August 30, 1995. It’s been a little over 22 years since Killer Instinct came home to the Super Nintendo. Its impending release over 22 summers ago was heavily touted everywhere you looked. Although 16-bit was rapidly on the gradual decline by the late summer of 1995, the home port of Killer Instinct arrived with tons of buzz and hype. Throw Street Fighter II and Mortal Kombat in a blender, top it off with insane combos galore, and you might get something similar to Killer Instinct. And on a personal note, Killer Instinct on the SNES was truly the “last game of my childhood.” As such, it forever holds a special place in my heart. Best of all, considering the hardware limitations, it’s an admirable (if not downright impressive) port!
THE DYING DAYS OF OUR CHILDHOOD
It was the summer before junior high, and my best friend Nelson and I, as always, were determined to make the most of it. A lot was changing in our lives, though. It’s amazing how much things can shift in just one short year. The previous summer saw the best summer of my life. We finished 5th grade and were on the cusp of being the oldest students at our elementary school. All the seniority perks were soon to be ours. The SNES was in its prime and 1994 was an epic summer that gave me some of my greatest memories. Fast forward a year and suddenly the SNES had gone from dominant to rapidly aging, and Nelson and I were gearing for our biggest life transition yet… junior high. I find it fitting that as we were graduating from one school to the next, video games were graduating from 16 to 32-bit. Evolution. You can’t stop time, but you sure can make the most of it. And that’s what Nelson and I did that summer. We stayed up late. We binged on horror movies, junk food and SNES games. On August 30, 1995, Nelson bought Killer Instinct on launch day. Over 22 years later it still remains one of the most vivid memories I have from that awesome summer — the last of our childhood, as it were. We ended it with a bang, for sure.
I remember the release of Killer Instinct like it were only yesterday. I remember feeling that summer like it was a time of transition. 32-bit systems were slowly but surely taking over and it was clear that the SNES was in its waning days. Speaking of transition, Nelson and I were going from elementary school to junior high. It was a crazy time where our world was quickly changing. But on that Wednesday of August 30, 1995, it wasn’t about a changing of the guard. It wasn’t about an uncertain future. Rather, it was all about Killer Instinct. I remember watching Nelson firing up Killer Instinct for the first time on that fateful Wednesday late afternoon. As he played his shiny new game, I found myself lost in the latest GameFan issue. But it wasn’t so much Killer Instinct that I found myself drawn to. It was World Heroes Perfect. World Heroes was my favorite fighting game franchise at the time and I was insanely curious about the latest entry. Believe it or not, even more than SNES Killer Instinct which was right there live in the flesh!
I drooled at the review of World Heroes Perfect as Nelson booted up Killer Instinct. Nelson urged me to watch but my eyes were fixated elsewhere. Finally, after 15 minutes, Nelson was pulling off some sick 20+ hit combos in the practice mode. I finally looked up long enough to take notice. It was then that I truly saw Killer Instinct for the first time. Watching those incredible Ultra combos Nelson pulled off with the greatest of ease was like an awakening to me. I couldn’t help but join in. He kicked my ass hard but I had a blast nonetheless. Looking back on it all, I fondly recall how Nelson and I spent the very last week of that summer playing Killer Instinct to death. It was as if we were trying to hold back the hands of time. Not a bad way to spend the final days of our last summer of sheer unadulterated childhood
All things have a shelf life. As the final hours of our last childhood summer were rapidly ticking down, Nelson and I had one last KILLER (sorry) Killer Instinct romp. Although Nelson and I were worried about where we’d hang out at lunch time and the potential for awkwardness having to change clothes in public, we popped in Killer Instinct to spend the final night of our last summer of true innocence in grand fashion. It’s true that video games can serve as a form of escapism. While tomorrow would bring a litany of headaches and worries, TONIGHT was all about going out with a bang. This was it. The last night of summer. And Nelson and I pushed the closing of that memorable summer to its very limit. We played Killer Instinct until well after dark. Finally, home beckoned as my mom called me to get my ass back to the house. But before I left, Nelson and I exchanged a look — it was a silent pact to never forget these days no matter where life may take us. Junior high was a whole new ball of wax and we were facing an uncertain future. But whatever happens, we were gonna face it together.
KICKING IT OLD SCHOOL
Before I bought boxes and manuals for my entire SNES collection and displayed them properly on the shelf, I had this. This was my SNES resurrection collection from around late January of 2006. Killer Instinct was featured all by itself on one of the smaller lower shelves. Seeing this picture never fails to bring back to mind that crazy innocent time of running from shop to shop and town to town reclaiming bits and pieces of my childhood. Oh and who could forget that Killer Cuts CD that came packaged with Killer Instinct? Rare and Nintendo really went all out!
THE FIGHTERS
Jago wages war in the middle of his Tibetan courtyard. The head of a huge golden tiger statue is proudly displayed. Birds casually pass through in the distance.
Fireball? Check. Dragon Punch? Check. Some sort of thrusting kick? Check. While his Wind Kick may only connect once, it is a good lead-in move to set up a flurry of various combos. Also, it allows Jago to safely pass through projectiles (eat your heart out, Ryu). All this plus Jago’s Laser Sword is another great linker.
Brings back memories of Donkey Kong Country eh? Hey, Rare did develop both. The SNES port had swinging lamps added in. Not bad for a nice little home bonus. That lighting effect was sweet, too!
Fulgore is a beast, er, machine. Ah you know what I mean. He can fire up to three consecutive laser shots, reflect enemy projectiles, possesses one hell of a Dragon Punch and oh yeah, he can even teleport for good measure.
This city rooftop (complete with a shameless plug on Rare’s part) may not look impressive today, but boy did it look badass 20+ years ago. Hell, you can even knock your opponent off the roof at the end of the match!
Orchid has some neat moves. This includes a flashy fireball, some nice combo chains and best of all, she can briefly morph into a fire cat. Her infamous “strip” fatality is faithfully retained as well.
By far my favorite stage in the game. It’s aged like fine wine too! I absolutely love the bits of swirling mist, that blazing orange soaked sky, and even the way the bridge moves and reacts under the competitors’ weight. Good stuff!
Thunder has a neat looking fireball. For a 42 year old guy who nearly tips the scale at 280 pounds, he’s quicker than you might think. His Spinning Axe is a devastating combo attack and he’ll knock you out of the air just as quickly as he’ll come raining down on your ass.
It’s certainly not one of my favorites. There just isn’t much going on or anything to marvel at. On the bright side, you can send your rival spiraling to a gruesome death being that it’s a “roof-type” stage.
Cinder thankfully made the SNES final cut after all the hoop-la that he was going to be scrapped due to (lack of) memory. It just wouldn’t be Killer Instinct without the bastard. After all, who wouldn’t want to play as an ex-convict turned scientific experiment freak? Besides, he’s got one hell of a Flash Kick and a sick torpedo charging attack. PS- Screw you, Ken Lobb, for calling Cinder a wimp!
Welcome to Glacius’ Ice Temple. The stinging cold air is offset by the heat of the battle. Don’t worry, he will gladly shed your blood to help keep you warm and toasty.
Glacius’ fireball bounces along the ground. He gives new meaning to the term “giving you the cold shoulder!” Also beware his stiff Blade Arm and his teleporting uppercut.
T.J. Combo spends his days buried in a gym. The one he frequents is a bit rundown, but it’s got the soul that most of the newer gyms lack. His gym is chock-full with history, blood, sweat and tears. Just the way he likes it!
Combo’s impressive arsenal of tricks include nifty running strikes, a sweet rolling multi-hit attack and a flying knee that changes angles based on the button strength you choose. I love when fighting games offer variations of the same special move based on which button you end up using. It almost feels like it’s two different special moves for the price of one.
This stage is awesome. I love how you can see the reflections of the fighters on the canvas. The blood-stained floor is a lovely and sinister touch all at once.
Riptor has some rancid ass breath! Like most “oddball” fighters, Riptor isn’t the most novice-friendly character on the roster. Use her at your own discretion.
Battle it out in the candle-lit study of Sabrewulf’s castle. What a great looking stage. The portrait hanging to the right is hauntingly realistic. Love the lighting as well.
Sabrewulf’s Flaming Bat actually flaps its wings. You truly appreciate the little details when you see the game in motion. At least I do, anyhow. For an extra boost of power, try howling. And when in doubt, you can’t go wrong slicing and dicing with his razor sharp claws.
Of all the roof stages, this is my favorite one. I’m a sucker for any night time stage featuring a moon in the background. It gets me every single time. As expected, you can knock fools off the roof at the end of a match. It kind of puts a nice bow on things, ya know?
Spinal can absorb projectiles and then fire them back at his opponent. He knows how to swing a mean sword, too. He can even teleport in a pinch.
THE FINAL BOSS
Eyedol is a freak of nature. By the way, if you wish to play as Eyedol then apply the following code:
Select Cinder. At the VS screen, hold right and press L, R, X, B, Y, A.
Eyedol is one tough cookie who dishes out MASSIVE damage. Good luck.
“DANGER! DANGER!”
Spiraling down to a painful demise!
BONUS STAGES
“I’LL TAKE THE COMBO MEAL, PLEASE”
What differentiates this game really is the combo system. You can string together over 25 hits and only have to press a few buttons. Knowing the chain command is key to pulling off some crazy ass combos. There are also Combo Breakers (cue “C-C-C-COMBO BREAKER!”) to break up the action, keeping everyone on their toes. Thankfully, the SNES port includes a handy practice mode where you’ll find yourself busting out 10, 15, even 20+ hit combos soon enough with a wee bit of dedication.
It’s got nothing on Combo City!
Observe. Here’s a simple five hit HYPER combo from Jago. I love the part where Jago’s kick sends Spinal reeling. While Spinal’s still hanging in mid-air, bust out Jago’s fireball to show him who’s boss!
WHAT THE CRITICS SAID
The SNES port received major hype in the late summer of 1995. The port had some fans split. You had one camp that ate it up and thought to itself, “How was Rare able to squeeze so much of the arcade spirit into a relatively tiny 32 MEG SNES cartridge by comparison?!”But others say it didn’t come close to replicating its arcade original. Killer Instinct didn’t exactly garner the best of scores. EGM gave it ratings of 7.0, 7.5, 8.0 and 8.5. GameFan, in their typical hype-selling fashion, rewarded the game with scores of 90, 95and 96%. Super Play praised it but didn’t quite give it their full endorsement. It earned a very solid yet somewhat unremarkable 85%. I’ll admit that time hasn’t been particularly kind to this game graphically, but it still holds up damn fine from a gameplay standpoint.
CLOSING THOUGHTS
I’ll always remember Killer Instinct as the “final video game of our childhood.” This game will always have a very special place in my gaming heart. All those sessions Nelson and I had leading up to the finale of that summer, the combos we cranked out, and the good times we shared is something that stays with you for the long haul. Junior high came and went as did the SNES, but the memories we carved are etched in our heart of hearts forever. While not arcade perfect, it was never going to be on the SNES. I admire Rare for getting as close as they even did. It is truly an impressive feat considering the hardware. It brought home a slice of the arcade and for its time, that’s all we could ask for.
