes to bring them back home safely.
Falling from the heavens above, the six Infinity Gems have been scattered throughout the world. Procuring them before they fall into the wrong hands is of the utmost importance. You’ll traverse many different places, from the Amazon River in South America to the frozen tundra in Alaska to the Boston Aquarium.
Capcom’s intros from that era always stood out, and this is yet another solid example. The world’s mightiest superheroes have assembled on your SNES — it’s time to wreck some shit up!
Wolverine gets intense like only he can. I’m hyped!
HOLDING OUT FOR A HERO
Standing 6’2″ and weighing 220 pounds, Captain America is the symbol of patriotism personified. Balanced in speed and power, Cap attacks with his trusty shield and charging shoulder tackles.
Standing 6’1″ and weighing 225 pounds, Iron Man is a bit on the slow side due to the nature of his suit (which puts him at 6’6″ and 425 pounds). However, he compensates for his lack of speed with the power and flight game. Able to double jump and briefly fly, Iron Man is the most versatile superhero in the game.
Standing 5’10” and weighing 167 pounds, Spider-Man is the fastest of the lot. But he’s also the weakest. Use his web slinging prowess to take out the trash. He can also cling to walls and climb to new areas that some of the others are unable to reach.
Standing 5’3″ and weighing 195 pounds (300 with Adamantium skeleton), Wolverine is a vicious and balanced fighter. He’s not as fast as Spider-Man or as strong as Captain America, but he’s stronger than Spider-Man and faster than Captain America. He plays exactly like how he did in X-Men: Mutant Apocalypse, and that’s fine by me!
Standing 7’6″ and weighing over half a ton, the Incredible Hulk is the bruiser of the group. He’s also the slowest. But when you just want to smash the crap out of everything, it’s hard to go wrong with Hulk.
Select your superhero and pick any of the four initial stages. Unlike X-Men: Mutant Apocalypse, any hero can be used on any level. It gives the game a little more replay value when the levels don’t force you to use a certain character. But some characters are more suited to certain levels than others. For example, Iron Man does really well at the Boston Aquarium. Sorry Cap — take a backseat!
Always one to make, pardon the pun, a splashy entrance, Iron Man flies in on his jet boosters. It isn’t long before the glass shatters and the whole place becomes Waterworld.
Repulsor Beam does well to break down barriers. Even better, use his flying headbutt attack for multiple hits.
Deliver a sweet three hit combo in mid-air. Then battle the evil version of Vision.
Remember to keep an eye on your air gauge. Turn Tony Stark into Ryu with a nice Rising Uppercut.
Hawkeye you traitor you! Not really, that’s just his evil clone.
GODDAMN that was close…
Question: what’s worse than fighting one evil version of Iron Man? Fighting two of course. Scale the platforms for some fun cat and mouse play. Iron Man’s double jump works really well here.
Infinity Gem #1 secured! It’s on to the next…
Spider-Man swings into the Amazon like only he can.
Spider-Man’s ability to cling to walls and scale them makes him quite versatile. The boss of this stage is an evil version of Wolverine.
Beware the spikes. Landing on them will cause extra damage. Sadly, falling into the spikes doesn’t hurt the boss. Use Spidey’s swinging attacks to keep Wolvie on his toes.
Captain America slings his shield to perfection. Shoulder tackle Hawkeye before he even gets off a shot.
Versatile is Cap’s shield. Send it downward or upward to knock off unsuspecting fools. Some of the levels have barriers as seen here. Wolverine and Spider-Man are too weak to break them so they must scale up. Captain America and Hulk can’t jump high enough to access the upper area so they must smash through. Iron Man has the strength to bust through or double jump up. No wonder I like Iron Man the best.
Halfway through this stage, a group of evil Pucks serve as sort of a mid-boss. They can be very tough as they flank you like ants on sugar.
Where’s the Incredible Hulk when you need him?! Evil Sasquatch comes bursting out of the frozen wall like he was shot out of a cannon. Don’t get too close unless you like being dinner.
Nobody slashes up the competition quite like ol’ Wolvie. Unfortunately, he’s too weak (what?!) to bust through that thick wall there, or scale your way up.
Reminiscent, much? All his greatest hits from X-Men: Mutant Apocalypse is back.
Scaling Dr. Doom’s castle can be hazardous to your health. Speaking of the good doctor, watch out for his deadly energy beams. Thankfully, Wolverine is so short that they fly right over his head!
Unsurprisingly, Dr. Doom declares this isn’t the last you will see of him (and he’s right). After beating the first four stages, we learn Magus is holding one of the Infinity Gems on a giant orbiting battleship. Time to send the Hulk!
Shanghaied in Space?! “HULK SMASH!!!”
Godzilla vs. MechaGodzilla? Forget that, it’s Hulk vs. Evil Hulk! Hulk smashes walls like no one else.
Another mid-boss battle ensues. Hulk doing what he does best!
Position yourself on the edge so that the lasers just barely miss hitting you. Bash and repeat. Your reward is a classic SNES style explosion.
Nothing’s better than grabbing a goon and chucking him across the screen, taking out the entire crowd. As strong as Hulk is though, he’s not invincible. Don’t just stand there taking energy beams… even if it looks super cool.
Standing between you and the next Infinity Gem is the double tough Magus. He moves so fast (guess which Gem he has) that you can actually see his shadow trail. What a lovely visual touch!
Scoundrel! That Magus is a sneaky little bitch. Hulk be like “DAFUQ.”
Uppercut him into the air and follow up with a pulverizing double axe handle. So damn satisfying.
Defeating Magus opens up the next set of stages to conquer. You’ll face off with the likes of Black Heart and even the evil version of Thing.
Special cameos abound, as seen here with Doctor Strange. And as he promised earlier, Dr. Doom returns for a final battle.
Nebula! Nice to see her in the game, especially considering how popular she has become since Guardians of the Galaxy. Thanos is the final big bad.
Thanos vs. Hulk is a WrestleMania worthy main event. But the Hulk is the better man mutant on this night, and the Infinity Gems are now in safe hands.
Congratulations to our mighty superheroes! Nice shot there of the crew.
Helpful items can be acquired during your quest. For example, if you die on a stage then that character you were using is no longer available. However, you’re able to revive him and regain his services with the usage of the revival power-up.
EXTRA POWER
In addition, you can incorporate the various Infinity Gems to increase your powers. The Time Gem doubles your speed (give it to Hulk). The Power Gem increases your power (Spider-Man, who can strike up to six times, becomes quite the wrecking ball with it equipped). It’s fun to mix and match as you see fit. This versatility adds to the gameplay and gives it a leg up on X-Men: Mutant Apocalypse.
TRAINING DAY
There’s also a Training Room where you can fight random enemies 1 on 1. It’s too bad there wasn’t a 2 player option here. Granted, the moves are fairly limited being a beat ‘em up platformer, but this would have made for a nice bonus mode.
Remember fantasizing as a kid about what would happen if the Hulk and Thing ever came to blows? Sure, you could read the various comic books in which they clashed, but there’s something cool about deciding the outcome yourself in video game form.
Capcom should have spent a little more time on this. With a proper 2 player mode, War of the Gems would trulybe a gem.
THE ARCADE GAME
Capcom released Marvel Super Heroes in arcades back in October of 1995. Such a port to the SNES would have been impossible, combined with the fact that by 1996 the SNES was no longer a viable machine.
Marvel Super Heroes was loud, brash and in your face. Along with X-Men: Children of the Atom, these two games were the prototype for what would later become Capcom’s notoriously over the top VS. series.
A Super Nintendo port of this game in 1996 would have been doomed to fail, both due to the late release in the system’s lifespan and how butchered and watered down it would have been.
Instead Capcom gave the remaining loyal SNES fans Marvel Super Heroes: War of the Gems. Instead of being a 1-on-1 fighting game, it was a single plane beat ‘em up with some platforming elements integrated. As such, it worked fine for what it is. Capcom threw us a bone, and if nothing else, it’s a curious entry in Capcom’s longstanding SNES catalog.
In an alternate reality, it would have been interesting to see what this game would play like had Capcom gone the traditional Street Fighter II route instead. You already have Captain America, Spider-Man, Wolverine, Iron Man and Hulk. Magus, Blackheart, Nebula, Dr. Doom and Thanos makes the roster a nice round number of 10. Give each of them a handful of special moves and it could have been a solid fighting game exclusive to the SNES. There’s a part of me that wishes Capcom had done that. But I’m also fine with what we got because what we got is a solid game in its own right.
WHAT THE CRITICS SAID
Because it came out so late in the SNES’ lifespan, War of the Gems came and went with very little fanfare. It was not reviewed by either EGM or GameFan, and Super Play closed its doors a few months before the game could even come out. From my online travels around various gaming boards for the past 15+ years, more people seem to like it than not. Some prefer Mutant Apocalypse. Some prefer War of the Gems. Both games are worth playing (and owning). But for the record, I like War of the Gems better.
CLOSING THOUGHTS
It’s always nice to at long last knock a childhood curiosity off your to-play list. I liked War of the Gems a lot when I first played it over 12 years ago, and I still like it now. From its curiously late release to its amazing sprite work, there’s just something about this game that I really dig. Not to mention the five superheroes that made the cut (Captain America, Spider-Man, Iron Man, Wolverine and Hulk) are my top five superheroes of all time. They all look great (though poor Cap looks a bit funky) and their special powers puts you right in their shoes. I like that you can select the order of stages to tackle as well as the ability to pick any hero for any level. It was an improvement from Mutant Apocalypse which had predetermined stages for its roster. Also, the addition of the Infinity Gems is a game changer. Hulk too slow for your liking? Equip his big ass with the Time Gem and speed is no longer an issue. Spider-Man too weak? Give him the Power Gem and watch Hulk grow green (er… greener) with envy. It’s fun to experiment and definitely increases the game’s longevity.
The visuals are top-notch. They’re big, beefy and intricately detailed. Coming out so late, you would expect nothing less from Capcom, and they sure didn’t disappoint. It gets you in the proper ass-kicking mood. Unfortunately, the sound is nowhere as high in quality. Landing blows doesn’t sound as impactful as I would have liked, and the music isn’t anything to write home about. Another blemish is that the game plays a bit slowly due to the massive sprites, which may turn off some hardcore action aficionados but I personally did not mind. Also, the levels are short and the enemies can feel rather sparse. It’s definitely not an A+ effort by Capcom, but I never got the feeling that it was just a cheap attempt at a cash grab. The game is also on the short and easy side, but that may be viewed more as a positive than a negative depending on one’s perspective.
But one thing’s for sure, at least from where I sit, and that’s this: I had an absolute blast playing through War of the Gems. And I find myself revisiting it randomly throughout the years. For me it never gets old slicing up bad guys with Wolverine’s claws, or blasting bastards to Kingdom Come with Iron Man’s proton beams. Could Capcom have done more? Sure. But War of the Gems, while it may fall short of being a true gem, is still one hell of a swashbuckling time. It definitely left me wanting more, and is worthy of a spot in your Super Nintendo collection. Besides, let’s face it, at the end of a long hard day at work, sometimes you just wanna be the Hulk and smash shit up.
One of the earliest SNES games released in North America, Ultraman owns the distinction of being the first 1-on-1 fighting game on the Super Nintendo. If you were around any game rental store back in late 1991, chances are you too came across a boxed copy of Ultraman: Towards The Future. To its credit, the box art is pretty snazzy, blasting your senses with its frenetic energy and seemingly hi-octane larger than life action. Back in those days, the box art was often your first impression of a game, and Ultraman certainly made a nice splash in that regard. Flipping to the back of the box revealed promising screenshots of a fighting game with monsters. What could go wrong, right? Sadly, as it turns out, much.
If you were a monster and video game lover like me in those days, then the box art of Ultraman and the description on the back undoubtedly had you sold. Taking the box to the counter, you handed it over to the clerk as you watched your old man plunk down the dollar ninety nine. You felt like the luckiest kid in the universe — Street Fighter II with monsters!? Is this real life? I would soon come to find out that mentioning Ultraman and Street Fighter II in the same breath was the gravest of sins…
MONSTER LOVER
Some kids grew up with greats such as Cal Ripken Jr., John Elway or Michael Jordan as their idol. I, on the other hand, grew up on the 24-inch pythons of the immortal Hulk Hogan and the fire spewing, train chomping big guy himself, Godzilla. Thanks to my dad, Uncle Jimmy, some local mom and pop rental shops and the infamous Godzilla POWER HOUR, I rarely missed any of the big guy’s adventures. If someone was decked out in a rubber suit stomping around miniature cities, chances were I was probably there with a grin plastered across my kisser as cheesy as the monster movies of my youth itself.
While I loved all monsters small and big, my absolute favorite was without a doubt GODZILLA. Remember all those old box covers for the Godzilla movies? Most of them are seared into my retina, with Godzilla 1985 in particular sticking out. Who could ever forget that classic yellow golden border or the menacing up close money shot of Godzilla (complete with fangs and all) leering over Tokyo. A blurb by Joel Siegel “THE BEST GODZILLA IN 30 YEARS… HYSTERICAL FUN.”Good times.