I always saw Killer Instinct as a mix of Street Fighter and Mortal Kombat. That holds true to this day. The combos are fun to pull off, there are some really interesting fighters to pick from and you gotta love that crazy announcer with calls such as ULTRA! and C-C-C-COMBO BREAKER!!! The visuals are a bit rough in places but they do an admirable job. The sound is hit and miss; some grunts are repeated often and can get annoying after a while. The music, however, is pretty damn good. It’s Rare, after all! The gameplay is what counts most though, and Killer Instinct still plays very well even to this day. The AI can be cheap at times but Rare did an awesome job translating such a big arcade game to such a tiny jet black SNES cartridge. I wouldn’t claim it’s the best fighting game on the system, but it’s definitely one of the better ones and a “must-have” if you own a Super Nintendo and fancy yourself as a fighting game aficionado. Killer Instinct on the Super Nintendo is a reminder of the good old days and a special time in my life when everything was rapidly changing for better and for worse. I still play it on occasion and it always takes me back to the last few days before Nelson and I entered the hallowed halls of junior high. Good (and awkward) times. Killer Instinct, I salute thee!
Graphics: 8.5
Sound: 8.5
Gameplay: 9
Longevity: 9
Overall: 9.0 Gold Award
Tuesday. September 5, 1995. The first morning of junior high. Nelson and I walked to school together the last four years. For the first time in our lives, we were gearing to board the junior high bus. Yes, the dreaded junior high bus. It was survival of the fittest. It was a crazy morning, full of butterflies and trying to look and act cooler than we actually were. You could feel the shift. Childhood was now in the rear view mirror and life would never be the same. Nelson and I waded through a sea of unfamiliar faces as we boarded the bus. At least I had a best friend to brave it with. Coolio’s Gangsta’s Paradise was the hit song at the time and I remember it blaring on the bus speaker as we rode from our familiar stomping grounds near that bus stop to the scary foreign world of junior high. As nervous as I was, still to this day, I recall rocking out to Gangsta’s Paradise. “TELL ME WHY ARE WE… SO BLIND TO SEE… THAT THE ONES WE HURT… ARE YOU AND ME. They been spending most their lives in a gangsta’s paradise.”That song haunts me still whenever I hear it. It brings me back to that precious time of my youth — the first day Nelson and I faced a brand new frontier.
The SNES boasts an incredible library. There’s no denying that. Everyone knows about the classics, but there are tons of solid titles lurking below the surface. These games aren’t nearly as well known but you could easily waste a weekend or two playing. Brain Lord definitely qualifies as such an example. Released over 23 years ago, it largely flew under the radar as more popular games basked in the spotlight. It’s funny — as a kid I couldn’t care less for (action) RPGs but Brain Lord captivated my imagination when I saw it featured in EGM and GameFan. There was something about it that spoke to my soul. Sadly, like so many other SNES games, I was never able to play it until my SNES resurrection in 2006. Though not quite a hidden gem, Brain Lord is plenty solid and well worth checking out if the like the action RPG genre.
CAPTIVATED
I remember seeing the ad in an EGM issue and being absolutely intrigued.
I was fascinated by the screenshots — the captions really resonated with me.
STRATEGY GUIDE
The Brain Lord strategy guide, written by Tim Rooney, was released with two different covers. The one you see above is less common and reflects the Japanese Super Famicom box art. The second version, as seen below, mimics the less than stellar Americanized box art.
I bought the guide back in 2006 and it’s a neat companion piece to the game. Brain Lord has its share of puzzles but it’s a straight forward game. You won’t really need a guide to beat it, but it’s nice to have to look at or if you’re simply a completionist like I am. Plus it’s a really nice guide to boot, in spite of being in black and white. I really like the look and style of it. Here’s a small sample below.
MEET THE CAST
THE STORY GOES…
The plot had me right away.
I was sold.
THE JOURNEY BEGINS
Developed by the same folks that made The 7th Saga.
Remeer, er, STEVE, finds himself reminiscing of days gone by. His mind takes him back 10 years to when his father was still alive…
Steve is snapped back to reality by a stern bartender who can’t afford to let his business suffer on account of whimsical daydreamers. But Steve is far from that. He finds a job listing nearby and takes it on with gusto.
Before heading out though, Steve takes time to stock up and visit with the locals. He’s a bit of a cheeky deviant, that Steve. Kashian finds that out right away…
Fairies are your friends. They aid you in battle and even level up.
Toronto, you say? So much for made up city names! I like how you can jump. Not too many Action RPGs allow you to jump. Clearing fences feels satisfying. Screw walking around!
Doesn’t sound one bit ominous in the least…
Dragons are a recurring theme throughout Brain Lord. But are they really extinct? Later on, you can help a lady clear out her mice-infested attic and earn a couple handy prizes.
Playing Brain Lord is probably the closest you’ll get to experiencing a Super Rygar on your 16-bit SNES.
Remember Rygar on the NES? I was always sad we never got a sequel on the Super Nintendo. Certain parts of Brain Lord remind me of Rygar, though.
Nothing fancy here. It’s straight forward and fairly fun. Jump, solve puzzles and hack away at the monsters. It’s good enough to entertain you for a weekend or two.
Fairies assist you in battle. You can even name them after your failed crushes over the years. I mean, doesn’t everyone do that in these type of games? Um, moving on, then…
JENNIFER the Crimson Jade (and my personal childhood version of Winnie Cooper but that’s neither here nor there) launches a singular fireball at nearby enemies. Think of the Fairies as those “option helpers” in SHMUPS.
Along the way you’ll even gain magic skills. The first being this simple magic shot. Simply hold the attack button until the bar can fill. Stronger magic attacks have a longer bar naturally. Once you acquire multiple magic spells, you can press L or R to toggle between them on the fly as opposed to selecting them through a menu. NICE!
Puzzles abound, hence the title of the game “Brain Lord.” They usually involve pushing objects onto plates to activate locked doors. Puzzles start out simple but gradually get trickier and trickier.
Blasting the monsters from a safe distance feels so damn sweet. Plaques give you tips and clues to heed.
Watch out for deadly traps like sensor spikes! And since you can jump, there are some sections where you’ll need to jump from platform to platform. It definitely adds some variety and increases your evasive and strategic choices.
Misjudge a leap though and it’s back to the beginning you go. Thankfully, the game only deducts one health bar whenever you fall.
Puzzles start getting tougher and require some thinking. If you mess up, simply leave the room for a reset. Brain Lord works the, er, brain a bit.
Disappearing floors all part of the menu.
Puzzles never get too hard to solve, but some will take some time to suss out. Be on the lookout for those Springs of Life. They rejuvenate weary warriors.
Access new weapons and spells as you progress. The Bow is good for long distance attacks while the second magic skill you gain launches a triple shot.
Instead of finding a dragon at the top of the Light Tower, you find a terrible mutant cockroach! It sends its little babies scurrying after you as the creature scampers about the top Tower floor. It changes to a red shade as you weaken this abomination. And you thought your college dormitory was bad!
Upgrade to the Ax after heading back into town. I love how you can chop up just about anything with the Ax! Counter tops, boxes, jars and so forth! One NPC even asks you to please not break his jars. Which, of course, only makes me want to break them even more. I love it when games allow you to do these silly little things. There’s just something really satisfying about it.
Graphics are a bit subpar overall, but I really like the visuals here. Only the Ax can break those rocks, which opens up the next area.
Boomerang spins around and attacks much faster than the Bow. Finding a treasure chest is always a blessing.
Scorpions lurk everywhere in this dank cave.
Maybe it’s just me but the conveyor belts remind me of Super Bomberman and those towering blue demons remind me of the Barons of Hell from Doom.
Virtual Boy on my SNES?! Find the light switch and beware the voltage spots.
Uhhhh, OK then… *slowly backs away*
These robotic Cyclops are a tough out.
You’ll be wise to find the second Fairy, a Light Jewel, that helps light your path. By the way, Brain Lord has more keys than the Bellagio in Vegas.
This handy pack-in sheet came with the strategy guide. Nice of Tim Rooney.
Remeer’s best weapon is the Morning Star. It’s a spiked yoyo that packs a mighty punch.
Morning Star makes Brain Lord feel even more like a Super Rygar.
Disappointed still after all these years we never got a Rygar sequel on the SNES.
WHAT THE CRITICS SAID
Though Brain Lord didn’t arrive with a great deal of fanfare, it received its fair share of previews and positive reviews. EGM gave it scores of 7, 7, 8 and 8. GameFan scored it 80, 80 and 82%. Super Play rated it 81%. It was viewed as a very competent Zelda clone.
CLOSING THOUGHTS
Brain Lord is a competent and solid action adventure worth playing through at least once. It doesn’t do any one thing in particular extremely well, but it does most everything adequately enough to entertain you for a weekend or two. I wouldn’t quite classify it as a bonafide hidden gem, but I definitely recommend it as a lesser known SNES game that you might have overlooked. The different weapons and magic spells are fun to implement and the puzzles help differentiate it somewhat from your typical Zelda clone. Don’t get me wrong, you’ll be doing plenty of hacking and slashing, but be ready to exercise your brain a bit as well. There is some slowdown here and there when the screen gets a bit hectic but overall, the game plays fine and should run you between 12-18 hours.
Graphically, Brain Lord is a bit lacking. A lot of the colors seem a bit drab but there are some nice looking areas mixed in. It does have that 7th Saga look to it, but that’s not surprising considering how it was made by the same developer. Regardless, you expect a bit more from a Super Nintendo game released in mid-late 1994. The sound is a mixed bag as well. Some of the music sounds great but other tracks are forgettable. The sound effects are downright comical. They either don’t match the enemy or one breed in particular seems to say “F*CK!” whenever hit. I guess it’s good for a laugh, though. On the bright side, Brain Lord is pretty tough and not a complete cake walk. I like the variety of weapons and I love how you can switch spells on the fly by using the shoulder buttons rather than accessing them through a cumbersome menu (although you can do that too if it tickles your fancy). Some of the puzzles are really fun to solve and I like the ability to jump. I wish there were more enemy types but at least the enemy AI is pretty legit — they’ll even chase you! Brain Lord isn’t the kind of game you need to rush out and play, but chances are, you probably won’t regret it if you gave it the time of day.
The original Breath of Fire, released in the US 23 years ago this month (August 1994), was fairly well received. Despite the original Japanese release coming in April of 1993, Breath of Fire managed to still stand toe to toe with the big SNES blockbusters released that summer of 1994. The fact that RPGs were a bit sparse in North America definitely helped, as any decent RPG was lauded in that time when the pickings were rather slim. Capcom, no stranger to sequels, followed up on the success with Breath of Fire II. Originally released in Japan December 1994, SNES owners in the west had to wait an entire year for the American translation. Sadly, by December 1995, the SNES was nearing the end of its lifespan and many folks had moved on to the 32-bit war machines. As a result, Breath of Fire II sort of got lost unless you were one of those diehard SNES players who stuck by the system until the very bitter end. Thankfully, as is so often the case, over the years people have had the luxury to go back and right past wrongs. While no Final Fantasy III or Chrono Trigger, Breath of Fire II is definitely worth trekking through.
But wait! Not only did Capcom make those of us in the US wait an entire year, but the NA version of Breath of Fire II is notorious for having one of the worst translations of all time. So much so that it prompted “Ryusui” to release a “retranslated” version on April 30, 2009. It’s how I played through Breath of Fire II and how I recommend you do so as well.