One Saturday night in 1989, my parents took me to this fancy mall. Being 20 minutes away from home and a little farther out than our neighborhood mall, this mall was less frequented and thus carried with it an extra air of mystique. It was like that exotic mall that truly had all the good shit. I can recall the excitement welling up in the pit of my stomach as my dad wrestled to find a parking spot on that hectic Saturday night. I still remember bypassing the escalator and running up the stairs to make my way to the inviting neon purple glow of the classic SAM GOODY logo. The sign seemed so huge as a kid — it looked like it stretched on for miles and miles.
It’s funny how as kids the simplest pleasures brought us such great satisfaction. For me, going to Sam Goody back in the late ’80s was one of those simple joys, especially at this particular mall that felt larger than life. I wasted no time making a beeline toward the SCI-FI section. I scoured over the Godzilla movies to see if there were any I had missed. Due to this mall having a certain mystique, in my head as a kid I rationalized that maybe it might carry exclusive Godzilla movies. Ahh, the innocence of being six or so!
After my disappointment of not seeing any new Godzilla films, I was ready to leave when I saw it… GAMERA VS. GAOS. My heart skipped a beat when I saw the distinctive VS. on the side of the box. I knew those two magical letters could only mean one thing: MONSTER MOVIE MADNESS!
I could hardly contain my excitement as I plucked out the VHS box to examine its glorious front and back cover. It was my first exposure to Gamera. Even at my young age I could tell Gamera was clearly a Godzilla ripoff, but it was the thrill of discovering something brand new in a genre you hold near and dear to your heart. I shoved the tape in my dad’s face. My old man whipped out the ol’ credit card and like so many times before, he made the magic happen. The rest of the evening I walked around the mall with my mom, dad and brother happily clutching the SAM GOODY bag, occasionally glancing inside to admire that cheesy yet glorious Gamera vs. Gaos box art.
What can I say? I loved giant monster movies. Fast forward to 1992 where I would meet my latest daikaiju addiction…
ULTRAMAN: TOWARDS THE USA
January 1992. I was 8 years old and woke up every Saturday morning around 7 to catch all the latest cartoons. One Saturday I caught the first episode of Ultraman: Towards The Future. I didn’t know who Ultraman was at the time. But I knew the show featured giant monsters and that was good enough for me. I remember watching Ultraman fighting a nasty alien creature (Gudis) with limbs that would make Dhalsim green with envy. Best of all, his brain was on top of his head!
Ultraman, like Gamera, was no Godzilla but I cheered on Ultraman nonetheless. There were 13 episodes in all — the last one airing more than 25 years ago on March 28, 1992. I never missed an episode and loved the camp value.
Ah… the memories (of what wasn’t). Dreamworks Toys released an Ultraman lineup in the spring of ’92 to go along with the US TV series. The figures were around 10 inches tall. Kerwin, my brother’s best friend at the time, asked me what I wanted for my 9th birthday. I told him I wanted Majaba. Kerwin assuredly told me, “You got it, Steve-O.”
Fast forward to the summer of 1992. Right off the bat I knew something was off when the wrapped present with Kerwin’s name on the tag was about 5 inches tall. I opened his gift and out came Launchpad McQuack. Now don’t get me wrong, I love me some Darkwing Duck and Launchpad’s a cool cat but he ain’t Majaba! Way to get a guy’s hopes up, eh? Nonetheless, in the end I was grateful for his generosity. After all, he was my brother’s friend. He wasn’t obligated to get me jack. Speaking of Kerwin, after my family moved in 1996 my brother lost touch with him. He managed to track him down around 2003 where we found out that Kerwin was in Las Vegas trying to earn his DJ stripes. Big guy, wherever you are out there, I hope you are in good health and peace of mind. Even if you got me Launchpad McQuack instead of Majaba as you promised me, you big fat bastard
EVERGREEN VIDEO
In the late ’80s and early ’90s my brother Kevin and I frequented a little mom and pop shop named Evergreen Video. Oh how I loved that place. I can still hear the little chime that rung each time you entered the hallowed halls of Evergreen Video. The smell of the oakwood shelves permeates to this day. As documented in Memories of Renting, Tom was the source that corrupted us. One day in early 1992 my dad and I made our traditional Saturday afternoon trek to rent the latest video game. Tom recently bought some SNES games to keep up with the changing of the guard. At that time we didn’t have the internet and I had yet to follow gaming magazines religiously. So imagine my shock and excitement when I saw Ultraman! I’ll never forget how it came with a HUGE blown up 8×11 black and white photocopied manual as opposed to the original booklet. I guess Tom was protective of his instruction manuals!
FRIDAY, MAY 16, 2008
On this night (now nearly 10 years ago, damn) my cousin Vivian threw me a graduation dinner with the family. We ate at this Chinese restaurant that coincidentally just happened to be a couple stores down from where Evergreen Video once stood proudly. I hadn’t been to that area in eons. On my drive to the restaurant, I couldn’t help but reminisce about all the fond memories of my dad taking me there every Saturday to rent the latest NES game. The wave of memories came flooding back as I pulled into that parking lot. It was my first time being back in that plaza in a good decade or so. I decided to pay a quick visit to the defunct remains of Evergreen Video before heading inside the restaurant. It was sad standing there and seeing the place devoid of any sort of life. Tom’s friendly smile behind the register counter was long gone. As I stared through the glass door like a frozen statue, I couldn’t help but wonder where was Tom and his family — were they OK? Were they continuing to live the American Dream? My conscious stream of thought was shattered when my phone rang.
“Steve! Where are you? Only you would be late to your own party!” Vivian joked.
“I’m right outside. Be there in half a minute…”
After a scrumptious dinner celebrating my graduation from grad school, we found ourselves hanging out in the parking lot. It was good to see all of them again. Billy, Vivian’s crazy husband, enthusiastically shared his latest cash cow scheme with my brother and me as we made our way to our cars. Never change, Billy.My cousins invited me to movie night but I told them I’ll catch them in a few. First, I had some unfinished business to take care of: I wanted one final glimpse at my dear old friend. There was now only a glimmer of sunlight striking the top of all the stores’ windows in this plaza. It was surreal and felt like a scene right out of a Hollywood movie. I stole one last peek in the empty store where Evergreen Video once stood. Turning my back to the store, I stood there for a minute to take in the cool night air, reflecting and also thinking about the future.
It was a very raw and exciting time in my life. I was 24 years old, I just earned my teaching credential and I was this close to realizing my dream of having my very own classroom of students to teach and positively impact. As the final shards of sunlight pierced the storefront, I decided that was enough pontification for one night. I placed my childhood memories back in the box, texted my cousins that I was on my way and fired up my old 1992 Honda Accord.
BLOODY GOOD TIMES… LITERALLY
THE STORY GOES…
Ultraman is fairly accurate to its source material. That’s good. Unfortunately, the gameplay is very stiff and limited. But hey, minor kudos for replicating the look, eh?
FINISH HIM!
Beating a monster for good is somewhat cumbersome. To do so, their energy bar must signal “finish” AND you must blast them with a Level 4 power shot. And because they can recover health, make sure they’re really “finished” before firing your L4 shot. Nothing’s worse than seeing them recuperate a smidgen of their health right as you fire your L4 beam — d’oh!
FANTASTIC FOUR
L1 sends forth the basic KNUCKLE SHOOTER. You also have the option of firing off four consecutive L1 shots if you’re at level L4.
L2 fires the moderately improved ARROW BEAM. You can emit two of these beams at L4 if you wish or one at L3 and then one L1. At least you get choices, right?
L3’s MAGNUM SHOOTER does quite a number but you’re so close to L4… why waste it in one single shot? I tend to use L3 the least.
L4’s BURNING PLASMA is Ultraman’s ticket home. “HADOKEN!”
MEET THE MONSTERS
Gudis is an evil space virus determined to destroy and consume every life form in the universe. Once infected with the Gudis virus, the victim is unable to control itself and becomes part of Gudis’ plan. The power of Gudis continues to grow and multiply as it assimilates other creatures into itself. Stop the vile monster before it reaches the city!
Bogun is a gruesome genetic mutation. With a horrific head at each end of its sluglike body, Bogun defends itself and attacks you using its strong antenna. Unfortunately, Bogun has already infiltrated the city. Hurry up and exercise damage control!
Degola is originally a God of the Australian Aborigines. In full force, Degola appears as a whirlwind, destroying everything in its path. This whirlwind, however, is merely to disguise the Gudis infected creature within. Whatever it is, one thing’s for sure: it’s a force to be reckon with that must be terminated pronto.
Barrangas, emphasis on the last three letters, can emit a toxic gas from its hideous body. I dig the quiet peaceful looking city backdrop. What a shame it’s actually anything but peaceful!
Look who’s back and uglier, stronger and deadlier than before! Super Gudis is a wormlike creature that slithers alarmingly quick. Make sure you leave his bloody carcass scattered in pieces across this miserable war torn land!
Zebokon is usually a lethargic lumbering monster who lives in the depths of the forest. But after being infected with the Gudis virus, Zebokon has gone mad and is now attacking anything that moves. He has one hell of a battering ram to boot. Dark and ominous thunder clouds decorate this atmospheric backdrop.
Majaba, a giant pesticide-mutated grasshopper, is very quick and jumps really friggin’ high. Its razor-sharp claws will tear apart any metal known to mankind.
Kamacuras (AKA Gimantis) was one of the lesser monsters from Toho’s kaiju cannon. Majaba definitely takes some form of inspiration from Kamacuras.
Kodalar scared me as a kid. He even defeated Ultraman in the TV series finale and is the only monster able to claim that. Tough son of a bitch!
Kilazee comes from the darkest corner of the galaxy. He’s no King Ghidorah, but he is Ultraman’s final test.
ULTRA MISCELLANEOUS
WHAT THE CRITICS SAID
Ultraman: Towards The Future was critically panned. In fact, some even dubbed it Ultraman: Towards The Trash Bin. As bad as it is, it wouldn’t quite make my top 10 worst SNES games list. There’s a handful of crappy SNES games out there that are even more unplayable than Ultraman.
CLOSING THOUGHTS
Ultraman captures the look of the TV series well and had the potential to be decent. Unfortunately, the execution was terribly flawed. You can only use Ultraman, there’s no two player mode, the moveset is limited and compounding that error is the stiff control. Ultraman moves around like he just crapped his pants. Where’s the agile karate kicking warrior as seen on the cover, eh? Sure, some monsters require small strategic changes but due to the limited amount of moves at your disposal that strategy is extremely marginal. Visually, the game fares a bit better. Though the graphics didn’t wow anyone even back in 1991, it’s got a certain rubber monster charm to it. The sprites could be bigger though, and the lack of animation is quite disappointing. On the plus side, the cheesy monster roars fit right in and some of the tunes are even a bit catchy. But it’s not a good sign when a game’s high point is the box art…
In spite of all its warts, there’s something oddly charming about Ultraman. I guess first generation SNES games have a certain charm to them. Of course, things were a lot different back then. My dad rented the game for $1.99, my brother invited all the kids on our block to our house and we played it like it was the last video game on Earth. If nothing else, I’ll always cherish those memories of a more innocent time in my young life. Ultraman was a victim of lazy programming but I’m proud it’s part of my SNES library due to the history I have with the game. It’s there purely for the nostalgia of a simpler time. Oh, and that badass cover art.
25 years ago this month, NBA Jam hit the arcade scene and became a worldwide phenomenon. It’s become embedded in the fabric of pop culture and remains as relevant today as it was back in April of 1993. Even to this day, people quote phrases such as “HE’S ON FIRE!” and “BOOM SHAKA LAKA!” Naturally, clones would soon appear following the smash success of NBA Jam. One of them was Barkley Shut Up and Jam. Let’s just say, there’s a reason why people fondly reminisce about NBA Jam even 25 years later and there’s a reason why many people have forgotten about Barkley Shut Up and Jam. But does that mean the game is completely without merit? Time to pump my Reebok sneakers and find out…
BATS, BOBCATS AND BARKLEY
On a quiet rainy Monday evening of January 30, 2006, just two weeks into my Super Nintendo comeback, I stopped by my childhood Hollywood Video. That evening I drove to my old stomping grounds hopeful to add more games to my rapidly growing collection.
Entering the giant store like I’d done so many times before more than a decade ago, I wasted no time in making a beeline straight for Game Crazy. Hell, not even the horror section could entice me on this night. I ended up getting six SNES games. While I was ecstatic to buy ActRaiser, the game that thrilled me most at the time was actually Barkley Shut Up and Jam. Aside from Bubsy, it’s the only game of the lot that I rented as a kid. I remember enjoying it with my brother and friends back in the summer of 1994, so I had a strong nostalgic connection to it. I was morbidly curious to see how it would hold up some 12 years later.
THE CHUCKSTER
Born and raised in Leeds, Alabama, Sir Charles Barkley averaged 19.1 points and 17.9 rebounds per game his senior year in high school. He played three years of college ball for Auburn University, averaging 14.1 points, 9.6 rebounds and 1.7 blocks per game. He declared for the NBA draft in 1984 where he was selected #5 by the Philadelphia 76ers, just two slots after Chicago took Michael Jordan. He averaged 14 points and 8.6 rebounds per game his rookie season. He gave the 76ers’ organization and fans eight tremendous years. His best years there included averages of 28.3 points and 11.9 rebounds per game. Another season he averaged 23 points, 14.6 rebounds, 4.9 assists, 1.8 steals and 1.5 blocks per game. Barkley was traded to the Phoenix Suns following the 1991-1992 season.