MEET THE CAST
THE STORY GOES…
Well… at least the girl didn’t get kidnapped for a change…
Thanks for the painful reminder. But she’s got a point. The world is going to need you, after all…
Dragon? Note to self: avoid the back mountains. Note to self part two: knock before you open the bathroom door next time…
Being an adventurous lad though, you can’t help but explore them back mountains. Not only do you find your wandering little sister and the mammoth dragon, but you’re also greeted by a nasty little critter for your troubles.
Luckily, the Beak is mere cannon fodder. Good thing you were there to save your little sister, Yua.
Dangerous? Not for the likes of me, you see! Your father, Ganer, grants you the respect you crave. He is your idol, after all.
“Sometimes I wish you simply had imaginary friends instead, Yua.”
Look… it’s one of many typos you’ll encounter if the play the North American version. Like I said, the retranslation is the way to go!
Breath of Fire II resumes the original’s classic day-night cycle.
Converse with all the locals. One of the cool things about this game is the inclusion of the “Dragon Tears.” The different colors represent the various emotions that the NPC is currently feeling. Pretty neat stuff.
It’s a small touch, but it adds that extra little bit to the game
Loyalty is his game, Bow is his name. He’s the first ally you’ll meet up with and he’s great at hunting. A most welcomed asset to the team. He’s a bit of a kleptomaniac, though.
Downpour soon comes raining down on our plucky heroes. It’s not quite the same “ooooh, ahhhh” effect as seeing the rain lashing down from The Legend of Zelda: A Link to the Past, but it gets the job done.
Quick! Take cover in the cave there before you die of pneumonia. Sometimes it pays to steal, as you can see here. And who says video games aren’t educational?
Spooky cave, init? Um, what was that?!
Guessing purple doesn’t stand for warm fuzzy feelings… I mean, I’m just going out on a limb there.
Sadly, our hero is no match for this monstrosity at this early point in the game. We then find out his father (Ganer) and sister (Yua) have gone missing. He dreams a terrible nightmare of a towering monster ripping him limb from limb. In his dreams, a demon also screeches to him, “YOU ARE THE ONE.” What could all this mean? Was this all just a bad dream? Somehow, you know it isn’t…
Seasoned into a hardened warrior over the past 10 years, you’re ready to find out some answers…
Forget eye of the tiger — it’s the eye of the dragon!
Every hero has to start somewhere. And sometimes, heroes are born from very humble beginnings.
Interact with the environment and villagers. Tips may be provided and you can also unearth helpful items.
Sometimes you’ll read silly dialogue but it’s all part of the fun.
Occasionally you’ll see random things pop up on the world map. This includes a traveling circus.
Fishing is also in play as well as a spot of hunting. For the latter, be sure to position Bow in the front.
Breath of Fire II resumes the classic ¾ perspective of the original game.
Enemies can prove to be tough early on. Thank goodness then for this healing fountain. This is a good place to level up
Encountering a new enemy for the first time leads to a “?” for their health. It adds slightly to the drama and tension and I found it to be a nice little touch. Head up this mountain to face Palo, Peach and Puti.
They’re tough, the bastards. Peach and Puti (on the sides) have 40 HP while the middle one, Palo, has 80 HP. I recommend targeting and eliminating Peach and Puti first before tackling Palo.
Battle a family of cockroaches later on. It’s a nice nod to the original.
Speaking of honoring the original Breath of Fire, you can morph into a dragon later on.
EXTRAS
WHAT THE CRITICS SAID
Breath of Fire II received pretty solid scores. EGM gave it ratings of 7, 7.5, 7.5and 8. Super Play rated it 81%. However, the US translation was not so well received. It features some of the worst translated text in all of 16-bit history, making the retranslation almost a necessity. For example, you know things are bad when you talk to the innkeeper and he refers to his inn as a motel, despite having an INN sign hanging nearby. Want to go fishing? Then equip your lod. Ouch. Also, get ready for awkward looking abbreviations. Thankfully, the retranslation fixes these silly errors and provides for a much more authentic experience.
CLOSING THOUGHTS
Breath of Fire II is a very strong entry in the stacked SNES RPG library. While it may not quite stack up against the likes of a Chrono Trigger or Final Fantasy III, it does its job more than reasonably well. The graphics are very colorful and the details on the various sprites are fairly intricate. Some of the music is extremely catchy, though a few are somewhat underwhelming. That final boss theme though! There’s a ton of things to do in this adventure — it took me 50 hours to beat and I didn’t even scratch the surface of the Shaman system. However, not all of those 50 hours is pure bliss. There’s a shit load of random battles (thank God for the auto battle option) that can drag the game down a bit, not to mention artificially inflate its playing time. There’s also some annoying backtracking and the difficulty veers on the cheap side on occasion. It’s definitely not perfect, but it’s more than playable.
I enjoyed playing through both Breath of Fire games. They may not be world beaters, but they are very enjoyable if you’re a fan of that JRPG style. The day-night system is a unique feature for its time, even if it comes with its flaws. I think both games are more than good enough to warrant at least one playthrough. Breath of Fire II is the better game, but the original has its merits as well. Just remember to play the retranslated version of Breath of Fire II. Trust me on that one. Or should I say, lust me on that one. Whoa, wait a minute. Something got lost in translation there…
Graphics: 8.5 Sound: 8 Gameplay: 8.5 Longevity: 8
Overall: 8.5
WARNING!!! SPOILERS BELOW!
Breath of Fire II features multiple endings. Here’s the less than good one…
Back in the mid ’90s, Capcom was most well known for their Street Fighter and Mega Man series. Capcom tried their hand at the RPG genre when they released Breath of Fire in Japan on April 3, 1993. It took 16 months for the game to hit North American soil. SquareSoft was an established firm with a penchant for translating JRPGs for American audiences, and they took on the unenviable task of converting the game over. There wasn’t an abundance of RPGs on the SNES back then. Thus, Breath of Fire instantly found a diehard fanbase. It wasn’t great by any stretch but it was plenty solid enough. And for the time, solid did just fine.
WINDS OF CHANGE
I couldn’t stand RPGs growing up. To be precise, it was more like I couldn’t care less. My brother, however, was obsessed with them. He played them all the time it seemed. I didn’t care for RPGs back in the day because I couldn’t see how a slower-paced, turn-based game could be any fun to play. I was a young boy who wanted instant gratification. It wasn’t until much later — around 2003 — that my view on the genre began to shift. Suddenly, the thought of conversing with the locals to dig up clues or just hear some wacky nonsense became massively appealing to me. The turn-based combat went from yawn-inducing to an obsession to level up and earn more gold so I could upgrade my weapons and armor. Today, I consider RPGs among one of my most favorite genres. Go figure. So I don’t really have any big back stories to share about Breath of Fire growing up. I remember, however, being impressed by the magazine previews. Although I didn’t like RPGs then, the game looked quite colorful and even, a bit intriguing. But I figured it to be another in a long list of games I would never play. Little did I know, over a decade later, I would find my way back home to the Super Nintendo for a second chance at 16-bit gaming redemption.
THE STORY GOES…
MEET THE HEROES
MEET THE BAD GUYS
THE QUEST BEGINS
Select the sword option and it opens up even more options.
Breath of Fire uses a unique system where day passes into early evening before giving way to nightfall. It’s pretty cool, especially the first time you see it. Not just cosmetic, either! There are things you can only do in the dark… giving the game an air of clandestine intrigue…
The front guard of Nanai is vigilant during the day but falls prey to exhaustion once the sun goes down. Only at night time can you sneak by him. If a soldier spots you at any point, it’s back to the beginning. It was a clever little way to add in some stealth action to the typical RPG formula. If nothing else, you have to give Capcom some credit for that. I love the small details seen here. Everything from the guard’s snoring bubble to the very atmospheric yellow lights that lends Nanai a brilliant glow. Be sure to explore a bit and not just rush for the exit as there are plenty of good items to be found in chests and large cabinets. Money is tight early on so collect all the free items that you can.
COOL BUT USELESS EASTER EGG
SOME INVALUABLE TIPS
BREATH OF CONFUSION
An old man tells you about the I. Claw near the end of the game. You need to find it or you cannot advance. The problem? There is no clue whatsoever as to where this elusive I. Claw could be hiding. Combine that with a massive world and well, you get the idea. The game forces you to do a ridiculous back-and-forth letter exchange between a weapons’ collector and an old lady stranded on some obscure tiny island in the middle of friggin’ nowhere. Discovering this without any help was pure dumb luck. Breath of Fire doesn’t even give you a damn clue like, “Hey, I heard there’s a lady living somewhere on the east region who loves weapons…” It was simply, “You need an I. Claw” which essentially translated to “Good luck finding it on the large world map, mwahahaha!” Brutal. While some RPGs (i.e. Super Mario RPG) held your hand too much, Breath of Fire was a little TOO obscure at times. I like a happy middle ground — not too obvious but not too obscure, either. A game that did an excellent job of balancing the two was EarthBound. You always got a sense of what to do next but you were never 100% sure. But the key was the game always gave you a sense. Those are the best RPG experiences. Sadly, it’s not quite the case here.
WHAT THE CRITICS SAID
Breath of Fire was met with rather strong reviews. Despite the near year-and-half delay for the North American version, it still managed to stand toe-to-toe admirably with the big SNES summer blockbusters of 1994. EGM gave it scores of 7, 8, 8, 8 and 9. They praised it for its excellent visuals and sound. GameFan rated it 90, 90and 94%. GameFan lavished heaps of praise on it for its artwork and animation, its length and its stunning music. Super Play was less enthusiastic, however, giving the game a respectable but not remarkable rating of 80%. They called it lightweight. Leave it to those Super Play chaps to calm the rest of us down. They didn’t hand out 9s and 90s willy-nilly like EGM and GameFan did!
CLOSING THOUGHTS
Breath of Fire is a solid RPG. It did many things right. These include brilliantly animated sprites, amazing sound and music, a unique day-night system that affected gameplay, and skills unique only to certain characters which made all eight protagonists serve a key role. But with the good comes the bad. The game starts out on a high note — it introduces you to each new ally in a meaningful way, allowing you to hunt and fish for health items, shrink down to save a family of mice from deadly cockroaches and there’s even a cool little stealth action. Sadly, at some point it felt like the developers lost a bit of their ambition and vision. The game begins to drag a bit in its second half. And damn, is the game long. It took me 40 hours to beat and I felt it lost a little steam in the latter half of the journey. The ridiculously high random battles didn’t help it any, either. There’s no run button so our heroes move like snails in mud. The lack of character development in the latter half was also disappointing. Sometimes clues were far too obscure and left you wandering around wondering what the hell to do next. The day and night system, while promising early on, later proves to be a bit of a pain in the ass. In order to advance in certain areas of the game, you had to talk to a specific person in town who only appeared at a certain portion of the day (or night). This actually ended up hampering the experience for me as it made it tedious to play at times. Sure, the day and night engine starts out as a fun quirky novelty, but it quickly morphs into an annoying hassle. This is definitely not the kind of RPG that holds you by the hand. Some will like that open-endedness, but I prefer a balance. You won’t find much of one here.