Barkley continued his reign of dominance in the Valley of the Sun. His first year there was arguably his best. Averaging 25.6 points, 12.2 rebounds and a career high 5.1 assists per game, Barkley led the Suns to a 62-20 record and was deemed MVP. The Suns made the NBA Finals that year (their first since 1976) but lost in six games to Michael Jordan and the Bulls.
Barkley was shipped to the Houston Rockets on August 19, 1996. Now at the back end of his career, Barkley was joining a veteran team in hopes of finally capturing a Championship ring. Playing alongside Hakeem “The Dream” Olajuwon and Clyde “The Glide” Drexler, the Rockets were considered title contenders. In the ’96-’97 season, Barkley averaged 19.2 points and 13.5 rebounds per game. The Rockets made the playoffs several times but always came up short. Barkley’s last NBA game took place on April 19, 2000. He was 37 years old.
LIFE AFTER BASKETBALL
Charles Barkley has always been a magnetic character. Outspoken and brash, Barkley went on to become a key member of TNT’s award winning Inside the NBA post-game show.
SHUT UP AND JAM
Shut Up and Jam is 2-on-2 street basketball. Play by the clock (1, 3 or 5 minutes per quarter) or by points (first team to 21 or 50 wins). Select from single game, series or tournament. A password feature is implemented to save your progress. Barkley is the big boss in the tournament mode if you manage to make it to the Finals.
SWEET 16
Select from 16 players, including Barkley himself and 15 street legends. As you would expect, each one has different strengths and weaknesses.
POWERFUL JAMS
PLAYERS
The round mound of rebound, Barkley is arguably the best player in the game. A fierce rebounder and competitor, Barkley is the king of trash talking.
Two words: rebound specialist. Sans Barkley, no one can touch Chilly when it comes to pulling down boards. He’s got great speed, he can shoot twos and he can jam. Match him up with anyone who can shoot the three to create a potent 1-2 punch. Why is he called Chilly? Don’t piss him off and you’ll be lucky never to find out why.
There’s nothing wimpy about D. This dude will swat it if you pull up in the lane. He’ll rip your head off if you get in front of him for a rebound. Combine his speed and defensive ability with a guy who can shoot the rock and you’ve got a blacktop team to reckon with.
Scouts drool over Dane. A jack of all trades, Dane has made a name for himself on the blacktops. Many believe he could not only play in the NBA but dominate it. But Dane isn’t about the travel life. He’s content being a legend in his own backyard where all the little kids look up to him. He’s not the greatest dunker around, but he does everything else very well to great.
One of the worst 3 point shooters on the circuit, he didn’t earn his name for marksmanship. But if you want spectacular speed and slam dunks, Fly By is your guy.
At the three point arc, this cat is LIGHTS OUT. Sure, he can’t dunk for diddly. And he bricks badly on the occasional 15 footer. Yeah, he gets bounced around inside like a rag doll. But if it’s bombs you want, it’s bombs you’ll get with the Funkster. Oh and you gotta love how he rocks that mini fro.
Gunner earned his nickname for being the best damn shooter around. Sure, he can’t jam for shit, but who cares when you’ve got a guy who can hit from anywhere, is quick as hell and rebounds like a mad man.
Scouts don’t know whether to offer him an NBA tryout or call the FBI. Pure destruction down low, rumor has it Newts once broke a guy’s arm just for looking at him funny. Even Barkley is a little cautious around this certified nut job.
There’s nothing flashy about Sarge, but no one ever outworks or outhustles him. Not the best talent on the streets, but he’s respected for his sheer tenacity and will to win.
Smoothy is quicker as a hiccup. Many have tried to knock off his shades but none have been successful — he’s just too damn fast! Aside from minor rebounding issues, he’s a dynamic little bastard.
While not the most talented player on the circuit, Spike is a legitimate double threat. Crowd him at half court and he’ll blow by you. Give him too much space and he’ll be hitting bombs from downtown.
A monster on the boards, Stonewall guards the paint like it were his booze. Big on intimidation, low on finesse. The battles for rebounding supremacy between him, Chilly, D-Train, Barkley and Newts are legendary.
If you like the long ball, Sweet Pea is your man. He practically knocks down threes in his sleep. He can also high rise with the best of them. A true showoff, Sweet Pea always puts on a show and has developed a cult following. He’s blessed with NBA talent but chooses to keep it in the streets.
If Barkley is the best of the 16, then T-Bone is definitely #2. Essentially the improved version of Dane, who in his own right is a jack of all trades, T-Bone is a KINGof all trades. The only player in the game with at least a six out of eight rating in every single category, T-Bone could walk onto an NBA court today and instantly be a top 3 player. His legend grows with each passing day. His battles with Dane are legendary as the two battle to be the LeBron James of street basketball.
Gifted with blinding speed and a tremendous ability to dunk the basketball, he’s earned the moniker of Wildman because that’s the only way to describe his game. He may look like that one unskilled guy you played ball with growing up who could only hustle and jostle, but Wildman is a better shooter than one might think.
A poor man’s Wildman, Xaos has trouble hanging with the big boys. He’s not bad, especially if speed and dunking is your thing. But everything he can do, Wildman does as well or better. If you like underdogs, Xaos is your guy.
BALLIN’ ALL OVER THE STATES
There are eight locations to choose from. Aside from Phoenix, they all take place in the streets. Let’s take a quick tour, then, shall we?
This rooftop blacktop has seen many battles and bruises throughout the years. Those living in the apartment nearby get quite the view.
Better bring your A-game, or you’ll quickly join the heap of trash.
Watts is a residential district in southern Los Angeles. Hoop it up in the schoolyard at night, where a single street lamp oversees the intense action. Don’t bitch about how you can’t see — just shut up and jam.
Players duke it out in this abandoned warehouse. The best players come here every weekend to stake their claim. For them, it’s the perfect way to spend a Saturday morning. Or any other morning for that matter.
It’s always a good time in Miami, unless you’re getting your ass kicked on this beautiful court. The ladies here like to size up the best of the best. While some will play to win their affection and adoration (among other things), others just want to win the game.
It’s not quite the fabled Rucker Park (of Harlem fame), but this court is famous in its own right. Word on the street is Michael Jordan honed his craft here a time or two. There’s always a big rowdy crowd on hand. Can’t handle the intensity? Best go back to your driveway, rook.
Play by the infamous L Train in the shadow of the Windy City. This is yet another famous blacktop where the toughest and roughest have etched their name in the annals of street ball history.
Last stop of the grand tour is the Valley of the Sun where you’ll go up against the great Sir Charles Barkley himself. Few street ballers have earned the right to play ball here and nobody, NOBODY, has ever beaten Barkley in his own building. Can you be the first to rewrite history? [Or solve a mystery… WOO HOO! Ahem, sorry… -Ed.]
Hope y’all enjoyed the grand tour. Be sure to stop by the gift shop and tell ‘em… ah, you know the rest!
WHERE AMAZING HAPPENS
GODZILLA VS. BARKLEY
The year was 1992. I was watching TV on a random Saturday night when I first saw the commercial for Godzilla vs. Charles Barkley. As a huge Godzilla fan, I couldn’t believe it. At the time I had no idea about the Heisei series (Godzilla films were still being cranked out in the early ’90s on a yearly basis). With no internet back then, the last I saw Godzilla was in Godzilla 1985. So to say that I lost my shit would be a gross understatement. The Big Guy was back!
I even drew a picture of the fight for an art class in junior high. I can’t draw to save my life, but I had a blast drawing this all the same. Good times.
I actually thought when I first saw the commercial in 1992 that they were going to turn this into a movie. My mom even bought me the t-shirt, which made me the coolest kid at school. My friends and classmates loved reading the profiles for Barkley and Godzilla. I recall Barkley’s favorite meal being mom’s home cooking!
Over 25 years ago now!
Bigger than King Ghidorah! Deadlier than MechaGodzilla! It’s… Charles Barkley?!
CHARLES BARKLEY INTERVIEW
As I blew the dust off my old drawing, the wheels started to turn. What if, somehow, I could show Chuck this? And in the process, score an interview with the Round Mound of Rebound? I also asked if I could interview Barkley about his SNES video game. I sent out an email to Barkley’s PR people just over 10 years ago in 2008. Imagine my shock and disbelief when I saw the following in my email box…
From: Charles Barkley’s PR people
Sent: Tue 3.18.08 9:05 AM
To: Steve
Your Godzilla vs. Barkley drawing was sent to Charles, in addition to your request for an interview for his old video game. It was well received. We can set something up for next week. Charles is very busy but he said he can swing 10 minutes.
As a result, I found myself interviewing Charles Barkley on March 26, 2008!
Me: I know you’re busy, so thank you for taking the time.
CB: You gonna give my game a good score, right?
Me: Sure. Of course… so, have you ever heard of RVG Fanatic?
CB: Never in my life.
Me: Real quick, what was the Godzilla gig like?
CB: Fun as hell. The Japanese people love me, and who can blame them?
Me: Do you mind fielding a few general basketball questions before we get to the video game?
CB: Fire away.
Me: You’ve played against both Michael Jordan and Kobe Bryant. Many think Kobe is this generation’s Michael Jordan. How wide is the gap between the two?
CB: I think Kobe’s great, he fantastic, all of that. But people who think he as good as Michael was, they must never have seen Michael. Because if they did, they would say no such thing. But for 2008, Kobe is as close as you gonna get. And I like Kobe, he’s a tremendous talent, but Michael? Come on now!
Me: You’ve had such a wonderful career. Ever wake up in the middle of the night and get that itch?
CB: I used to, you know. But now it’s mainly an itch from a bug bite or something *chuckles* Yeah, those days are long gone. I’m happy where I’m at. Life is good for the Chuckster.
Me: I love your work on TNT with Ernie and Kenny. What is it like being on that show?
CB: It’s great, aside from the lousy pay and some jackass studio people who think they know it all. But man, lemme tell you something, I get to work only one day of the week, I have some good people looking out for me, and best of all, sitting next to two losers like Kenny and Ernie makes me look really good! *chuckles*
Me: Good ol’ Kenny. You gotta love that little Tar Heel bastard. What’s it like working with Kenny?
CB: Like a gawd damn root canal. Naw, working with Kenny is interesting. He always makes me laugh… whenever I look at that ugly ass mug of his *chuckles*
Me: I remember that time you guys played that little joke on Kenny about Justin Timberlake hitting a jumper in his face…
CB: Oh yeah he had that coming. They always trying to clown the Chuckster so any chance I get, I’ll get him. As long as I’m around, he’ll never live that down.
Me: What about Ernie? What’s it like working with him?
CB: Ernie who? Oh you mean that middle-aged white boy riding my coat tails? Oh OK, that Ernie. Naw, Ernie is just wonderful. People stop me on the street all the time to ask me if Ernie is black or white.
Me: And you tell them… ?
CB: That he white as hell. White as Wonder Bread *chuckles*
Me: He keeps you and Kenny in check, eh?
CB: That he does. Naw listen, he’s one of the best in the business. I’m really happy for his success. Couldn’t happen to a nicer guy.
Me: I know your time is precious, so let’s jump to the game now. What are your memories of it?
CB: I was never a big game player, even then, but I saw an opportunity to get involved with a basketball game that I wanted to have my style of play on it. Physical, fast, no rules.
Me: Were the 15 street ballers real? Your partner in the game was Dane. Was he legit?
CB: Most were real, others based off players I seen on the streets. Dane was real. He and I used to play ball growing up. There was nothing the kid couldn’t do. He could have made the NBA but he made some bad choices along the way. You see kids like him in the ‘hood all the time. All the talent in the world but then they get caught up in something that ruins them. Or they simply get caught at the wrong place and wrong time.
Me: That’s too bad. Any others you have a story about?
CB: Every ‘hood has a Chilly. He’s the guy you don’t mess around with. Hell, I think there should be more guys like Chilly in the suburbs. Kids these days too damn soft!
Me: My bro’s favorite player was Sweet Pea. What’s the lowdown on him?
CB: Sweet Pea was real. Ton of talent, big heart. The bigger the crowd the better he played. He used to steal kisses with the honeys on the sideline as he dribbled the ball up. I ain’t never seen that before. Hey, more power to him.
Me: My favorite was T-Bone. Was T-Bone real?
CB: I haven’t thought about T-Bone’s ass in years. So my main man Dane was great, but man, T-Bone was special. He was ahead of his time. He was like the T-Mac of the streets. 6’8″ and there was nothing he couldn’t do. The best player I ever saw who never made it to the NBA.
Me: To bring the interview to a close, I’m going to mention some names of the people who worked on the game with you. Feel free to say something if a name strikes your fancy.
CB: Shoot.
Me: Thanks Sir Charles, it was a real honor.
CB: You got it. Good luck with JVG Fanatic.
Me: RVGFanatic.
CB: Whatever *chuckles*
April FOOLS!Sorry I couldn’t resist. But seriously, not to leave you feeling totally cheated, here’s a LEGIT design session held with the Chuckster from back in the day.