Nevertheless, for all of the blemishes I brought up, I really did enjoy my time playing through Breath of Fire. It’s got a certain charm to it with its bright and colorful visuals that melts my 16-bit heart. The music is haunting. The melodies fit each region of the game to a tee whether it’s soothing, ominous or action-packed. I enjoyed using the eight characters’ unique skills, such as Ox smashing through barriers and Karn opening locked doors. But at 35-40 hours, it’s just too damn long for not being an epic RPG. It’s also a bit too obscure with its clues. Be sure to have a guide ready. Also, I didn’t like how too many of the NPCs repeated the same phrases. I know they were trying to save memory, or maybe they were just lazy, but these moments often took me out of the moment. When too many NPCs repeat the same thing I just read from someone not two feet away, it really hurts the game’s ability to truly immerse you. Having said that, I would recommend Breath of Fire to any RPG fan with a Super Nintendo. It’s far from a classic, but it’s an enjoyable adventure with a few unique twists along the way that makes it worth going through at least once.
People seem to either hate or love Brandish. Rarely will you find someone split right down the middle. I’m in the camp of those who loved its methodical hack and slash gameplay, its magic-infused combat, its atmospheric music and an overall somber mood that works like gangbusters. A sequel was released in Japan but of course, with Brandish being not so well received in North America (and released a bit later in the SNES’ lifespan — February 1995 to be precise), Brandish 2 was doomed to stay in Japan. However, like many Super Famicom-only (A)RPGs, dedicated fans have translated the game to make it accessible to those who can’t read Japanese. If you loved the first Brandish, you’ll like the sequel as well. Let’s dive in and take a closer look.
A CASTLE DIPPED IN MOONLIGHT.
A LABYRINTH LOST TO TIME…
Brandish came and went with little fanfare. It’s one of the few SNES games I didn’t know existed until 2006. But upon discovery of the game via a magazine ad, it sucked me right into its sordid underworld. The plot intrigued me in a unique way that few other SNES games have. Playing as public enemy #1 Varik, you find yourself buried many floors below the surface and forced to battle monsters and demons in order to crawl out of this hellhole. One late night in February 2006, I had an overwhelming urge to play Brandish. So at 3 in the morning, I flung myself out of bed and I shuffled my way through the darkness to do just that. I was instantly greeted by a soothing tune as a castle dipped in moonlight came into view. The atmospheric intro still haunts me to this day. Next thing I know, I find myself deep underground in some God forsaken labyrinth lost to time. The visuals were a little crude, but man, that music. It perfectly captured the feeling of being 40 floors below the surface. Along the way you’ll meet eccentric NPCs, a menagerie of menacing monsters and some decent puzzles to work through. It was one of the most captivating gaming experiences I’ve ever had.
THE STORY GOES…
Wandering swordsman arrives…
Whoa… the heat blurs your vision.
Unable to stand any longer, you collapse face first.
“HAHA! Look at this stupid fool!”
While Karl didn’t appreciate the king’s decree, she sure did. Call it schadenfreude…
WHAT IS THE PLANET BUSTER?
THE JOURNEY BEGINS…
PRO TIPS
Most swords have a use limit before breaking. You got to be wise. Save the big breakable swords for bosses and use the weaker and unbreakable swords you pick up along the way on cannon fodder.
The original Brandish is a love or hate game. I for one loved it. It was one of the most immersive SNES games I’ve ever played. Discovering there was a sequel released only in Japan was like finding a $20 bill hidden in an old jacket. On the surface, Brandish 2 looks like an improvement. The visuals are much better, and now instead of being confined strictly underground, you’re out and about in the wide open. It seems as if it has the makings to be a superior game but I didn’t enjoy it nearly as much as I did the original. Brandish 2 just lacks the simplistic charm of the first one, not to mention the puzzles and monsters.
It’s nice to see the added diversity for sure but oddly I rather prefer the original. The idea of being trapped some 40 floors below the surface made the original have sort of a horrific unholy feel to it. That’s not to say Brandish 2 is crap. The graphics are considerably improved and the addition of more NPCs was much welcomed, but there was just something about the original that really hooked me and didn’t let go. I felt like I was really flung deep underground and right into Varik’s shoes. Scratching and crawling every inch of the way, I fought demons, t-rexes, goblins and even Death itself all in the name of survival. There was a feeling of desperation in the air and it was accompanied by a haunting soundtrack. The original had over 55 different types of monsters roaming the labyrinths. I was a little bit disappointed then to find a glaring lack of variety in the enemy roster of Brandish 2. There’s only maybe 25 types and too many of them repeated themselves based on which level you were on. There were also too many human enemies for my liking. Still, I’m glad I went through Brandish 2. And if you liked Brandish, you probably should too.
Graphics: 6
Sound: 8
Gameplay: 7.5
Longevity: 7
Overall: 7.5 Bronze Award
EXCLUSIVE MUSIC VIDEO
And now, an exclusive debut on the internet. 22 years after its release, I’m proud to share with you the mega obscure never-before-seen BRANDISH 2 MUSIC VIDEO! Click on the video and follow the pictures on this site below.
Kick-ass one minute instrumental… enjoy by scanning these accompanying shots…
ENDING *SPOILERS*
“You always bring misery wherever you go, Ares. I’m not shocked.”
“Hey! Not so fast. You already forget the terms of our ceasefire?”
As a kid, I was all about action games. Whether it was a platformer, a beat ‘em up or a fighting game, I was a happy camper as long as I could exert my malignant desires at will. My gaming diet mainly consisted purely of hopping on platforms and bad guys, shooting foul entities to Kingdom Come, beating up gang members and blowing stuff up. My brother on the other hand grew up loving RPGs. I couldn’t stand them. Granted, I never gave one the time of day. But over the years I guess you could say my gaming taste has gone through a process of maturation. And no one was more shocked about it than me. As a kid, I simply didn’t understand how someone could derive any pleasure from a slow-paced, text-filled, turn-based game. But of course, I was ignorant to the simple pleasures that only this genre can deliver. The Action RPG, or more conveniently the ARPG, is sort of like a cousin to the role playing game. Although I never got around to playing any of them back in the day, there were actually several ARPGs that caught my eye as a kid.
OK not all of the games featured above are ARPGs but you get the picture. I did have an interest in playing these genre blending games, but Brandish wasn’t one of them.
Not that it didn’t strike my fancy you understand — it’s more a case of I never even heard of it back in the day.
During the early days of my SNES resurrection (January 2006), I dug out my old EGM and GameFan magazines to find games I had either forgotten about or never heard of. One night I came across this, and right away the ad had me captivated.
Underground?
Mazes?
55 different monster types?
Take my money!
The game seemed as though it was right up my alley. I immediately went on eBay and bought a copy along with Out of This World from the same seller on January 29, 2006. At just a measly $2.25, one can say that it was a bargain “out of this world!” *rimshot* [Oh Lord -Ed.]
Brandish actually turned out to be my VERY FIRST taste of an action RPG and I’ll always remember it fondly as such. On a late Wednesday night of February 8, 2006… 3 AM… with my alarm set to 7:35 AM for University, I had the strangest urge to play this game. And so, I shifted my way through the darkness to do just that. It’s one of those weird random gaming memories that you recall even to this day.
As soon as the calm intro began, with its soothing music playing softly in the background, I was sold. Seeing that tower lit under the soft glow of the moonlight was the perfect image to go alongside my 3 AM session, and the story of Varik being swallowed underground having to fend off 55 different breeds of monsters immediately had me hook, line and sinker.
I played for half an hour before saving and quitting. First impressions were favorable. That night I went to sleep with sweet visions of blue blobs and red-eyed goblins dancing in my dreams. I couldn’t wait to explore more.
Below you’ll find a journal entry I wrote following my initial playthrough of Brandish back in early 2006. Man, those were the days. Glad I kept a journal because these things are like a gawd damn time machine!
THE STORY GOES…
BERIMYA AND THE SECRET POWER
Many years ago, in a far away land, stood a tower in the middle of a small kingdom called Berimya. The tower was so magnificent, it seemed to symbolize all the peace in the world. The people were happy bustling in Berimya, but this land was ruled by an evil king named Berebus.
As kingdoms prosper though, it’s not uncommon for the people to grow increasingly greedy. Berimya was no exception to the rule. Not content with his country’s prosperity, King Berebus began to dream of how he could strengthen his power. In time he caught wind of an old urban legend that the tower held the key to satisfying his insatiable greed.
The Berimyan legend went like this: There is a towering source of ultimate power that controls everything in the world. It is said that the secret of the source was kept at the top of this sacred tower, and not even the king was allowed to enter this area. The secrets were only passed down to those of pure intent by Baltus, the king’s archbishop.
The king tried very hard to suss out the secrets from the archbishop, but his vow of secrecy restricted him from doing so. King Berebus became so desperate that he sent a spy in the guise of a priest inside the tower.
Several days later, the spy returned with an ancient book he had found hidden in the tower. This scripture revealed information about the Secret Power that King Berebus desired. It was written, “A dragon, the protector of Berimya, resides at the top of the tower and controls all of the world’s power.”
Under the command of the king, the Imperial Army forced their way into the sacred tower. Baltus tried to restrict the soldiers from entering but evil King Berebus sentenced him to death for obstruction and defiance.
When the soldiers finally reached the top of the tower, an enormous dragon statue stood before them. The very moment that King Berebus spoke, the statue lit up in a pale blue light and the dragon sprung to life.
The fearless king stood in front of the dragon and declared, “I am Berebus, King of the land Berimya. Give me the source of your power or DIE!“
Suddenly, the dragon opened up its wings and curled its long neck and body into a ball. An intense, vibrant light radiated from between its wings. Fearing for his life, King Berebus ordered for the soldiers to kill the dragon. The dragon did not resist the attack, continuing to radiate light.
It also affected the people of Berimya. From that day forward, the city was thrown into isolation. In one night, the sacred tower, kingdom, and all of the people of Berimya sunk deep into the ground.
One thousand years later, the forgotten past of Berimya would be unveiled in the land of Bavalya.
BAVALYA: A DESPERATE LAND
Bavalya was a small country that showed no signs of having a horrible past. From the outside it appeared to be a peaceful place to live. But in reality, Bavalya was in turmoil. Beryx, the King of Bavalya, had devised a plan to make the country a richer place. In order for the small country to become more prosperous, he placed large bounties on criminals and collected money by taxing these rewards. This system stabilized the wealth of the country, but invited criminals to stalk each other. Bavalya had turned into a corrupt and violent place to live.
Due to these circumstances, there were few visitors who dared to enter Bavalya. The country was on the road to pure self-destruction.
THE WANDERING SWORDSMAN
One day, a curious man came to Bavalya. At first glance, he looked like a filthy beggar. The long, intimidating sword by his side, however, revealed he was a powerful swordsman with a dark, secret past. His name was Varik. He earned his living collecting bounties.
Varik walked into the local bar and noticed some men staring at him as he continued to the other side of the room. Sketches of wanted criminals adorned the walls. A loud voice boomed from a table far away.
“I heard there are hidden treasures in the large hole!”
“But have you also heard that there are demons crawling all over the place down there? And God only know what else…”
“Which one of you criminals has the most on your head?”
“It’s got to be that guy over there! He must be worth a million gold pieces,” a man in high spirits declared, pointing to Varik.
“Aye, he’s a strong one. For your own sake don’t bother with him. It’s best not to concern ourselves with that kind of vermin…”
“The reward money we could collect from that guy would allow us to live the rest of our lives in luxury, but it’s simply not worth the risk.”