SHUT UP AND JAM! DESIGN SESSION
“So this is what you people do? What’s the world coming to?” Thus, amid much laughter, did Charles Barkley start his visit to Accolade. When the day was done, Barkley’s style and personality were part of the product and the design team was happy to have met such an individual who cuts through the “image is everything” athletic Public Relations bull. Refreshing.
The morning began with an overview of competing products. While Barkley is not a big video game player, he already knew what he wanted.
“I think it would be great to be different,” said Barkley. “You don’t want the same old boring thing.”
The basic premise put forward by the design team was a two-on-two game, and within a tournament, a number of games played around the country in different locations. The games would be played in the streets and it was this point that Barkley emphasized.
It was immediately clear that the NBA star felt very strongly that the roots of basketball are in the neighborhoods and playgrounds of America, not in the $200 courtside seats of the NBA. “Basketball is a playground game,” he told the game designers. “It’s where I got my start and it’s where the game of basketball originated.” He told them about players in his old neighborhood who had as much or more talent than guys playing in the NBA, but just didn’t have the breaks or the bucks to make it.
“The level of talent is just tremendous,” he said. “It’s more passionate on the street and people just play because they love the game. We used to play all day in the streets. It’s tremendous basketball, because you have to compete at such a high level. With 10 guys on the side you knew if you lost you wouldn’t get to play for a long time.”
“Basketball has gotten away from its roots,” Barkley explained. “I love the street game. LOVE IT. When you go to the neighborhoods there are legends — people just known by their nicknames.”
Teamwork was another item Barkley mentioned. “It’s important to work as a team. You have to have teammates to help each other. The street game is more passionate. This game will be based off of my personality. I play physical. I play hard. I play aggressive. I want the players to work together. I want the game to be fun.”
Each of these suggestions, along with basic Barkley moves such as the thunder dunk have been incorporated into this game. Interestingly, Barkley had no burning desire to beat other celebrity endorsed products. “I just want to put out a good game.”
HOOK IT UP
Shut Up and Jam! takes advantage of the SNES multitap, allowing for up to four players to partake. The computer is a real pushover, so the real fun lies in playing this game with three others (provided you can find three pals who would be willing to play this over NBA Jam…)
My brother and I, along with our friends from the neighborhood, used to play four player Shut Up and Jam! before competing in some real life 2-on-2 in my backyard. Ah, those were the days. We squeezed lots of fun out of the game, even if it wasn’t very good.
WILT WHO?
TRASH TALK
The ads for Shut Up and Jam! matched the trash talking intensity of one, Sir Charles.
This photo ain’t blurry.
It’s just how you’re
gonna see me
after I knock
your sorry self
to the blacktop
and dunk
on your head
ten times.
WHAT THE CRITICS SAID
Back in the ’90s, most games with the name of a professional athlete in its title usually sucked. It was like a cheap way of marketing a subpar game to the gullible masses of kids who looked up to these star athletes. Once in a while you got a gem like Ken Griffey Jr. Presents Major League Baseball. Or surprisingly decent efforts like Michael Jordan: Chaos in the Windy City.
But for the most part, games featuring a star athlete’s name in its title were pretty bad. Remember Bill Laimbeer’s Combat Basketball? Or how about…
Barkley Shut Up and Jam! was never reviewed by EGM, GameFan or Super Play. It doesn’t have a savory reputation, to say the least. It’s definitely closer to Shaq Fu than it is to Chaos in the Windy City, in terms of fan reception.
CLOSING THOUGHTS
Shut Up and Jam has more going against it than it does going for it. But that doesn’t mean it’s completely worthless. The gameplay felt a little funky at first and the roster isn’t the greatest, but Shut Up and Jam oddly grew on me after a while. Revisiting this game over a decade ago was an interesting experience. Believe it or not, I liked it quite a bit back in 1994. It was a fun alternative when my friends and I wanted a break from NBA Jam, even though we knew it had fundamental flaws. In spite of its numerous warts, I can still pop it in today for 10 minutes and have a decent time messing around with it.
The graphics and sound are below average. The visuals look muddy, but in some respects I guess it reflects the gritty feel of street ball. The animation is extremely lacking and so players move a bit awkwardly. Despite some stiff animation, thank goodness the game plays fairly fast and tight. There are some digitized speech samples from Barkley, but you hardly notice it.
You shoot, slam, shove and swat. You can run over the opponent, or you can jump and knock their ass to the ground when they go for the big jam. It’s not meant to be taken seriously and when taken at face value, it can be oddly enjoyable. Trying out the different players and team combinations is part of the fun as well. Jump shots must be released at the peak of your jump or you can expect an airball, which happens more here than any other basketball game I’ve ever played. Annoying to say the least!
Although on the surface it may seem a lot like NBA Jam, it really does have its own feel, somewhat. Sans the one arena, I enjoy the blacktop gritty atmosphere the game generates. It’s just a bunch of dudes from the ‘hood balling to be the best. And even though Shut Up and Jam advocates the slam dunk, nothing beats weaving through the lane and then kicking it out to your wide open teammate for the sweet 18 foot jumper. That swish is music to my ears. Let the trash talking begin! And if you’re thinking of making any cheap excuses, just remember this one thing…
We all have those special games that aren’t necessarily great but that we cherish for one reason or another. The memories forged with that game through the years stands the test of time. For me, The Combatribes is that game. The North American SNES port turned 25 years old this month. I have so many nostalgic memories of The Combatribes. I rented it 7 times spanning a period of 6 years at 5 different rental stores. Just last weekend, I beat the game for the first time in 20 years when a friend and I took to the means streets of the Big Apple. It’s still as fun today as I remember it being 25 years ago. In many ways, The Combatribes is a relic from a bygone era. A reminder of when things were simpler. They just don’t make games like this anymore. It’ll always have a special place in my gaming heart.
FLASHBACK TO DECEMBER 1992
It’s been well documented on here that Power Moves was the first import I ever rented. One Saturday in late 1992, I happened to discover a brand new rental store. GAME HUNTER. It was the stuff legends were made of. Nothing but video games. Plastered from wall to wall. Best of all, they had a section devoted entirely to imports. Back in late ’92, this was absolutely mind-blowing.
The following week, January 1993, my dad took me back to Game Hunter. This time my brother accompanied me along, something he rarely did back in those days. But I had hyped up Game Hunter so much that he wanted to see it first hand. It was on that fateful day that we came across The Combatribes. The back of the box sold me with its big colorful sprites and Double Dragon-esque atmosphere. We played it to death that weekend and loved it!
The North American version of The Combatribes landed three months later. I remember seeing it at a mom and pop store named Video Mart. Man, I loved Video Mart. It was the epitome of mom and pop shops. It was stationed in a small lot next to Target. Right across the street you could see the much bigger Hollywood Video. In fact, that picture above is my actual childhood Hollywood Video store. That means right next to that Target sign is Video Mart (sadly not pictured). Anyway, I rented The Combatribes for a second time and my brother and I still loved it.
As the years went on, I rented Combatribes five more times. Back in those days, my brother shipped me out each weekend to rent his game of choice. Half of those Combatribes rentals were on account of my brother’s request. I had a freebie the other half and somehow I always came back to it. It was my comfort food. My mac and cheese, my burger, my pizza. The Combatribes was my special little game. It never failed to put a smile on my face. After all, it’s impossible to swing a thug by his heels, taking out his delinquent buddies in the process, and NOT grin.
Honestly, I don’t know why we never bought the game, seeing as how we rented it so much. But I do remember the last time I rented The Combatribes. It was the summer of 1997. I was feeling nostalgic on this particular Saturday night as an insatiable urge to visit my old stomping grounds overtook me and refused to let go. I guess my dad was in a similar mood because that night he and I made the trek back to our old home town. For what turned out to be the last time, we entered the hallowed halls of Video Mart. The store owner has known me since I was six when I first came trampling through Video Mart in 1989. That was the infamous night where Uncle Jimmy allowed me to rent John Carpenter’s Halloween, but that’s another story for another day.
The store owner dropped everything he was doing when he saw me walking through his door once more. He looked like he just saw a ghost. And for all intents and purposes, to him perhaps I was. My family moved in early 1996 and it’d been a year and a half since I last visited. He asked me where I’d been. It was like catching up with a long lost uncle you hadn’t seen in ages. Ah, the Video Mart man. And suddenly, all was right again in my innocent young world.
He used to hold a lot of video tapes for me back in the early-mid ’90s. Many nights he’d make a house call. Whether it was for the latest WWF extravaganza or a horror movie, I could count on him to supply me with what I needed. For some reason, I vividly remember a house call he made in 1994. “Hi Steve, Leprechaun 2 just came back in. It’s here on hold waiting for you.” It’s so strange that I remember that phone call conversation to this day, nearly 25 years later.
As I stood there that night, I could hear his accent ringing in my head again. Of course, he was speaking to me in the flesh then and there, y’see.
“Wow! Where have you been?”
Before I could answer, DING DING. I glanced over my shoulder and saw my dad stepping in the small dimly lit store. The two of them greeted as though they were long lost friends. We caught up for a while before I made my way to the corner where all the wrestling and horror tapes sat. Right beside that was a small wooden shelf adorned by about two dozen SNES boxes. It was July 1997 and he was still only renting out SNES games. No PlayStation, no Nintendo 64 or even Saturn. God Bless Video Mart. A flood of memories swept over me like a star streaking through the night sky as I gazed at the 24 or so SNES boxes. My eyes caught sight of The Combatribes. Oh my gosh… this was the same copy I rented over four years ago back in 1993. Sentimental value overtook me as I figured I would give it one last hurrah.
My brother couldn’t believe I came home that night with The Combatribes in tow. After all, it was ’97 and we had pretty much made the jump over to the PlayStation and N64. But for that one magical weekend, we turned back the clock. We beat the game three times before my dad and I headed back the very next night to return it. The Video Mart man greeted me with a huge grin and wished me the best of luck in high school. He also told me to please come back and visit. I said I would…
But sadly I never did.
High school happened. Life happened.
When I finally stopped by again in the late ’90s, Video Mart was gone. It was a sad day for me, and it made me wish that I’d visited earlier and kept my word. It’s a sad ending but I’ll never forget all the memories Video Mart gave me. Wherever that family may be today, I hope that life is treating them well.
NO COMBATRIBES DIATRIBE HERE
This marks my third and final review for The Combatribes. I submitted my first review of it to some random gaming site back in 1999. I wrote my second review for The Combatribes on March 30, 2007. Today — March 30, 2018 — marks 11 years since I wrote that review. This is as much a review as it is a loving look back on my nostalgic memories of the game.
My buddy Jeffrey Wittenhagen recently published a massive Super Nintendo book summarizing all 700+ North American SNES games. Several retro gamers contributed to the project; I was honored and lucky to be one of them. I wrote about nine game, including EarthBound and The Combatribes.
BEST ADVERTISING EVER
Oh definitely not! Look at poor Bullova there looking like f*cking Teen Wolf! They even switched his colors with Blitz’s. Speaking of Blitz, he looks like a Native American zombie! His in-game model does not look like that at all. The arcade version didn’t have such a hot ad but the SNES version definitely did.
Now if that isn’t the best SNES ad ever, I don’t know what is! 25 years later and I still remember it word for word. That closing remark is downright Schwarzeneggerian – “CYBORGS AIN’T LADIES!!” That’s just f*cking gold.
I liked the two in-game shots they chose, too. The blurbs were vintage early ’90s. I remember wanting to “blast the blazin’ Slash Skaters under the strobe lights of the Lexington Disco.” There was even a 1-on-1 VS. mode that tried to capitalize on the whole Street Fighter II rage. The mode wasn’t really good but hey, home bonuses!
THE STORY GOES…
I love how New York City is deemed “the center of all evil in the United States.” Good one, Technos…
THE COMBATRIBES
I’m not sure why they changed the spelling of his name from Berserker in the arcade to Berzerker (maybe they were trying to go for that “cool” early ’90s ‘tude thing), but as you might guess, Berk is the all-around fighter of the group. He’s got decent power and speed. His swing has two revolutions.
Ah, Bullova. He was my guy from DAY ONE. The powerhouse of the group, Bullova can sustain the most damage of the trio. Slower than a snail but stronger than an ox, his swing sees a whopping four revolutions.
Not surprisingly, Blitz (as in Blitzkrieg) is the fastest of the group, but also the weakest. He incurs the most damage of the three but he’s quick enough to evade the carnage in some cases. Because he’s the weakest, his swing only gets one revolution. Poor guy.
And there’s the arcade shot. Not sure why they changed the height and weight, but the arcade version is super questionable. Berserker is 7 foot tall but only 176 pounds? Who is he — Manute Bol?!
THE MOVES OF DOOM
What resonated with me so much 25 years ago was all the killer moves you could do to inflict pain and punishment on the bad guys. My favorite one was the giant swing. Grab a thug by his heels and spin him round, knocking out anyone caught in his path of whirling destruction. It was brilliant and made me think, “Why hasn’t a beat ‘em up done this before?!”
SAVING THE BIG APPLE
Bullova, meet the Motorcycle Nuclear Warheads. Warheads, meet Bullova’s fist.
Bullova, ever the well-rounded Samaritan and not one to discriminate, shows off his lethal kicks as well.