Varik decided to ignore what they were saying and instead went to find out more about this mysterious hole from the bartender.
“Since the day the hole appeared, people suddenly began disappearing. Some say they hear strange groans and growls coming from the terrible hole. There are even people who say they’ve seen monsters in Bavalya! There were rumors about how, some way or another, one of the monsters crawled out of the giant hole and fatally wounded some of the locals. One person after another has been lured into this hole and they’re never seen again. You may think you’re tough enough to battle men here, but down there, it’s a different story. I’d stay away from that cursed hole if I were you! Even if you are who you are…”
THE CURIOUS HOLE
Moments later, Varik found himself standing on the edge of the huge crater. He noticed a small opening at the bottom. He began to climb down towards it when a woman’s voice suddenly rung out. “Varik!” He immediately recognized the voice. He looked back to see the sorceress Alexis standing on the edge of the crater with a stern expression carved on her face. She twirled her magical wand.
Five years ago, Varik was falsely accused of murdering Alexis’ master, Balkan, and she has been persistently following Varik ever since to exact vengeance.
Then Alexis stretched out her arm, effortlessly throwing a fireball at Varik. With enormous speed, the ground beneath Varik exploded as he dodged her fireball. Horrified that her shot had missed him, Alexis fired a second shot which fell into the hole.
You control the bounty hunter, Varik. Your goal is to somehow return to the surface. But standing in your way lies thousands of monsters, booby traps, puzzles and oh… Alexis hot on your trail! Advice? Keep moving and don’t trust goblins!
Will Varik ever see the light of day again?
Will he ever again bask in the glow of the moonlight?
Most importantly, will he ever enjoy another Bavalya Cheesesteak?
All this and more will be answered once you’ve entered the sordid world that is BRANDISH.
GAME FLOW
1. Ruins Area 1-10
2. Tower 1-9
3. Cave B10-B1
4. Dark Zone 1 & 2
5. Fortress 1-7
6. ?????? (I’m not telling…)
Good luck!
CHICKEN SOUP FOR THE GAMER
I started playing Brandish on February 8, 2006. Buying games at an insane pace however, my Brandish playthrough got lost in the shuffle. It wasn’t until July 2006 that I picked it up again. I collected two gold bars but they took up two slots in my limited inventory box. Can I combine them somehow? I checked a FAQ but it only said “Mega Tip: Consolidate your items” and didn’t tell me how. So I asked my good fellow gamers over at DigitPress if anyone knew. DDCecil sent me a PM that he had a Brandish manual lying around in his game shop. He offered to send it to me for free. What a guy! I was so excited the day the manual arrived that I read the 40+ pages like it was the best novel in the world. And now I knew how to consolidate items. First, you needed to have a Dimensional Box. To pay it forward, here’s a picture that explains it in full for all the manual-less Brandish players out there who may be wondering what the flipping heck.
BRANDISH BESTIARY
55 varying breeds of monsters, demons and ghouls await. They range from very small to very big and from low to extremely high health points. Some prefer to hack alone while others work in packs. Here’s a small sample of some of the enemies you’ll meet in your lengthy quest…
Plus many more! There are also over a dozen boss monsters that want to rip your face off.
WELCOME TO THE RUINS
I like how Brandish incorporates jumping into its gameplay. It lends for some extra puzzle possibilities. Not many ARPGs let you jump, so this was very cool. On a side note, Brain Lord also lets you honor Van Halen.
Brandish is fairly infamous for its awkward “camera system.” It has turned off many players. Rather than controlling like the typical ARPG, Brandish shifts the entire maze 90 degrees around the player on each turn. This style has frustrated many due to its jerky nature. It definitely takes time to get used to. It wasn’t long before it became second nature for me, however. There are two different command settings (more on that later). You’ll always see Varik’s backside regardless of which setting you use. Strafing will be your best friend as well as the on-screen compass. It’s really not that bad once you get accustomed to it. Needless to say, gameplay here is much more methodical than your traditional ARPG due to its unique control scheme.
MAPQUEST
Inconveniently annoying as the camera system may be to some folks, there’s no doubt that the map system comes in very handy. As you progress through a floor, the map will chart your steps accordingly. Any areas that have gone uncharted is displayed for your convenience.
MAIN SCREEN FUNCTIONS
1. Current shield
2. Current armor
3. Current weapon
4. Evil bloke
5. Marker
6. Compass
7. Current region and floor
8. That would be you
9. Secondary item
10. Health bar
11. Magic bar
The marker allows you to open doors, pick up items, toggle switches, etc. The secondary item can be switched to on the fly by simply pressing X. See the “30” by the secondary sword in the picture and see how the current weapon is broken? Yup, swords wear down with usage. The sword shatters once the counter reaches zero. It may still be used in broken form, but it’ll be far weaker. For those already thinking “That’s kind of lame” — fret not. You’ll soon discover indestructible swords as you progress.
As for the secondary items, they can be anything from your inventory. Keys, potions, magic spells and so on. Be careful when selecting from your items, however. It takes place all in real time…
STATUS
Your luck fluctuates constantly. It affects the damage you can inflict when attacking monsters. Gold can only be found in treasure chests or by selling items to shopkeepers. Monsters don’t drop gold when killed, so early on it may seem very hard to accumulate money. But as long as you save and spend wisely, you should be good.
Arm Strength indicates your ability to defend yourself whenever you’re not equipped with a weapon. Knowledge influences the effectiveness of your magic. Magic Endurance indicates your power to resist magic-based attacks from the enemy.
CONFIGURATION
Some people complain about the plodding nature of Brandish. Thankfully, the game speed can be adjusted on a whim. This is great for a number of reasons. Wish to backtrack? Crank it to high speed. Fighting a super nasty boss? The lowest speed slows everything down and allows you to evade most effectively in slow motion. I played at normal speed mostly, switching to low or high whenever warranted.
Message speed is self-explanatory. Ditto the buttons. Hate the default blue color? You get to select from nine different color choices just for the hell of it!
Lateral shifts the screen 90 degrees when you press the D-Pad. L/R strafes. Rotate uses the D-Pad to strafing while L/R shifts the screen. I prefer Lateral by a country mile. It’s the only way to enjoy Brandish to the max and it really works after you get used to this unique style. Your mileage may vary, of course. But for me, it’s Lateral all day and twice on Sundays!
READ ME!
Ah, bless the marker. Not only does it toggle levers but it allows you to see an item’s description, make out what’s inside a mystery bag, warn you of hazardous spots on the ground and of course, read the many plaques scattered throughout the monster-infested labyrinths.
The plaques range from highly helpful to downright strange. Take a peek:
HOLE-Y CRAP
It truly is. Some falls sap you of precious health while others drop you to lower floors. Some pitfalls are given away by a pebble or mark but others, to the naked eye, are impossible to discern. You could drop a steel ball if you have that in your inventory, sure, but better yet, bust out that marker!
MORE MARKER MAYHEM
Items left lying around are marked by the green “mystery” bag. Don’t just pick it up right away. Use your marker!
Speaking of keys, if you love adventure games that feature hundreds of locked doors and, thereby, hundreds of keys to find, you’ll love Brandish. The Skull Key, the Dragon Key, the Ruby Key, the Asshole Key — they’re all here! (OK, not that last one). There are more keys in this sucker than you’ll find at the Plaza Hotel in New York City!
CHEAPEST (BUT BEST) THING EVER
In the first area of the game, the Ruins, there are fountain springs scattered about the subterranean floors. A quick sip or two will restore your health completely. Once out of the Ruins however, you’re on your own. But don’t worry, you have health potions as well as the greatest yet cheapest thing ever…
L+R to recover? Say wha? Yes, it’s called “resting” and allows Varik to regain full vitality. It’s not a cheat — it’s even promoted and encouraged in the manual! Whenever you’re at less than 100% health, press L and R. The screen will pause and darken as your health bar recovers until you let go of L and R. The catch? There isn’t much of one. You might guess the recuperation rate to be slow, but actually it’s pretty fast. The only small thing to be concerned about? Should an enemy attack you while you’re resting, you take double the damage. But you can usually find a safe spot to recover. Therefore, there’s really no catch as long as you rest wisely! I hardly had to use the potions I found throughout the game because I would just end up using the rest option instead.
STOP! HAMMER TIME!
Be on the lookout for deteriorating walls. Use your sledgehammer to bash in these weak walls to discover new playing areas. This is sometimes necessary in order to advance, while other times it serves as a tasty reward for eagle-eyed explorers. Note that sledgehammers have a limited usage rate, though. The game does a great job however of balancing the number of hammer bashes to that of breakable walls. Excellent programming!
Who knows what invaluable treasures, dark secrets or foul creatures lie beyond these crumbling walls…
SHOP ‘TIL YOU DROP
Along the way you’ll find these shops tucked away at the oddest corners of the underground maze. You’ll never meet the same person twice! You can sell, buy or talk. ALWAYS talk to the shopkeepers. They’ll give either useful information or provide odd dialogue bits that add to the atmosphere of the game. And thankfully, the translation came out GREAT. To further enhance my point, here’s a look at some, ahem, interesting conversations…
And then you have this…
ACTION JACKSON
“Yeah, this whole exploring and dialogue business is fine and dandy but where’s the A in the ARPG, a?”
Don’t worry, there are plenty of bad guys to kill…
I can’t say enough how much I love the monsters found underground in Brandish. You never know which of the 55 varieties is lurking just around the corner…
TALES FROM THE CRYPT
OVERHEAD DOOM? GET OUTTA HERE!
The more I played Brandish, the more I couldn’t help but notice it! The hierarchy of the enemies, the twisting and dark passages of the underground mazes… in fact, one maze in particular reminded me of the classic Doom II map TRICKS AND TRAPS!
But maybe I’m just being crazy here. Then again, maybe not. 42 floors must be cleared in all. Each one is inhabited by bloodthirsty fiends. Locked doors and keys are plentiful. Each maze has its own “personality” and even boss monsters! Brandish kind of feels like an overhead version of Doom…
A THINKING MAN’S GAME
The corridors beneath Bavalya conceal tricks and traps to snare all but the most cunning players. Even the best equipped warriors must rely on their wits and savvy to survive. Certain pressure plates open doors but others may close off escape routes. Jump over pits and plates that hinder your progress, but remember that a select few holes offer refuge from a fate that’s far worse…
This game works your thumbs as well as your brains. Teleporting rooms and warping tiles add to the madness. The unique features and challenges tucked inside each floor keep dedicated players coming back.
MEET THE FIRST BOSS
ELEVATOR MAINTENANCE
OUT OF THE RUINS AND…
As you see, the graphics leave a lot to be desired, especially by 1995 standards. The still shots and cutscenes however are quite lovely, and the Tower on the whole is the game’s best looking stage. New monsters begin appearing in the Tower…
The Tower is ransack with cockroaches, puzzles and NPCs. I won’t spoil what you have to do or who you meet, but let’s just say the game really picks up momentum here. No two floors are alike, and some of the best level designs are found here in the Tower. Oh and just wait until you see the… [SNIP! -Ed.]
OUT OF THE TOWER AND…
Welcome to the Caves, a strange and fascinating place. Although a slight step down from the Tower, it has its surprises and moments as well. Some of the puzzles are tough. My advice? Keep your eyes on your compass…
BRANDISH BROTHEL
CLASH OF THE TITANS
OMINOUS WORDS OF WARNING
DARK ZONE
Top secret stuff. So let us move on…
OUT OF THE DARK ZONE AND…
UGH! You smell that? The fortress is a breeding ground for death and decay. Its pungent stench permeates the thick air, leaving you short of breath and feeling nauseous. But before you can cover your nose, you hear an inhuman growl not too far away…
The fortress is home to some fiendish mazes. Wait until you see Floor X. It’s pretty clever. On another floor, all the doors are locked with no keys in sight. You have to find the “Green-Eyed Monster” wall, and I’m not talking about envy syndrome! Then all the doors will be unlocked, freeing up all the monsters dwelling within!
Your Magic Endurance increases when taking magic attacks. Early in the game you’ll meet Black Magic. Intentionally let him zap you and then rest when appropriate. Rinse and repeat. Do this and you’ll reap the rewards of taking less damage from magic-based attacks as your Magic Endurance gradually increases.
TOO LATE TO SUCK UP… OR IS IT?
That witch Alexis finds herself in a tough predicament and will ask for your help. I can tell you this — your decision affects the outcome of the game…
Do you save the girl (whose been trying to kill you) or do you let her die? Choices, choices.
OH MY GOD-ZILLA!
GREAT CUTSCENES
ADVICE
Brandish is not impossible to beat, but it’ll required much wit and perseverance. Here are some handy tips to help you.
This game auto-saves. Anytime you enter a new floor the game will automatically save. It’s not as bad as it may sound, though. I never had a problem with it. Of course, you can also manually save anytime you like. And I highly advise saving often! Before you open and enter that locked door, save! When you sense a funky puzzle up ahead, save! You can never save enough
Enemies attacked from behind inflicts more damage than when attacked in front
Don’t throw away items — sell them! Even 200 gold pieces here and there adds up
Look for hidden walls you can walk through. The section of these hidden walls will differ from the rest EVER SO slightly, so keep your eyes peeled
Explore! Use the Auto-Map to see where you haven’t been. Heading straight for the exit can prove costly
You’ll meet this bony bald-headed demon early in the game. Like the red skeletons from Castlevania, he cannot be killed permanently. It’s not a bad idea to take 15-20 minutes to kill him repeatedly to increase your offensive stats.
Don’t waste money on swords as they can be picked up as you go along. Also, you don’t need some spells. Spend wisely and save for something you’ll really need.
You can hold up to 99 gold bars. Stock up on them and try not to sell until you’ve got at least several gold bars. Reason being accrued interest! Selling one gold bar is worth 1,000 gold pieces but selling two is worth slightly more than 2,000. And so on.
Fire Magic is the first spell you can afford. I highly recommend buying it. It shoots a blast straight ahead. For each use, your magic meter depletes slightly. But it automatically refills when not used. Attack foes from far away! Good stuff
When ailing, rest. Make sure no monsters are in the vicinity. You may cease resting on a dime, meaning you can cancel after a split second. Keep this in mind when dealing with tougher monsters in close quarters
Adjust the speed accordingly. At times it’d behoove you to set it on low (there’s one monster in particular). High is a must when backtracking through a previous maze to grab the item that you didn’t, or couldn’t, before
Don’t expend your numbered swords on the regular baddies. A broken sword will suffice. Save your big guns for the bosses. Use the broken sword until you can find the indestructible short sword, then the indestructible Rapier, and so on
Saved in a nasty spot? Use the Emergency Escape. At the load screen, while holding L and R, press A on the save file you wish to employ Emergency Escape. You can then reposition yourself anywhere on the map. However, your status level will drop down by one
Stuck with absolutely no clue what to do next? Look up Jax Aagar’s excellent walkthrough on GameFAQs. Cheers, Jax. I used your guide two or three times. Please don’t rip my arms off — cookie for anyone who got the Mortal Kombat II reference
If you find the dark shield/armor/sword, do NOT equip them unless it’s in the Dark Zone…
Better have Warp Magic in the Fortress… or else
Have Heal Magic before fighting the final boss
THE MOMENT TO AVOID
This is where the game’s most infamous panic-inducing moment can occur. Those plaques don’t lie, folks…
VARIK THE SOCIAL BUTTERFLY
FINAL STATS
You’re given a rundown of your performance once you finish the game. Here are my final stats:
Both EGM and GameFan didn’t preview or review Brandish. Super Play slagged the game off with a 53% rating. This seems to be the ultimate “Love it or hate it” game. There is definitely an audience that swears by Brandish, but you also have just as many people (if not more) who have cast it off as being unplayable and terrible.
Though, Nintendo Power wasn’t shy to support it. They devoted eight pages spanning two issues (#71 and #72) and had this to say:
“Great RPG fun isn’t always pretty. While you won’t be dazzled by its graphics, this cart offers tons of intellectual challenge and hours of gameplay. The numerous mysteries, bewildering mazes and bloodthirsty traps will keep hardcore role-playing fans exploring for hours. If you’re looking for Mode 7 rotation or flashy graphics, this probably isn’t your game. But if you’re seeking a thought-provoking intellectual challenge, Brandish might have exactly what you’re looking for. This ugly duckling has the potential of being a grand swan in the growing pond of great RPGs. Brandish couples the great role-playing elements of Wizardy V, Dungeon Master and Soul Blazer in one huge maze.”
CLOSING THOUGHTS
To say that I feel this game is sadly and sorely misunderstood would be like calling the Super Nintendo “just another video game system.” I’m not sure how many of these detractors have gone past the Ruins (the point where I feel the game really starts coming into its own). Brandish rewards the patient and dedicated gamer. Though quite a few of the mazes may appear somewhat repetitive, there are some excellent layouts peppered throughout. These levels, coupled with the puzzles and an incredibly diverse monster role call, will keep you coming back for more. It’s easy to be turned off by the camera and walk away after 20 minutes convinced that Brandish is a dud. It didn’t take me long to adjust and it became second nature after a while. It’s worth making the effort. I’m glad I did, anyhow. Don’t judge a book by its cover. Gameplay is not innovative but it’s good ol’ fashion fun to walk around a maze hacking away at a Tyrannosaurus Rex with your Sword of Majesty. The next second you find yourself zapping Death itself with your Fire Magic. Uncovering secret rooms and solving puzzles is also all part of the fun. Oddly enjoyable!
The sound is lackluster, consisting of forgettable bleeps and bloops. But the music itself is really effective. The Ruins theme does a convincing job of making me believe that I’m really 40 stories deep underground. The Tower theme is a Zelda rip-off! That’s a good thing. My brother walked by the TV set one night, heard it and said, “What the hell! That’s the damn Zelda theme!”
The shopkeeper theme is perfect. It really sets the mood proper and enforces the feeling that everyone is dwelling deep underground. Speaking of the shopkeepers, they are a hoot to talk to. The translation job was handled well — this game’s dialogue is among the most entertaining I’ve read for any SNES (A)RPG. For example, the weird looking old lady coughing and apologizing for looking like Death itself. And she really does. It lends the game a very unique atmosphere that does a great job of sucking you in…
The various NPCs you run into throughout is another thing that Brandish has going for it. Will you dare to help that one female find her long missing boyfriend? What about the ghost girl — what the hell does she want anyway? And why is her spirit still lingering around? Can you trust the goblin? Playing Brandish was like getting caught up in a really good book.
The gameplay takes some getting used to due to the way movement is handled. As a result, combat is not as smooth as other ARPGs. It’s very methodical and you have to approach it with the right mindset in order to appreciate it. Once you get over the somewhat awkward movement, it actually opens up and plays rather well for what it is. However, enemy AI is pretty terrible. Remember how the guards would chase after you upon sight in The Legend of Zelda: A Link to the Past? The monsters in Brandish do no such thing. They just sort of loiter around until close contact is established. It’s too bad they don’t actively hunt you down as it would have made for a more tense adventure.
Speaking of the monsters, the ad cited 55 different monster types crawling deep underground. That instantly appealed to me and it did not disappoint. From tiny cockroaches scampering about to towering T-Rex’s roaming the mazes, Brandish has got monster lovers covered. Octopus-like creatures, minotaurs, Medusa, hell, even the Grim Reaper is seen milling about the hell hole! It all adds up to one delightful adventure for the gamer willing to make the effort.
Brandish certainly is not for everyone. But if the plot, puzzle solving, monster slaying and a more methodical style of game playing appeals to you, chances are you’ll be glad you gave this the time of day.
Earlier today (August 10), Square Enix released Dragon Quest and Dragon Quest II on the PlayStation 4 and Nintendo 3DS. These digital releases in Japan were made to capitalize on the latest entry, Dragon Quest XI, which was released in Japan on July 29, 2017 (and is confirmed to receive a North American release at a future date TBD). This isn’t the first time Dragon Quest and its sequel have been re-released. In late 2000, a Game Boy Color version of the two games was made. But even before all of that, you had the Super Famicom version which came out on December 18, 1993. It featured both games on one cart and the graphics were improved. While the visuals didn’t take full advantage of the SNES capabilities, it was still a decent step up from the NES graphics. Unfortunately, Dragon Quest I & II never made its way to American soil. However, a fan translated English patch has long since been put out, allowing SNES gamers to fully enjoy Dragon Quest I & II on their Super Nintendo. With these two games being re-released (again) today in Japan, there’s no better time to take a look back than now.
DRAGON WARRIOR
Dragon Quest was released on the Famicom on May 27, 1986. It was later released to the North American market as Dragon Warrior in August of 1989. Wow. This month marks the 28th anniversary since Dragon Warrior left its mark on an entire generation of NES playing kids. Many people consider Dragon Quest to be the granddaddy of the RPG genre. It inspired other companies to try their own hand, giving birth to classic franchises like Phantasy Star and Final Fantasy. In terms of influence, one could even argue that Dragon Quest is to RPGs as Super Mario Bros. is to platformers.
SNES MAKEOVER
Immediately you can see that the SNES version enjoyed a visual boost. I’m not a graphics whore but it’s hard to go back to the NES original after seeing and playing the SNES version.
Select your game of choice. If you’re brand new to the series, definitely start with the first one. It’s harder to appreciate the original if you play Dragon Quest II first.
DRAGON QUEST
“Demons all over the world were taken out by Roto and this powerful Ball of Light. But then, the evil King Dragon appeared. He stole the Ball of Light and sealed it in darkness. If he is not stopped soon, it will be the end of the world as we know it. It’s up to you to stop him and bring back the Ball of Light by any means necessary!”
Another massive improvement: now you can talk to someone or search something without having to go through the cumbersome “action” menu. Do this by pressing either X, L or R. Of course, you still have the option to use the action menu but you’d be crazy to. This definitely makes the game a smoother playing experience. It’s a big reason why many prefer this version over the original.
Princesses and demons…
Thanks to the more functional control scheme, searching for hidden items is no longer as tedious or annoying. Once you’re stocked, it’s time to venture out. I like how the final castle looms in the distance and you can see it right away. It’s an effective tease!
Outside, the random battles begin. There’s no animation from the enemies to speak of, but it’s Dragon Quest. You’re not here for mind-blowing graphics. For what it is, it works.
Health running low? Retreat back to town to rest at the Inn. You can also head to the vault and either deposit or withdraw items. Since your inventory has a limited number of slots, wise management is crucial.