Warheads are led by a fat slob that goes by the name of Fats. How appropriate! Before the big battle, he tells you he’ll give you a taste of his “lumber.” Hmm, just another typical night in the Big Apple, eh? Shouldn’t have wore that lipstick, Bullova…
Swinging a bad guy makes you invincible for the duration of your swing. It comes in real handy! I love Fats’ lumber — wait whoa! That didn’t come out right. But look at the amazing amount of detail on that sucker. I guess that’s what 12 MEGS of hot arcade action will get ‘cha back in good old 1993. Keep whacking his lumber [Er… -Ed.] and eventually Fats will lose his meal ticket.
Whatever you do, don’t try to throw Fats. He’s too big and will shove you hard to the canvas. Great attention to detail by Technos!
Speaking of attention to detail, look at the pain etched on Fats’ face as Bullova sends his fat ass flying to the ground. The SNES version added in some basic cutscenes between levels where the defeated boss offers some tips to our victorious heroes.
Making your way to Coney Island, you’re greeted by the Demon Clowns. The clowns are agile and somersault to safety if you attempt to throw them. Some even come drifting down from the sky on balloons. Gotta love that! But yeah, if you see Pennywise and the Joker, you’re not alone.
Technos with some major balls. First the Joker and now Karnov! Salamander is a big bad dude who carries a torch. He breathes fire and would be a hell of a smash hit at your local summer barbecue.
Remember Karnov from the arcade and later the NES? Damn, Technos…
Salamander will lose his torch after enough damage is inflicted. Watch out for his tricky leg kick when he’s down on the ground.
Bullova defeats Karnov, I mean, Salamander, and the dude squeals. I hope you like disco, because that’s where we’re headed!
LEXINGTON KING, HERE WE COME! Greet the Slash Skate Screamers with a meaty fist to the face. Swing them round and round over the flashing disco lights. Make it a night they’ll never forget… or remember…
Appropriately named Trash, this guy is a handful. He always takes me a continue or two to beat.
Swinging the skaters offers you temporary protection. After a long and grueling war, Trash clues you in to the next turf. Who’s up for a little baseball?
Nothing completes a quality beat ‘em up quite like a bad guy with a Mohawk. But don’t get caught up admiring it for long, unless you like being stabbed!
Throwing a bad guy into his buddies never fails to satisfy. The same can be said for a well placed uppercut that sends a bald mofo sailing in the air.
Windwalker carries a vicious Tomahawk, and he isn’t afraid to use it.
Bullova fights valiantly, but Windwalker’s Tomahawk proves to be too much.
Bodyslamming bald bastards may be a riot but it can leave you wide open for a vicious shoulder tackle. Luckily, Bullova gets the last laugh. Is there anything better in a beat ‘em up than clearing a stage with barely any health remaining?!
Windwalker is oddly admirable. Before the fight he promises to reveal everything you need to know should you be successful in defeating him, which he claims no one has done before. After losing to our heroes, Windwalker honors his word. See? There’s a decent soul underneath all that war paint and savagery.
Ground Zero Headquarters is at 1991 GZ Avenue, eh? How creative. Speaking of creative (or not), The Combatribes does what many beat ‘em ups from that era did… a boss rush on the final stage! Normally, I’m not a fan of the boss rush, but it’s actually not too bad here thanks to the fact that your health bar is refilled after each boss.
Shouldn’t you have learned your lesson last time, Fats? [I could ask you the same, Bullova… -Ed.]. Touche!
Elevator scenes are a classic staple in beat ‘em ups, but for me The Combatribes by far did it best! Double noggin knocker FTW!
There’s just too much subtle black humor in this game. I love it!
Karnov, I mean, Salamander… is back for more. He’s not so hot without his torch. Sorry…
Beware Trash’s gimpy leg attack. But if you position yourself correctly, you can safely squash the punk bastard!
Windwalker, I thought we were good, yo?! Nevermind, I take back what I said about you earlier being honorable and decent. DIIIIIIE!!!!! Hey, one of us has to, and it ain’t gonna be me! I got better things to do tonight than die.
Finally we make it to the top floor. You’re greeted by gun-toting enforcers. Lucky you! Fortunately, their long bodies are great for swinging and taking out their buddies.
Unfortunately, they’ll snipe yo ass if you let them.
Swinging protects you from even bullets. Whew! No time to admire the gorgeous night view — Bullova is too busy serving knuckle sandwiches!
Before you can exit to the rooftop, M. Bison, I mean, M. Blaster comes after you like the friggin’ T-1000 from Terminator 2: Judgment Day.
Enforcers prove to be real pesky. If they’re not busy nailing you with the butt of their rifles, they be sniping yo ass!
Bullova is so strong that simply running into bad guys will knock them over! No punch required, although it certainly adds to the fun. But just when you think you got things in order, M. Blaster reveals a f*cking gun from his chest. Who does he think he is — MechaGodzilla?!
There’s no loyalty left in this world. Martha Splatterhead, we comin’ for you!
Martha is a bitch. It takes me at least two continues to beat her, if not three or four. On an interesting side note, the name Martha Splatterhead was taken from an ’80s punk band, The Accüsed, who had a zombie mascot by the same moniker. Technos with the shout out!
Splatterhead is lightning quick. She’s got that M. Bison psycho power shit going for her. You feel quite lucky when you do manage to get your licks in.
Technos back in those days had an affinity for making the final blow happen in slow mo. It makes delivering that last attack so damn satisfying.
Martha reveals she can’t control herself and that you were the only one who could put an end to her terrible reign. It’s actually quite sad. I even felt a little sympathetic for her. She was a cyborg programmed for evil. She couldn’t help herself, even if she wanted to. I always felt this made her stand out from the typical “I want to rule the world!” type of final boss we would see in similar games from that era.
There’s a strange mix of melancholy and triumph in the closing shots. Martha Splatterhead was once a part of The Combatribes unit, but went rogue. Still, there will always be that inexplicable bond shared between the four of them. Thus, the boys set out to give Martha a proper burial. It’s interesting to note that in the arcade, Martha Splatterhead has no backstory and she shows up at the end as the true big bad with no explanation. I like how the SNES home port humanized her. Well, as much as one can humanize a cyborg, anyhow!
STREET FIGHTER II — NOT REALLY
Remember the home port of Double Dragon on the NES? It contained a special home bonus: a 1-on-1 fighting game mode. It was very basic though but hey, it’s hard to complain about anything that is a bonus.
Technos does it again! At the end of each stage, a password is given. This password isn’t to skip stages, though. It’s used rather to unlock the bad guys in the 1-on-1 mode. Select from one of three stages. The first two stages contains hazards similar to the Death Matches from World Heroes. The third stage takes place in a single plane field.
Insert the code of 9207 and it gives you access to all 16 fighters! Now before you get too excited — no SNES fighting game gave you 16 characters until 1994’s Super Street Fighter II — it is pretty limited in terms of moves and overall fluid control. Still, it’s a notable home bonus and certainly a novelty that’s worth checking out at least once if not a few times. It’s definitely better than the Double Dragon one.
Curious to see who would win between Fats and Salamander? Wonder no more! This mode answers all your burning questions. I love the animation of Fats “running.”
There’s a subtle sense of black humor to this game, as seen here. Fats may appear to be safe but in actuality he’s quite screwed.
Hilarious! My brother and I used to just dick around on this mode back in the day. Like I said, it’s mostly a novelty but it can kill 10 minutes or so.
Fascinated to try one of the low-tier bums? You can! It’s interesting to note that their health starts out lower than the bosses and protagonists, and rightfully so. These fighters are pretty much useless but it quells the morbid curiosity.
Bullova channeling his inner HADOKEN! This special move is exclusive to this mode. Nice to see Technos put some effort into it.
Surrounding hazard will harm you if touched. This probably looks ho-hum now but back in early 1993 it was rather memorable and impressive.
Martha Splatterhead or M. Blaster? You can finally settle that score once and for all…
ARCADE VS. SNES COMPARISON
It’s interesting to note, concerning the differences in stage two, that a picture was used for the SNES port in the February 1993 issue of EGM that depicted said scaffold. Whether this was a beta shot of the actual SNES port or not, we’ll never know.
CHEAT CODES
On controller 2, hold X, A, and L and reset the game. Release the buttons when the title screen appears. 10 Credits
On controller 2, hold L , R and Select and reset the game. Release the buttons when the title screen appears. 30 Credits
On controller 2, hold X + Y on it, and reset the game. Release the buttons when the title screen appears. 5 Round Match in VS. Mode
Hold L, R, and Up on controller 2 then reset the game. Double your life
On controller 2, hold A + B on it, and reset the game. Release the buttons when the title screen appears. One Round Match in VS. Mode
On controller 2, hold A+B+L+R and reset the game. Release the buttons when the title screen appears. Super Difficulty Level
WHAT THE CRITICS SAID
The critics were not too kind to The Combatribes. GameFan gave it ratings of 48, 56, 69and 69%. Super Play rated it 57%. But among retro gamers on the internet it seems to have a decent fan following. It’s definitely not for everyone, but I enjoyed it a lot 25 years ago and I still do to this day.
CLOSING THOUGHTS
As you can tell from this extensive rundown of my history with The Combatribes, it has a special place in my gaming heart. While it isn’t the smoothest playing beat ‘em up on the SNES (that honor goes to Teenage Mutant Ninja Turtles IV: Turtles In Time), it’s an absolute blast playing this with a like-minded friend. In my experience, more fun than most other 2-player SNES beat ‘em ups. In fact, it’s a completely different experience (and animal) when playing with a buddy in tow. Double the swinging and double the smashing makes a bonafide difference. There are some beat ‘em ups that I can have fun playing alone but The Combatribes was designed for two players in mind. Yes, it’s a little clunky and rough around the edges, but there’s so much brutality and subtle black humor that I can’t help but love it. Jumping on a goon’s back before smashing his face in the canvas, or swinging him by his heels to takes out any compadres within arm’s length… this is the epitome of what it feels like to be a brooding badass! The visuals were very good for its time. Colors are bright and bold, and I swear it isn’t TOO far off from the 1990 arcade original. Even today, there’s a certain charm to the graphics. Animation is a bit suspect occasionally but the character sprites and backgrounds are all high in quality. The music can be catchy and the sound effects are rather convincing. Every crunch and smack sounds satisfying.
But as I mentioned, the gameplay has its share of blemishes. For all that it does uniquely (the giant swing being perhaps most notable), there’s a lot of genre staples sadly missing. This includes no weapons, no health refills, no jump option and a lack of throws and combos. But these are small gripes I can put up with. One flaw that many others have stated over the years is the length of the stages, or rather, the lack thereof. Each stage is more like a short area or zone. The levels don’t stretch on and on as most other beat ‘em ups do. But I rationalized this as kid as it being a legitimate turf war. Since Martha Splatterhead controls the gangs of New York, they each own a little slice of the Big Apple. They’re not rulers of entire countries. Instead, they own a very small turf. And it’s your job to invade it and take it back. In a weird way, this added a sense of “realism” to the game for me. Er, nevermind the fact that you’re playing as cyborgs beating up hordes of clones!
The small nature of the stages also added to the atmosphere. It sort of has that quaint “small town feel” going for it. Also, due to the short length of the five stages, the game can be beaten in around half an hour or so. It’s quick to pick up and play. Some beat ‘em ups can go on for 45 minutes or even close to an hour. The Combatribes is over before it wears out its welcome. Look, I understand this game isn’t for everyone, and my general sentiments about this game may be a bit baffling to some. But it’s a game I’ve cherished for 25 years now, and it’ll always be one of my personal pet favorites in spite of the fact that it’s not necessarily great. Hey, we all have those games we connect with that resonates with us that not everyone will get. The Combatribes will forever have a special place in my heart. It’s a relic from the halcyon days of gaming. It hearkens me back to an era where saving the Big Apple with a buddy made for the perfect Saturday night. And if you’re not down with that, WE GOT THREE WORDS FOR YA!!!
Ah, sequels. You gotta love them. Well OK, if not the execution then at least the idea of what a good sequel should be. After all, no matter how bad a sequel might turn out, at least we’ll always have the original. But in some cases, the sequel is vastly superior. Lennus II is the little known sequel to Paladin’s Quest (known as Lennus in Japan). Paladin’s Quest had much potential but fell short in a few key areas. Lennus II is definitely an upgrade in many ways. It’s everything the original should have been. Don’t get me wrong, it’s not in the elite class of top flight SNES RPGs, but it more than holds its own. There’s also a charm to it being so obscure and the game itself being very weird in general. It’s got that Japanese flare to it and if you thought Paladin’s Quest was a bit off the beaten path, you haven’t seen anything yet…
THE FIRST LENNUS — PALADIN’S QUEST
My previous review was for Paladin’s Quest, the prequel to Lennus II. It is a flawed RPG but there was some merit to it. Namely the mercenary system, its unique usage of magic skills and a bizarre dystopian universe. Unfortunately, the battles were a bit plodding, the control awkward, and character development lacking. A sequel was released (in Japan only) during the summer of 1996 under the name of Lennus II. It basically takes everything intriguing about the original and improves upon it. If you liked Paladin’s Quest then you’ll likely dig the sequel. A fair warning: the following review contains a ton of (late) in-game shots. While I don’t necessarily reveal any major spoilers, you may want to finish Lennus II before reading the rest of this review. But if you don’t mind, by all means read on… ^_^
THE ADVENTURE CONTINUES
Lennus II opens up rather auspiciously. Our hero is awakened in a strange cryptic world and is being heralded by the locals as some sort of SAVIOR. Everyone is counting on you to retrieve four hidden treasures. This must be done in order to unlock the “Great Union.” Hmmm…
It truly does. Whereas most RPGs you can only save when finding an inn or even select save points in a long dungeon, Lennus II allows you to save anywhere at any time. So you really can play this game for 15 minutes before bed and not have to worry about finding an inn. It’s not only convenient — it’s super inviting, too.
The bosses are much improved for the sequel. They’re bigger, badder and much more satisfying to kill. Just seeing their sprites on the map is quite a sight to behold. Whereas I had some complaints about the boss battles from the first game, I have none here. Copya Systems definitely made up for the first game’s boss shortcomings.
Part of the fun of playing RPGs is interacting with all the quirky non-playing characters. Of which Lennus II has in no short supply. The fan translation is a joy to read and made me want to push on to see what weird new NPCs I might run into next…
“You did it Steve!”
“Of course. Now what?”
“Place each one in its proper slot, and see”
“You promise nothing bad will happen?”
“Oh but of course…”
Told you there was something fishy about this fetch quest farce. You knew the game couldn’t end after securing the four artifacts. In fact, it is only just beginning.
Part of the fun lies in deciding which mercenaries to recruit. Some are better than others in certain areas. Who will you pick and invest in? Who will you let go of? Character development is still a little thin but it is better than Paladin’s Quest.
After securing the four artifacts and unleashing the Great Union, it’s up to you to right your wrong by collecting seven seals. It’s not called Lennus II: The Apostles of the Seals for nothing.
In the spring of 2013, I played the Blind Man in a major Easter musical. 10,000+ people came to watch our show over the course of two weekends. I minored in Theatre Arts in college so acting has always been something I’ve enjoyed. It was a great experience and a blast to get healed by Jesus every night. After which, I’d run around the stage screaming “I CAN SEE! I CAN SEE!”So when I came across this scene in Lennus II, you bet your ass it brought back fond memories!
I don’t know about you but where I live libraries are reducing hours drastically. Book stores are rapidly becoming rare. There’s even talk that one day libraries might even cease to exist. What a shame that would be. It’s bad enough that Toys R Us are going out of business, but libraries? That better NEVER happen. I’ll be damned should that day ever come! *shakes fist* My childhood was built on library and book store visits. And I want my future children to experience the same joys I did when I was a kid.
It makes me chuckle when I think about how I used to blindly detest RPGs back in the ’90s. It wasn’t until 2003 that my mindset toward RPGs did a complete 180. All the credit goes to the epochal Sega Saturn Magazine (the best gaming magazine of all time in my humble opinion). SSM championed the RPG genre like no other, and their overwhelming passion quickly won me over as I read through their issues. Glad I got over my youthful ignorance. 15 years, eh? Here’s to another 15 years!
I love archiving and always recommend the like-minded to keep some sort of log. It pays to keep a record of things. And games like this are perfect for keeping a list of notes on.
This scene reminds me of Black Friday. One of my favorite gaming memories was Black Friday 2010. Having partaken in the fiasco the year before, I decided to ditch the festivities in 2010. Rather than shopping with my cousins and wading through the masses, I went home to begin my trek through Terranigma. A most glorious evening, to say the least
It’s a flashback to the first game’s most difficult section. This version, however, is thankfully a cakewalk. Whew.
Another thing I appreciate about Lennus II is that stat increments across the board are shown when leveling up. Not all RPGs do this and it’s always annoying when that’s the case.
Lennus II does a splendid job of referencing back to Paladin’s Quest from time to time. It isn’t necessary to play through Paladin’s Quest first, though it doesn’t hurt if you want to know the entire backstory.
Lennus II continues the unique looking visuals from the first game. But now they’re significantly improved from the 8-bit looking predecessor. Speaking of which, did you know Paladin’s Quest originally started as a Game Boy game? But due to the rising popularity of the SNES in 1992, the Game Boy vision went up in flames. Although the visuals of Lennus II aren’t up to par with some of the RPGs that came before, they get the job done. I like this part in particular. The clouds zoom by in the background at a breakneck speed, creating a nice atmospheric scene.
I don’t know about you but I tend to have OCD when it comes to RPGs. I must explore every last nook and cranny so as not to miss any key items. It irks me when there are multiple routes and I happen to select the one that leads to a boss. And there goes my chance of finding any treasure! There’s nothing better than finding treasure on your first try when there are multiple routes.
Shades of the Runaway Five from EarthBound! Lennus II features its own musical group and it’s up to you to locate their five missing instruments. Nothing bad happens should you fail to secure them all. It’s just a silly little side quest for the OCD gamers out there, like myself!
I like the overworld map. Your hero looks a lot like a SD (Super Deformed) character. Later in the game you can move around the map by riding that funky looking animal there, or via airship.
I love when RPGs hit close to home with comments like this. They are thought-provoking and it’s always gratifying when a game makes you ponder for a moment about life itself.
Enter the theatre and bear witness to a masterful montage of Lennus’ history. Moments like this helps to sweep you away to a far away land of awe and wonder.
This cave is pretty rough. Those annoying blue blobs follow you around like a lost puppy. You’ll have to fight them if enough flies follow. Sure they look small and weak on their own, but they’re a sight for sore eyes when they combine together to form one huge blue blob of destruction.
WHAT THE CRITICS SAID
Lennus II was never officially released in North America due to the simple fact that Paladin’s Quest didn’t exactly set the SNES world on fire. Also, the 16-bit era was all but dead by the summer of 1996. An English translation would have pushed a potential release date into late ’96 and there was no chance in hell of that even being considered. Lennus II is fairly obscure and not often talked about. After scouring the net for information on this game, I can count the total number of Lennus II reviews on one hand. But here are some of the comments I managed to dig up: “Truly fantastic” and “One of the best sequels ever.” While I wouldn’t go so far, Lennus II is definitely a solid and worthy sequel.
CLOSING THOUGHTS
Lennus II is a sensible example of how to do a sequel right. The first game had potential but ultimately fell short in several categories. The sequel improves on every aspect while continuing the storyline and unique artistic style of Paladin’s Quest. It’s just simply a competent RPG in every respect. It doesn’t do any one thing in particular to knock your socks off, but it does it all in a quietly satisfying manner. Visually, it’s much improved over the first game. That’s to be expected though since Lennus II came out nearly four years following Paladin’s Quest. If you compare Lennus II to other SNES RPGs that came out around the same time or even a little before, it is admittedly a bit visually lacking by comparison. But it still gets the job done. The music is pretty good. It’s very ambient, which helps to set a striking mood. Most importantly though, the game plays much better than the first one did. It flows better than Paladin’s Quest. Movement is a lot smoother as are the battles. Those were two parts that hampered the first game big time. Thankfully, Copya Systems got it right second time around.
So what stops Lennus II from being great? Similar to the first game, the characters never feel fully fleshed out. The mercenaries come and go, some with very minimal development. Also, as with the first one, I felt the last third of the game started to dragged a bit. It took me 46 and a half hours to beat. I definitely took my sweet time, but it’s on the longer side when talking about RPG length from that era. On the bright side, the translation is entertaining as hell and there are plenty of fun NPCs to interact with. In addition, there’s the occasional side quest thrown into the mix to keep things relatively fresh, like building your own house. This was 20+ years before The Legend of Zelda: Breath of the Wild did it — in your face, Link! There are some truly memorable moments to witness such as Jubal’s sordid fate. I loved all the references to Paladin’s Quest, especially anything involving Midia. I had fun collecting all the various spells and building them up in strength. When you beat the game and finally save Andel, you’re treated to a nice long 15 minute ending. You travel the world of Andel to catch up with several characters you’ve met along the way. These interactions run the gamut, ranging from silly and amusing to thought-provoking and poignant. It’s easily one of the best endings I’ve ever seen in a Super Nintendo game. Lennus II is a fun, simple and quirky RPG that does most things competently but not any one thing really well. If you’re an RPG buff (especially of the 16-bit era), Lennus II is worthy of a playthrough.
Lennus II is full of religious overtones. Also expect the following: big ugly bosses, magic spells galore, sacrifices, deceit, exploitation and dear old friends, among others. Not to mention the brilliant feature of being able to save your game at ANY point at ANY time. This means you won’t need to locate a blasted inn or statue to save. You can even save anywhere inside a dungeon for goodness sake! You’re in control of how long you play rather than being “held hostage” to locate the next save point. The save anywhere anytime system will spoil your ass as much as it will make you wish every other RPG did it too. In an ever increasing world of adult duties and less time to game, it’s really cool because you can play Lennus II in small 15 minute chunks each night before going to bed. So strap on your healing boots and explore the bizarre dystopian world of Andel… if you dare.
Known in Japan as Lennus: Kodai Kikai no Kioku (subtitle translated to Memories of an Ancient Machine), Lennus was first released in the Land of the Rising Sun on November 13, 1992. It was one of the earliest RPGs on the SNES. Nearly a year later, Enix picked it up for distribution throughout North America in November of 1993. The title was changed to Paladin’s Quest. This is, at the very least, a rather quirky and interesting game. While never thought of as one of the Super Nintendo’s finest, Paladin’s Quest isn’t without some merit if you can overlook some of its flaws. Truth be told, I didn’t give a damn about the RPG genre as a kid. However, I was always fascinated by the lesser touted titles. I remember seeing the ad for Paladin’s Quest during the holiday season of 1993 and being semi-curious about it despite the fact that I didn’t care for RPGs back then.
My taste in gaming thankfully matured over the years as the RPG genre became one of my favorites. One of the best things about this hobby as an adult is the ability to quell longstanding childhood curiosities. Five years ago in 2013, that’s exactly what happened for me with Paladin’s Quest.
PARTY LIKE IT’S 1994
I first bought Paladin’s Quest (cart only) on February 13, 2006. I bought a second copy complete in box with instruction manual and map charts in 2010. It was cheap enough ($22.48) and I was trying to complete my boxed SNES collection. What a lovely surprise when I realized the game was being passed down to me from its original owner, receipt and all! So many thoughts raced through my mind as the receipt fell out of the box upon arrival. He bought it right after lunch on January 1, 1994. Paladin’s Quest was released about three months prior. Did he want it for Christmas? Did he have to save up in order to buy it? Did his parents buy it for him? How old was he? In my head I picture a hardcore RPG nut power walking to Babbage’s after eating a Big Mac combo meal at the food court, determined to purchase Paladin’s Quest on the first day of the new year. On second thought, he probably didn’t eat at McDonald’s. Look at him busting out a crisp Benjamin Franklin on the spot like a big baller. Yup, he definitely had Black Angus for lunch.
One of the coolest things about RPGs back then was that many came packaged with all sorts of neat maps and charts. Paladin’s Quest had some nifty ones as you can see here.
Sure there were many palette swaps but it was still an impressive roster of monsters.
Some of the abbreviations were annoying but having this chart certainly helped.
He paid $67.59 in 1994 and I paid $22.48 in 2010. A differential of $45.11. Such is the life and fate of old video games.
PALADIN’S QUEST BEGINS
Battles with six or more bad guys can get a little drawn out to say the least. You’ll need a healthy dose of patience to plow through this game.
The battle menu is pretty cool. Select commands simply by pressing the D-Pad.
Let’s say you click on weapon. This opens up a variety of options, from attacking to healing. Theoretically, you could play with one hand. The other hand you can use to… well, nevermind.
The good duke, er… Duke, follows you up the Tower of Gabnid. If only you knew beforehand what you’re about to discover…
Truth or Dare, a supernatural horror movie, hits movie theatres next month (April 2018). As you can surmise from the title, it’s about lies and dares that go terribly wrong. You ever had a dare go REALLY wrong before? Well, our hero is about to experience just that!
You just activated DAL GREN: Destroyer of Worlds. Good job, Steve.
There’s nothing you can do as Dal Gren automatically punishes you.
One little dare gone wrong and you’re partially responsible for having wiped out your own land. Talk about a rough day.
Sad but true. The hero moves at a snail-like pace with no run option in sight. It’s enough to possibly turn away potential players for good. I wasn’t kidding when I called Paladin’s Quest a more methodical RPG than the norm.
See that liquor bottle sign there? That signals the local tavern. It is here that you can recruit mercenaries for hire. There are many different mercenaries as you traverse the game. Upgrading and managing your allies is part of the key to success. Keep in mind that some allies are not always what they seem…
Look up their stats and abilities prior to plopping down the cash. Choose and manage your allies wisely. Thankfully, you can freely swap them out as you please. Well, most of them anyhow…
It’s standard RPG fare. You know what you’re getting. Despite Paladin’s Quest being slow as hell, it has its moments too.
Ah, Gremlins. Loved that movie back in the ’80s. There’s three of them here but they’re not too difficult. Dispose of them quickly and leave before the house burns to a crisp.
“Hey, how about we crash this place?”
“Looks like a shady part of town to me…”
*GROWL*
“Did you hear that?! That wasn’t my stomach…”
“Don’t be such a pussy cat! Let’s set up camp here.”
“I guess beggars can’t be choosers but… f*ck my life.”