Exploring towns and villages is a must. You never know what helpful items you may uncover. That wise old man is the one to see when cursed.
Entering certain buildings lead to such quirky transitions.
Beating random enemies and leveling up is all part of the grind [HA HA -Ed.]. You’ll even learn some magic spells as you level up.
Discovering a new town or village for the first time is always a welcomed sight, especially for weary warriors. Even if it means, and I say this with the utmost affection, dealing with some of the village yahoos…
You’re going to need the torch here to light the way. At the end you come to a tombstone with a special message directed to you from the legendary Roto himself.
Wounded in battle but far away from town? Toss the Wing of the Chimera up in the air to take you back to the nearest town. Then you can rest at the local inn. Be sure to always carry at least one Chimera Wing with you. You don’t want to be caught in the middle of nowhere with no medical herbs or magic points to heal yourself.
Having a tough time with the latest batch of enemies? Then be sure to upgrade your weapons and armor. I like how the game shows you the difference. Believe it or not, not every RPG following Dragon Quest did this. That’s my biggest pet peeve with certain RPGs other than excessive random battles. Show me the difference, damnit! Ahem. Oh, and don’t forget to sell obsolete items [Yessssss, DELETE! -Broken Matt Hardy]
Typically, it’s just a matter of leveling up a bit and/or upgrading your weapons and armor. That’s been the RPG way ever since.
Ooooh, ahhh. Check out the brand new tree shadows in the village of Kol! This is perhaps the coolest visual tweak as the NES original did not feature this. It’s a small detail but goes a long way to add that extra punch.
These sultry ladies sure are friendly. This dialogue was removed from the US version of Dragon Warrior for obvious reasons.
Whoever this wise old man is, he sure gets around! Obviously, they just recycle the sprite. Hey, you had to use your imagination a bit back in the day.
DRAGON QUEST II
Together, this young man and his bride left on a journey and built several new countries. These countries were ruled by the children of that young couple, and were handed down to the following generation.
“DAMN that Hargon! We cannot surrender. Summon the soldiers at once!”
Sadly, as the guard went to carry out the King’s order, a demon swooped in for the kill. Strickened with fear and panic, the King urged his daughter to take cover and not to worry about whatever may happen to him.
Courageous to the bitter end, the King gave the demons all he had. His daughter, Maria, stood by watching and praying for the best.
Unfortunately, the demons called for backup and swarmed the King. He stood no chance, and Princess Maria had no choice but to honor her father’s last request: HIDE. And so she did. What became of her is a mystery that will be solved later…
Luckily, one brave soldier was able to escape the ruckus. He immediately limped all the way to the nearest castle to inform the King there before passing out. It was his valiant effort that set forth a tremendous domino effect. History honors his name.
Unlike the first Dragon Quest, this time two fellow allies will accompany you and assist in the great war. They also share the blood of Roto.
Another new aspect: now you square off with multiple enemies at a time rather than just one. Once in a while you’ll even land a lucky strike that hits with more power than your regular attack. It’s signaled by the words “Terrific move!”
However, this system had a slight flaw. Say you have two Big Slugs and they’re grouped together. Well, you can’t select which specific slug you want to hit. You just pick the group and the rest is up to the game. You can see how this affects strategy once the other two members join the party. Thankfully though, the game is pretty good with allocating your attacks properly. It’s not always perfect, but it gets it right most of the time. Still, I would have preferred being given the choice since that would leave no room for error.
Speak with all the villagers. Some will pass along pertinent information to aid you in your quest. Others, however, are used for comic relief. But nothing wrong with that! Seeing what random kooky thing some Regular Joe NPC might say is all part of the charm.
Rummage around — you never know what you might find. Although it is a pretty low thing to be stealing lottery tickets. But only in video games, right? Some of the locals, by the way, aren’t so friendly. You can already tell that girl is going to be the one wearing the pants in the relationship
Speaking of the Prince, how about we go find him?
Where have I heard that name Kain before? No matter, the Spring of Bravery, you say? I’m so there! A nearby guard clues you in as to where this Spring is located.
Before taking off, a guard upstairs doesn’t hesitate to throw a little bit of shade at the Prince. Chuckling to yourself, you head off to find the Spring of Bravery.
Seeing a treasure chest lying in the open is always a great feeling. They just jump off the screen with their red and gold design. Once deep inside, you find a wise elder who soaks your body in the purifying water. Instant heals are the best in RPGs.
You’re joking, right? Oh you’re being serious. I see. Damnit. You know what, no biggie. It’s all good. After all, I got some exercise, fresh air and leveled up a bit. I’ll just go to Laurasia Castle now to find that little cheeky nomad.
*HALF A DAY’S JOURNEY LATER* WHAT?!Are you kidding me?! Alright, off to Sumaltria it is, then. Kain’s ass best be there.
Alright, THIS IS BULLSHIT. Where the hell are ya, Kain? You got me on some chicken egg hunt here. This ain’t scavenger hunt! *You even begin to wonder if this is some rib and that Kain is in another RPG…*
FINALLY. You’ve been searching for me? Oh boy, HAVE I BEEN SEARCHING FOR YOU.
Despite some, ahem, trouble meeting up, once you do you’re glad to have Kain along for the ride. He makes for some passable conversation and unlike you he can use magic on the bad guys. After coming to this strange strip of land tucked away in a far corner of the map, an old hermit tips you off to your next location.
Approaching the mouth of the enormous cave, a knot starts forming in the pit of your belly. You nervously joke with Kain about accepting his sister’s offer to help out. Kain reminds you she’s useless and you shake it of. Get a grip, you tell yourself quietly. You were born for this moment. “FREEEEEEDOM!!!”Hey, whatever it takes to psych yourself up.
Another feature added into the Super Famicom version was the inclusion of seeds (or acorns). This was not available in the NES original. When seeds are acquired, it’s best to use them right away. They randomly increase a certain skill level by 1-4 points. It sucks when you get a 1, but it’s a high when you land a 3 or a 4.
Prince Kain is definitely a welcomed addition to the team. While weak physically, his magic packs some potency.
Explore! Or else you may miss out on valuable treasure chests tucked away in obscure corners. Ah, the Silver Key! What was it again that the prisoner told you?
*FLASHBACK* Ohhhh yeah…
Travel back to all previous towns and start opening shit up! The Silver Key has unlimited usage so open without discretion.
Remember that lottery ticket you jacked earlier on? You felt bad at the time for doing so, but any feelings of remorse went straight out the window the second you scored the Prayer Ring…
Scattered throughout the land is the lottery man. He’s even nice enough to give you a free ticket sometimes if you match two out of three.
Hmmm, I wonder where this leads…
Sorry, but I don’t care to hear what your safe word is. Freak.
Sometimes, discretion is the better part of valor. But be careful, an attempt to flee from battle ISN’T always successful. And if it isn’t, the computer gets first crack. It’s definitely a roll of the dice…
Management of your health and magic points is key. Don’t enter a battle ill-equipped and most likely you won’t have to worry about fleeing. Of course, some luck never hurts as well (i.e. “terrific” strikes, catching the opposition dozing, etc.)
Moonbrook appears to be in shambles. You and Kain brave the pain of the hazardous moat to see if anyone is still alive, including Princess Maria…
Careful, the enemies start to get tough here and can come in waves of five. Make it to the flame at the end and try speaking to it. It turns out to be the spirit of the deceased King, who informs you that his daughter has been cursed and turned into a dog. Hey, wait a second here, where have I seen a dog before…
Having obtained the Mirror of Ra (thanks to the guard for the tip — may he now rest peacefully), you recall to yourself where you had seen that mutt before. OK, here goes nothing, you think to yourself as you raise the Mirror of Ra high above your head. You can’t help but feel a little silly in doing so, but when the fate of the world hangs in the balance, you’re willing to do just about anything…
HOLY SMOKES — it actually worked! I mean, I knew it would all along. Of course you did…
Avengers assemble! Not quite, but your rag tag group of three is now complete and ready to kick some demon ass. By the way, remember the Metal Slime? Of course you do. The bastard often runs away but if you manage to kill him, a HEAP of experience points is your reward.
Princess Maria isn’t much of a physical attacker, but her spells come in handy. Especially the sleep spell, which can subdue an entire group and save you from being pummeled.
Where will this adventure take you and your friends next? Many unusual lands lie ahead. Enjoy the journey!
Caught in the act! I KNEW THERE WERE TWO KAINS! One from Dragon Quest II and one from Final Fantasy II! I’ll be damned…
ALL ABOUT THAT GRIND
WHAT THE CRITICS SAID
Dragon Quest has earned an outstanding reputation within the gaming community and rightfully so. It gave birth to so many other great RPGs. It paved the way for future classics. As such, it will always be highly regarded. The first game has definitely aged. It features a single party member and you always fight only one enemy at a time. It’s super basic but what did you expect for 1986? You can’t really compare it to other RPGs at the time when this Super Famicom version came out in late 1993. You have to look at it through the proper lens to truly appreciate it. The sequel obviously ups the ante by including team allies as well as the number of monsters you fight at a time. Even then, you have to keep in mind Dragon Quest II originally came out on January 27, 1987. That’s more than 30 years ago. RPGs have come a long way since 1987, so it’d be foolish to go into it expecting a ton of bells and whistles. For what these games are, they get the job done.
CLOSING THOUGHTS
Dragon Quest is a quintessential video game. If you consider yourself an RPG fan or even just a video game historian of sorts, Dragon Quest belongs on that list of games you must play through at least once before you die. It’s a time capsule — a look back in time when RPGs didn’t saturate the market. If you enter this with the right mindset, you’re sure to enjoy the experience. ChunSoft could have mailed it in, but they made some significant improvements over the NES original. Visuals, of course. But little things such as adding in seeds, extra shops, reduced grinding and the like speak to the care that they put into this lovely two for one package.
Dragon Quest II ups the ante by being bigger and better. It took me 11 hours to beat the first game while the second quest took me approximately 30 hours. It’s not that long but I took my sweet time. It plays a lot more like the RPGs we came to know and love in the ’90s by having a party of playable characters and whatnot. And I would be remiss if I didn’t mention the brilliance of the music. Each tune fits the moment to a tee, ranging from whimsical to foreboding. Both games were classics for their time and if you take them for what they were when they originally came out, then you’ll most likely appreciate and enjoy it. If you’re looking for something on a grand and epic scale along the lines of a Chrono Trigger or Final Fantasy III, however, you might end up being a little disappointed. Dragon Quest I & II is straight forward — what you see is what you get. It serves as an excellent history lesson as well. If you have been curious about these games but never got to try them, then this SNES remake is definitely the way to go. Playing Dragon Quest I & II lets you see more or less how JRPGs came to be. If nothing else, these games are worth going through at least once just for that reason alone.
It’s rare in video gaming that an enemy will receive his or her own spin-off series. Yet that’s exactly what happened to Firebrand from Ghosts ‘n Goblins. You may remember him as that red little flying devil that terrorized you back in the ’80s on your 8-bit NES. Capcom saw dollar signs because they released Gargoyle’s Quest on the Game Boy in 1990. It was followed up with a sequel, Gargoyle’s Quest II, on the NES in 1992. Finally, in late 1994, Capcom released the final game in the trilogy, Demon’s Crest. It flew a bit under the radar during that holiday season of ’94 despite receiving more than its fair share of press. It was considered an underrated SNES action title for many years until it made so many underrated lists that it’s probably no longer that today (thank goodness too since it’s finally received its due props). Demon’s Crest is, in my humble opinion, Capcom’s finest hour on the SNES not named Street Fighter. It’s a tough call between this and Mega Man X, but I give the slight edge to Firebrand’s trilogy finale. But I’m getting ahead of myself.