With fairly being the operative word here. Random enemy encounters. They play such a notable role, pardon the pun, in role playing games. Have too many battles and you risk suffocating the player. Have too few and the player waltz through. In the case of Paladin’s Quest, the random enemy encounter varies greatly. Sometimes it feels like you can walk a decent distance without a random battle. But other times it seems like you can’t take four steps without a group of enemies attacking you. This can make collecting “way out there” items a pain in the ass.
Alornso is no cake walk. You’ll need to make every battle turn count, especially since your party is sitting at only two members up to this point.
Be sure to develop your hero’s spells. Unlike most other RPGs where leveling up means your magic ability increases, here in Paladin’s Quest you can only level up your spells BY USING THEM. There is no MP count. Using spells takes points away from your HP. It may feel funky at first but to me at least it soon became second nature.
Gotta love that Midia. She’s the type to go to the ends of the earth for ya.
Paladin’s Quest possesses a certain weird quirky atmosphere, thanks in no small part to its abundant strange looking towns and villages. Although the visuals are somewhat lackluster, the creativity behind them isn’t completely lost. The pastel-like colors has a way of transporting you into a fascinatingly odd world that’s reminiscent of a bizarre nightmarish dream after eating a leftover five-layered burrito a few days past its expiration date.
It’s always a thrill clicking on shelves and cabinets and then hearing the sound effect that plays whenever an item is discovered. Love that feeling (and sound)!
The added points are random. It’s always nice when you come out on the higher end like Steve does here, adding four points to his total.
This must have drove everyone who played this game back in the ’90s crazy. Nowadays we have YouTube to show us the way. Some may call it “cheating” but just try solving this for 10 minutes before you too inevitably say “Man, f*ck this shit.” Some puzzles just aren’t worth the pain of trying to figure out on your own. Life is too short. When you get to this part, just remember my words…
THE SEQUEL TO PALADIN’S QUEST: LENNUS II
Did you know that Paladin’s Quest saw a sequel on the SNES? It only came out in Japan, though. Lennus II was released on July 26, 1996. Thanks to the efforts of hardcore translators, those who can’t read Japanese can now enjoy and play through “lost games” such as Lennus II. I went through Lennus II after beating Paladin’s Quest, and I’m happy to say that it improves upon the original in pretty much every way. It’s no Chrono Trigger but hey, what is? RPG lovers will enjoy Lennus II. It even makes several references back to the first game. For example, take a look at the picture above that mentions Midia. It isn’t necessary to beat Paladin’s Quest first but it helps since that will give you the complete backstory. However, some may find Paladin’s Quest too off-putting, so you might want to skip straight to Lennus II if that’s the case. Lennus II won’t rock your world but it’s not a bad way to spend a couple weeks with.
WHAT THE CRITICS SAID
I’ve always been a fan of the box art which does a stellar job of conveying a magical adventure in the making. Unfortunately, the game itself isn’t quite so magical. And the critics of the time agreed. The game received mostly middling scores. EGM gave it ratings of 5, 6, 6, 8and 8. Super Play rated it 62%. GameFan completely overlooked it, which suggests that they didn’t think much of it. Otherwise, they would have been thrilled to promote and champion Paladin’s Quest. You know it’s a bad sign when GameFan (who handed out high scores like they were free condiments going out of style) completely ignores covering a game back in those days.
Not only does it have a cool cover but it also has one of the best looking SNES title plates you’ll ever see. Well, at least it has that going for it, eh?
CLOSING THOUGHTS
The SNES is blessed with an amazing library. In particular, the RPG genre is well represented. Some of the very best of all time resides on the Super Nintendo. As someone who fell in love with the genre moreso as a young adult, I’m experiencing gaming redemption left and right. Playing through the likes of Secret of Mana 2, Tales of Phantasia, Terranigma and Treasure Hunter G has been an absolute blast. I’ve been on a quest since 2006 to play through all of the Super Nintendo RPGs that I own. Paladin’s Quest is one that has always intrigued me, even back in 1993 when I didn’t care for the genre. Its off-the-beaten path vibe and unique art style made me hopeful that it might turn out to be something of a sleeper hit. After investing over 30 hours during the span of three and a half weeks, I can safely say that Paladin’s Quest resides somewhere in the middle of the SNES RPG pack. It’s by no means great but it’s not without some merit, either.
Let’s start with the good. The first thing that jumps out is no doubt the pastel-like visuals. It’s not for everyone but I personally dug it. It helps to give the game a rather distinct style. There aren’t many RPGs with the kind of look that Paladin’s Quest employs. Secondly, there’s the unique mercenary system where you can recruit allies to aid you in battle. It gives the game some strategy and even serves as sort of an in-game difficulty buffer. Looking for a tougher challenge? Then pay off the weaker fighters to join your crew. Looking for the least path of resistance? Then select the most ruthless and powerful assassins. Variety is the spice of life. It’s a double-edged sword, though. Because you can add to and subtract your party members as you go, there’s never much of a cohesive “team story” here as you’d see in most other RPGs, but having fresh characters come and go keeps you on your toes.
However, the story does mainly circulate around Chezni (or Steve or whatever name you decide to give the main hero). Therefore, I never felt robbed of a team story as this is Chezni’s quest. The back of the box spells it out for you pretty clearly so at least there is no false advertising. Besides, there are hundreds of RPGs that follow the traditional typecasting of RPG party members. So at the very least, Paladin’s Quest offers something a little different with its notable mercenary system. Yes, the mercenaries are underdeveloped and thus come off feeling a little soulless, but if you really think about it, that’s a mercenary to a tee. It’s all just a matter of perspective!
Now that the positives have been highlighted, let’s look at the negatives. Chezni moves like he just shitted in his pants. With no run option to offset this, this is a very slow moving RPG. To further accentuate that, battles tend to drag especially when dealing with up to eight (!) enemies at a time. Bosses are disappointingly weak. Random enemy encounters can linger on unbearable at times. The battle system is a bit awkwardly constructed. There are some pretty good tracks but the music isn’t all that memorable. What you’re left with then is a decent RPG. Paladin’s Quest does have its share of ardent fans so who knows, you might end up being in that camp. But for me, it was just alright. The first half was definitely the most enjoyable while the second half began to drag a bit too much. There’s groundwork for a solid RPG here but the execution left something to be desired. Paladin’s Quest isn’t unplayable but you can certainly find better ways to spend 25-30 hours on your SNES than this. The Super Famicom only sequel, Lennus II, is a far better and more satisfying effort. Try that one if you can!
Graphics: 6
Sound: 7
Gameplay: 6
Longevity: 6
Overall: 6.0
While transferring over my Paladin’s Quest review from my original website to this WordPress, I found out literally yesterday that I was given some love on the SNES Reddit when a guy posted asking about Paladin’s Quest on October 30, 2016. Brock Landers gave my site, RVGFanatic, a personal recommendation. Pretty cool stumbling across this yesterday while fixing up my original review and doing some additional research. Didn’t expect to see that Reddit post but it totally made my day. Thanks guys!
Ahhhhh yes… this classic bit of dialogue. @ repros4lyfe, those two text boxes are some of my favorites from the game too!
Super Bomberman was one of the big SNES hits of 1993. Its 4-player free-for-all mode made it THE party game of its generation. To no one’s surprise, Hudson Soft released a sequel exactly one year later. In theory, sequels are supposed to capitalize on the success of its predecessor. It should be more fun, more polished, bigger and better. The good thing about the Bomberman games is that for the most part, there’s almost no such thing as a bad Bomberman game, especially when you’re talking about pre-N64 entries. After all, it’s hard to screw up the classic formula of four friends duking it out for bombing supremacy. It’s kind of like pizza — even a mediocre pie is more than edible and it’s even better when enjoyed with a couple friends. So it’s not a question of if Super Bomberman 2 is any good but rather is it better than the classic original? Let’s see…
BOOM GOES THE DYNAMITE
Super Bomberman was considered by many as the ultimate party game back in the day. The sequel had a lot to live up to.
The Normal Mode now scrolls multiple screens as opposed to the first game’s single screen affair. However, in a head-scratching decision, the 2-player co-op option was mysteriously dropped.
But as we all know, most people don’t play Bomberman for the Normal Mode. No, people play for the Battle Mode! Add three friends to the mix and a good time is sure to be had by all.
Brand new to the sequel is the tag team mode. This is especially handy for when you have two skilled players and two casual players. It’s also good for when it’s just you and the girlfriend or wife. My girlfriend and I enjoy this mode as it allows us to play co-op against two computer opponents rather than me always kicking her butt.
Speaking of new, each of the Bombermen now have their own colored bombs. Now you’ll always know exactly who killed you. This allows for vows of vengeance and clear cut rivalries to develop. It’s a nice touch.
ICONS GALORE
Some icons have been added.
Another look…
And here’s a more in-depth look.
The Power Glove works a little differently from the Boxing Glove. In the first game, you could only punch bombs. But now you can carry bombs and toss them as you please. I like the Power Glove’s added versatility.
Ah, the classic good old skates. My girlfriend thought it was a car at first.
WHEEL OF FORTUNE
New to this sequel is the G-Bomber option. When activated, the winner plays roulette at the end of a match. Whichever item procured is then granted to the winner for the next match. Not all items are beneficial. The Geta (Japanese sandals) will slow you down big time. The winner also adopts a golden hue. This makes the reigning champion an easy target as temporary alliances are quick to form!
BATTLE ZONES
It’s not a proper Bomberman game without the classic basic stage. Battle Zone 1 ensures a pure and fair fight. The gimmicks start rolling with Battle Zone 2 where players struggle to maintain their footing as they slide all over the slippery ice. Hitch a ride through one of the underground tunnels to escape the heat of battle… but beware that you don’t land right in the middle of an explosion!
Battle Zone 3 is unique because it’s the one stage where you can actually push the competition. Normally you can just pass through one another like you’re ghosts. But not so here. It’s fun because you can impede your opponent’s progress and set them up for an explosive finish. This stage in particular is best experienced in the tag team mode. Hell, there are even four different exit points thrown in for good measure. Battle Zone 4 has a neat gimmick where explosions touching the belt causes the entire belt to ignite. You definitely don’t want to be standing there when it does!
What would a Bomberman game be without some sort of tunnel stage? Super Bomberman has one of my favorite tunnel stages in the franchise. Unfortunately, I can’t say the same for Super Bomberman 2. The roofs occasionally pop open to reveal the playing area. I’m not a fan of that. To me that just kind of ruins the whole gimmick. I’m also not a fan of the aesthetic of Battle Zone 5. It looks rather drab especially when compared to the first game’s classic colorful pipes and blue blocks.
Battle Zone 6 contains four warp points. It’s a decent map but not one of my favorites. Battle Zone 7 incorporates a speed (or lack thereof) gimmick.
Much like the tunnel stage, it wouldn’t be a proper Bomberman title without some sort of conveyor belt and arrow gimmick. Bombs laid on the conveyor belt in Battle Zone 8 bob along until they explode. The arrows in Battle Zone 9 dictate the direction in which kicked bombs travel.
A peculiar stage, this one. Mushrooms are only temporarily destroyed before resurrecting. You can also freely hop around, which is exclusive to Battle Zone 10. Be careful you don’t land on a flame!
There are two secret stages in this game. The first is a wrestling ring where players are pretty much maxed out from the start. Bounce off the ropes for two seconds of invulnerability.
Use the trampolines but beware of the land mines!
WHAT THE CRITICS SAID
GameFan gave it ratings of 72, 76 and 78%. It should be noted that these ratings were based during a funky period where GameFan switched its rating system from 100 points total to 50 instead, and rather than giving the game an overall score, they simply tallied up the scores in their five categories (graphics, music, control, play mechanics and originality). Well, a game like this won’t (and didn’t) score well in graphics so that hurt its final score. The ratings look low but I know if GameFan had done their original style of rating games, Super Bomberman 2 would easily have scored in the 90s.
Sometimes a game’s whole is greater than the sum of the parts. Super Bomberman 2 is a shining example of this but such a ratings scale as above will not reflect that properly.
There’s an old saying that rings true in this case: if it ain’t broke, don’t fix it. GameFan’s old ratings system was based on a 100 point scale. The final score was based on the reviewer’s overall opinion rather than simply tallying up the total in the five rated categories. While their reviews were never known for a large amount of text, at least there was some meat on the bones.
I hated this new ratings system and was happy they killed it after two issues. EGM had the 10 point rating scale and GameFan had the 100 point scale. It was perfect that way. The 50 scale and adding up the individual scores was downright lazy and not indicative of a game’s true ranking. There’s also hardly any text to describe why a game received the score that it did.
Super Play rated it 91% and ranked it #49 on their Top 100 Best SNES Games list. For the record, they listed Super Bomberman 3 at #39 and the original Super Bomberman #22.
CLOSING THOUGHTS
Super Bomberman 2 is a worthy sequel indeed. Although I enjoy its predecessor that much more, I do have some fond memories with this one (albeit not as much as I have with the first game). My fondest memory dates back to Christmas of 2010. My cousins from Texas flew over for the holidays and I busted out my newly bought PowerPak. That night my cousins and I played Teenage Mutant Ninja Turtles IV: Turtles in Time and Super Bomberman 2 like there was no tomorrow. It was a really good time and playing those old games with my family brought back a lot of nostalgic memories of playing those two games way back in the day. Good times.
I like that the sequel introduced colored flames to let you know who killed you. This always made the following round that much more intense when you know without a shadow of a doubt who got you. The tag team mode is a solid added feature as it brings about a different dynamic. The Boxing Glove is now the Power Glove, which allows you to hold and carry bombs (much improved upon the old punching one). Hell, they even improved the story mode — it now features a scrolling screen rather than a single screen. Although sadly, they now made that mode a one player affair. However, it’s all about the Battle Zones. There are some quality maps here but some of that magic from the first game is missing a bit here. It’s still a great game and a whole lot of fun but it’s just not as charming or fun to play as the first game was. I prefer the Battle Zones and atmosphere of the original. So while there are notable improvements made in a few areas, there’s just something about that IT factor that Super Bomberman possessed in spades that Super Bomberman 2 doesn’t have as much of. Still one hell of a sequel though and a game I won’t ever turn down to play with three other friends.
One of my favorite Super Nintendo games of all time is Super Bomberman. It’s been nearly 25 years since it came out. Hard to believe it was almost a quarter of a century ago that my friends and I would lock ourselves in a room to play this game on countless Saturday nights in Sacramento. GAWD DAMN. Super Bomberman was a revolutionary title. It was the first 4-player SNES game I can remember playing. Super Bomberman in my eyes at least forever changed the landscape of multiplayer gaming. Speaking of which, here’s a cheap plug to an article I wrote about notable SNES party games…
A BLAST FROM THE PAST
Growing up, I was lucky enough to have a local best friend, Nelson, in addition to having a tight-knit band of brothers and sisters who lived two hours away. The birth of this connection all started during the Vietnam War. That’s where our dads met on the battlefield. Thankfully, they all survived and then continued their bond post-war. They each went on to marry, start a family and they stayed in touch through it all. Our countless family friend sleepovers during the late ’80s to mid ’90s were legendary. Staying up until 2 AM, the adults would be downstairs laughing up a storm — dancing the night away, singing cheesy karaoke songs and reminiscing about the good old days. Meanwhile, upstairs, a group of young boys and girls were busy hanging out, filming silly home videos, playing Nerf wars and playing video games galore. Those were easily some of the greatest times of my childhood. So many epic sleepovers and events that took place whenever my Gaming Crew got together. A memoir devoted to those special times is long overdue and something I’ve been meaning to do for over a decade now. I loved my out-of-town Gaming Crew. It’s impossible for me to think about my childhood without those guys and gals coming to mind. Good times.
If I could somehow travel in time back to any random Saturday night in 1993 or ’94, chances are, I’d find myself playing Super Bomberman with my Gaming Crew. We spent much of those two years bombing Saturday night away. The winner would play on while the three losers would switch off. It was some of the most fun I’ve ever had gaming. Even to this day, once in a blue moon I still reminisce back to those days with a real deep fondness. Times were simpler and more innocent back then for sure!
No feeling was sweeter than decimating your friends… unless you happen to kill two at the same time. This leads to major trash talk as well as those two victims ganging up on you for the next round. Is it worth it? You damn bet your ass it is!
BOMBS AWAY!
Super Bomberman came packaged with a new multitap adapter. This allowed up to four players to play and paved the way for home console multiplayer gaming. It’s just you, three friends, four tangled controllers and some soon-to-be-severely bruised egos. Whether you form temporary alliances to gang up on another player or you play it every man for himself, a good time is sure to be had for all.
Oh and here’s an alternative art style of the box. Shame we didn’t get this cool looking anime-like box in North America, eh? We got the stubby chunky looking Bombermen instead. I want my Bombermen with Super Deformed heads! Ahem…
ICONS OF DESTRUCTION
Here are just some of the icons you can pick up. My favorites being the boxing glove and the kicking one. Punching a bomb from one side to the other is a riot. And not all icons were good by the way. Look no further than the poison skull! My friend used to call it AIDS, since you could pass your disease on to others simply by touching them. One of my favorite memories was how he would get poisoned on purpose and then run around the field trying to tag everyone while screaming “AIDS!”
Each battle zone contains different icons. For example, in this stage you can collect the icon that increases your blast radius to cover the entire length of the field.
With this icon, set a bomb down and you can detonate it at any time. Otherwise, you have to wait the usual three or so seconds it takes for a bomb to explode. You can leave a bomb lying there for 20 seconds even, and then BANG! at the right moment. Or detonate it one second after dropping a bomb. (Just make sure you get out of the way first). It’s a game changer!
NORMAL MODE
BATTLE MODE
Adjust from four human players to even four computer players if you so wish. You can even sideline two of the bombers and make it a strictly 1-on-1 affair. Difficulty level of computer opponents can be adjusted from 1 to 10. Even if you have no one around to play with, you can still blow up three computer opponents to smithereens. Good stuff.
BATTLE ZONE ONE
Classic basic stage. Each player starts off on the side. Blow up blocks in hopes of unearthing goodies to increase your chances of survival. It’s the ultimate single screen kill-or-be-killed party game! I like how this stage layout prevents those lame “I lost because of X gimmick” excuses.
In the final minute of each round, blocks start falling from the sky until it encloses the remaining players in a very tight space. Nothing matches the thrill of being the last (bomber)man standing and the taunting that ensues over the course of the next 10 or so seconds.
BATTLE ZONE TWO
This isn’t called the Western Battle Zone for no reason! Things start out hot and wild as all four players are dumped right smack in the middle as the opening bell rings. Be careful or you could embarrass yourself right off the bat like the black bomberman does here. You’ll never hear the end of it if you mess up like such…
What makes this stage so intriguing is how intense it is. Four player Bomberman is intense enough bu you usually start out the first 20 or so seconds fairly safe on your own “island.” Not the case here! This is where quick thinking and deft movement makes the difference between glory and agony.
Whenever a bomber bites the dust, any icons he has secured during his time of play will be randomly strewn across the map. Grabbing as many as you can may very well decide the final outcome of that round. Be ready!
BATTLE ZONE THREE
Be careful not to stand near one of the dead ends, or it just may become one.
All’s fair in love and Bomberman. It’s a blast, pardon the pun, to lie in the wings and then go pick someone off who isn’t paying attention to the finer details…
BATTLE ZONE FOUR
The Jump Zone has trampolines that send you skyward and landing God knows where. I find the trampolines to be detrimental because they put you in harm’s way more than they benefit you. Get too cute here and it could come back to haunt you.
BATTLE ZONE FIVE
The conveyor belt slows down bombers who walk on them the opposite way. The conveyor belt also transports bombs until detonation. Strategy is varied as you can do lots of different things, which makes the Belt Zone one of my personal favorites.
BATTLE ZONE SIX
The epic classic Tunnel Zone. Nearly 25 years ago this was the stage we most often waged war on. Not only did it have the best look of all 12 stages but it consistently produced the most intense Bomberman battles, time in and time out.
THIS STAGE.Such good memories. Our choice map probably 20% of the time, the amount of chaos and confusion it created was off the chain. The various pipes made bombing that much more intense. Lots of devious and cunning shenanigans were at play whenever we battled on this map.
Bomberman is a great test of your hand-eye coordination. Your multi-tasking skills are put to the test as you scan the entire playing field at all times. Add to this formula a bunch of vision obstructing pipes and suddenly you have Bomberman on steroids.
BATTLE ZONE SEVEN
The Duel Zone is another one of my favorites. Everyone starts out scrunched in the middle. Avoid death early on and then it’s a mad rush to see who can grab the most icons first. The one who does usually wins.
BATTLE ZONE EIGHT
The Flower Zone has always been a bit meh to me. My Gaming Crew also didn’t care much for it either back in the day.
BATTLE ZONE NINE
The Light Zone produced the most excuses. Two spotlights illuminate the playing field. It’s very difficult to keep track of where all the bombs are laid. It’s a very gimmicky map that I never much cared for.
BATTLE ZONE TEN
It sure is. No stinking blocks to blow up here. No icons to collect. Because everyone starts out powered up to the max. Instant chaos!
BATTLE ZONE ELEVEN
Warp exits transport you randomly from one hole to the next but you never know exactly where your end destination may be, or if you’ll pop up in the middle of a blast. It’s best to avoid using them unless you have no other choice.
BATTLE ZONE TWELVE
Remember how back in the day some fighting games had codes for increased game speed? You don’t need no stinking codes here — the Speed Zone puts everyone at max speed. The excuses are bound to come in fast and heavy.
VICTORY!
While there is an option to play against one, two or three computer opponents, you have to experience this with three friends. There’s nothing quite like the unpredictability of human players and the pure joy of sitting around a TV talking smack with your buddies. Super Bomberman took couch co-op to the next level!
A COOL “LITTLE” SECRET
This code added even more wrinkles to the game. It’s especially ideal for maps like Tunnel and Light Zone.
SEND IN THE CLONES!
Similar to Street Fighter II and Doom, it didn’t take long before Bomberman clones started infiltrating the market (at least in Japan anyway). Some were downright terrible while most were actually more than competent. The most disappointing one is Bakuto Dochers. I remember seeing it featured within the pages of EGM and wondering as a kid if it might be a hidden gem. I finally played it some 12 years later in 2006 and it freaking sucks. Can’t win them all
Super Tekkyu Fight! is the most different of the clones. There’s an energy bar and players attack with long ranged chain balls rather than dropping bombs. It’s certainly a unique take on the old Bomberman formula.
Spark World is the most blatant of the clones, although it does do a few things differently from Bomberman (two hit system for example). It’s still a fun alternative even if it’s very derivative.
Otoboke Ninja Colosseum is the best of the clones for my money. One of the best hidden gems on the system that barely anyone ever talks about.
NEVER ENDING SEQUELS
Super Bomberman 2 was released the following year in September of 1994. While that was the last release America saw, the series didn’t end there on the SNES. Super Bomberman 3 came out in Europe and Japan in 1995. Super Bomberman 4 and Super Bomberman 5 were both released exclusively in Japan (April 1996 and February 1997 respectively). The biggest difference between the first two games and the last three? A fifth bomber was added to the latter three sequels. Other new options include the mad bomber, new rosters (no longer were you relegated to selecting different colored Bombermen) and arguably the biggest change of all: animal friends known as Louies. Louies gave you a specialized power and an extra life. Each year Hudson Soft just kept cranking out new Bomberman sequels like they were Friday the 13th or Nightmare on Elm Street. Super Bomberman 5 is my favorite of the three. But given the choice to play any one of the five, I still prefer the classic original. Perhaps that’s my nostalgia goggles talking but I’m a firm believer that the first one just felt and played the best.
WHAT THE CRITICS SAID
Seemingly everyone loved the ever living hell out of Super Bomberman. It won EGM’s Game of the Month honors, earning scores of 9, 9, 9 and 9. GameFan gave it ratings of 70, 84, 90 and 90%. Super Play rated it 92%. In Super Play’s Top 100 Best SNES Games list, Super Bomberman ranked #23. Just about everyone agreed that it’s one of the best party games around, especially for its time. I have yet to meet one person who does not enjoy the four player mode with three friends in tow. It’s multi-player gaming at its finest. Sorry but I have to say it… this game’sDA BOMB.
CLOSING THOUGHTS
Super Bomberman is synonymous with the term party game. You could lock four friends in a room for 24 hours with only a Super Nintendo and a copy of this game and they would probably come out 24 hours later still pretty happy. Probably. It’s one of those brilliant simple games that anyone can pick up and enjoy. The concept is pure and timeless: drop some bombs, scurry around the corner, hope for the best, pick up icons, look for opportunities to trap the competition and gloat like hell when you do. For my money it’s the most fun single screen four player game ever made. Before the series became inundated with animal pals, mad bombers and such, there was Super Bomberman. By comparison it may look a little bare bones but oh did those bones have meat on them! I still prefer this game over any of the four SNES sequels, although Super Bomberman 5 is a close second.
My Gaming Crew and I poured so many hours into this game that the battle tune is forever embedded in my soul. I’ll never forget my friend’s infamous “L-Maneuver.” Dropping bombs in an L-formation, he would scurry away trash talking and hoping for the best. I can still hear his maniacal laugh and shouts of “L-Maneuver!”to this very day. So many late Saturday nights were spent in his room bombing the night away. There was something magical about it. It was a time in our lives where we were free to just be kids. Not a single worry about school or doing homework and chores. On those epic Saturday nights in Sacramento, all we concentrated on was being thelast man standing. Playing for hours on end with losers switching off, those were some of the best gaming memories of my youth. Super Bomberman will always hold a special place in my gaming heart. While subsequent sequels added in mad bomber options, animal friends and even up to 10 players (Saturn Bomberman), I still prefer Super Bomberman by a hair. To me it had the most appealing battle zones, a purity that later sequels lost (I’m not a huge fan of the animal pals) and the nostalgia definitely does not hurt. Super Bomberman is a classic party game every Super Nintendo fan should have in their SNES collection.
Graphics: 7 Sound: 8 Gameplay: 10 Longevity: 10
Overall: 10
A classic quintessential party game that holds up well to this day. Its frenetic and fast-paced gameplay is video gaming magic personified. Super Bomberman is best experienced with three friends in tow. Easily one of the best 4-player games on the Super Nintendo!