IN THE BEGINNING…
These games were well received and thought of rather fondly. Not only did Capcom take an antagonist and give him his own spin-off series but it’s also the only one (that I know of) to ever start out on the Game Boy, followed by a sequel on the NES and finally the SNES. I can’t think of another trilogy that can claim that. Speaking of the SNES, we come to the star of the show…
I got back into all things SNES on January 17, 2006. Demon’s Crest marked my 100th SNES game purchase and I did that on February 8, 2006. I know, crazy, huh? It took me just three weeks to accumulate 100 SNES games. But this was back when most of them were going for $5-$10. I had a want list in the hundreds and it was open season.
NOTHING BUT COLD HARD FACTS
Yup, we all owe it to Sir Arthur. Super Ghouls ‘n Ghosts is awesome but Demon’s Crest is even better. Just my opinion, of course.
THE STORY GOES…
EPIC PROLOGUE
Apparently some cursed prisoner was here before you and left a final note scrawled on the wall. You can even see the tally marks he scribbled against the wall. Looks like whatever terrible beast captured him got hungry after just four days… and guess who’s next…
Your initial firepower consists of a single fireball shot. While somewhat slow and weak, it serves its purpose well for this opening level.
WHERE TO NEXT?
After the introductory stage you’re taken to a lovely giant overhead map screen where you swoop to your next location. Rather than holding your hand and forcing you to progress in a certain order, Demon’s Crest is nonlinear and allows you some creative freedom. I love games that do this. It really plays a bit like Super Metroid-lite. Be sure to search everywhere! Never know what you may find. Not all areas are filled with enemies but rather helpful denizens and other peculiar oddities…
INVENTORY
Pressing start takes you here. Select wisely. All of these are to be found throughout the game. Some are well-hidden while others are simply well-guarded!
HELPERS
This is the wise man known as Malwous. He runs the Talisman Shop in town. No, you can’t coax the geezer to sell them to you. His sole purpose is to disclose their special powers… or is it… ?
Soul energy recovers lost health. After finding the Skull Talisman and equipping it, it increases the percentage that slain enemies will drop soul energy. Only one Talisman can be equipped at a time so you’ll want to switch accordingly as each unique situation deems it so. Therein lies the strategy, options and customization of Demon’s Crest that put it (severed) heads and shoulders above the rest.
But just in case the geezer planted the soul energy in those jars and is trying to hoodwink me — a reminder that no one messes with Firebrand!
MWAHAHAHA!
[There goes all the vital info. Smart… -Ed.]
And this git here runs the Spell shop. For the price of some bills with dead demons on them, Morack will sell you whatever your heart desires most… or at least what Capcom has prearranged, anyhow. You’ll also need to find the spell vellum in order to carry spells. Up to five can be found. Make sure you explore every last hooker and nanny [That’s “nook” and “cranny” ya fool! -Ed.]
At the spooky Black Lotus shop you can stock up on various potions. For a fee, of course. Sometimes a finger, sometimes a toe, or even a whole leg. Hey, he’s gotta keep his hungry hounds well fed…
Hey, it’s an eye for an eye…
Trio the Pago runs various set-ups around town that specializes in “game for demons.” For a small fee, skulls will appear against the wall and it’s your job to smash as many as you can before the torches flicker off. Gold is your prize. There’s beginning, intermediate and expert to challenge players of all skill levels.
The high ones are the toughest. You can gain some invaluable practice by smashing the windows in town. You may also find some gold in the process too. Double whammy!
For each torch that remains lit you’ll earn five gold pieces for. Er, they look silvery but you get the picture, no pun intended [Har har -Ed.]
This denizen is something of a gossiping demon hobo. He even asks you a yes/no question. It’s little touches like this that help to give Demon’s Crest its own pulse and universe that very few 16-bit games managed to achieve.
This barrier can’t be flown over with your standard form, nor shot down. Hmmm, what could be behind that door? Valuable treasures locked up, or perhaps a vile beast fenced off from the rest of society? This creates a level of intrigue and anticipation. Jot it down as a place to revisit later…
Ah, a potion bottle, hurrah! Only four more lie in waiting. Firebrand can fly and hover in this form as much as you want, instantly separating Demon’s Crest from your typical SNES action platformer. Perks of controlling a winged demon, eh?
In addition to hovering, clinging is another useful skill that the first form allows. Just because it’s Firebrand’s first form doesn’t necessarily make it the least significant. You can also headbutt objects in the background to possibly reveal goodies, so each form has its specific use throughout the game. You’ll find yourself switching back and forth rather than discarding a form. Forms don’t get “better” — they just serve different purposes. Pretty smart of Capcom as it increases the versatility of gameplay.
Firebrand is such a kind, gregarious lad.
I love when a game has small quirky amusing details like such. You can actually smash in the skulls of these lifeless skeletons draping from bedroom windows. It reminds me of killing the chained innocent prisoners from Blackthorne. Always good for a laugh.
The game expands as you gain more powers. The Tornado allows you to create temporary platforms, acting much like the Magnet Beam from the original Mega Man game on the NES.
Whatever’s hiding behind this wall you won’t be able to access until much later in the game after you’ve acquired a certain weapon. I’m a sucker for these type of games, yes I am.
I can’t stress enough the importance of exploring. The game can be beaten without finishing all the areas, but you won’t get the best ending nor the complete satisfaction knowing you’ve conquered this fantastic game.
Let’s take a look at some of the stages.
THE GRAVEYARD
Around the middle of 1994 was when Nintendo revamped their violence policy. It started with Mortal Kombat II being uncensored, and allowed for games like Demon’s Crest to be released unaltered. Its dark and gruesome imagery probably would have been severely toned down prior to mid ’94.
THE FOREST
Strangeness abounds in this deranged woodland area. Keep your eyes peeled as there are secrets waiting to be found!
Smokey Bear’s words (“Only YOU can prevent forest fires”) goes up in flames as the whole place goes ablaze. Tentacles awaken from a long slumber, rising up from the ground searching for its next meal.
Flame Lord is fairly tough. He has tricky offensive patterns so make sure you’ve got some herbs packed before taking him on.
THE CAVE
The water actually hurts Firebrand until you acquire the Crest of Water and equip it. Then, and only then, may you explore what lies beneath.
Scula is quite the menacing monster.
Absolutely nothing like a two for one special!
THE CAVERN
Maximizing your gains by selecting the right form at the right time is all part of the fun. Ground Gargoyle is perfect for taking out enemies down below.
This enemy explodes into fragments when killed, so stay vigilant during the aftermath.
Afraid of the dark? HA! It pays to keep the lights on…
Best not linger around! One of the game’s most dramatic moments is about to happen.
THE RUINS
Crawler comes slithering after you relentlessly. Better not pussyfoot around! Statues block the way just to add a little extra drama. Nice touch there, Capcom.
At the end of the hallway you’re trapped and forced to do battle with this giant mass of tissue. It’s the kind of monstrosity that does the Contra franchise proud.
THE MURKY WATERS
Carefully blast the blocks so that you leave just the upper and bottom one intact. Recklessly destroy all the blocks and you’re likely to get badly punctured.
THE ICY BARRENS
Should have kept your cocky trap shut. Now you’ll face the true terror that is this mid-boss.
Remember the rule: keep the lights on.
Grewon is a very agile and powerful wolf. Good luck.
THE TOWERS
PHALANX’S CASTLE
Phalanx has three forms. Yup, it’s going to be one of those final boss battles.
The water will damage you unless you stay over it or unless you morph into the Tidal Gargoyle. It’s your call.
ULTIMATE GARGOYLE
The Ultimate Gargoyle can only be unlocked by beating Phalanx with 100% of your inventory slots filled. This then grants you the Crest of Heaven. And it’s only in this form that you can tackle the game’s true final boss.
Ultimate Gargoyle is Firebrand at the zenith of his power. It’s a combination of all previous forms, plus it gives Firebrand a charge shot similar to the Blue Bomber. So Capcom rewards the persistent player who fully explores the game. Otherwise, you can’t use this form. It’s a nice bonus for the dedicated completionist.
DEMON-VANIA
Similar to Super Metroid, certain areas are playable but not until you’ve discovered weapon or power-up X. Only then can you backtrack to access these previously blocked off areas, opening up the game tenfold. There weren’t many games cut from this cloth in the 16-bit era. You can’t help but fall in love with Demon’s Crest. It really is kind of like a Super Metroid-lite.
Another example: Firebrand will actually get damaged if he falls into the water there. That is, UNLESS you use the Water Crest. After which, you’re feel to explore the water regions of the game fully unhindered. This of course opens up the game even more, unlocking new goodies and power-ups. Keeping a journal to jot down some notes is not a bad idea.
WHAT THE CRITICS SAID
Demon’s Crest did extremely well with the critics. Not only was the game well previewed within the pages of EGM and GameFan Magazine during the holiday season of 1994, but it was well reviewed, too. EGM gave it scores of 8, 8, 8 and 9. GameFan gave it ratings of 97, 97and 98%. Super Play rated it 80%. Yet despite the praise from the press, it’s been a well-documented fact that this game sold very poorly. According to Nintendo Power Magazine, the game flopped at the box office. Capcom did very little to hype this release. True, Demon’s Crest did come out around the same time as Donkey Kong Country (which sold off-the-chart numbers), but did you know during one week Demon’s Crest generated NEGATIVE sales?! Preposterous! It’s a gaming tragedy that more people returned the game than bought it for that one particular week!
CLOSING THOUGHTS
While Demon’s Crest performed poorly in 1994 based on sales (despite critical acclaim), it’s made its mark ever since. Over the past 15 years or so, many people have had the pleasure of playing it and it’s been on many “Underrated SNES Games” lists. So much so, in fact, that it’s probably ratedjust right nowadays. I’m happy to see this game get the kind of respect that it deserved from day one. Magazines did their part to extol the virtues of Demon’s Crest but the buying public did not bite, and they missed out on a true gem as a result. Thankfully, one of the many luxuries of being a retro gamer is the ability to revisit these titles from yesteryear. And after playing through Demon’s Crest back in 2007, there is no doubt in my mind that it stands as one of Super Nintendo’s very finest action adventures.
Playing through this game reminded me of the early SNES days where the games came packed with a true sense of awe and wonder. Titles like F-Zero, Contra III, Super Castlevania IV, Super Mario World and The Legend of Zelda: A Link to the Past. Remember the sense of magic you felt playing such games early on in the SNES lifespan? Somewhere along the lines, the magic got a little lost in a wave of countless decent but ultimately forgettable “me too” titles. Demon’s Crest, however, was a mighty return to the fold; it recaptured the spellbinding wonderment of early SNES masterpieces that you remember fondly even to this day.
Graphically, almost every trick in the book is used: transparency, umpteen layers of parallax, soft eerie swirling mist, some excellent Mode 7 and so on. It fares even better with regards to the sound and music. At times it feels like a slice of Castlevania! You can’t ever go wrong when you can rightfully claim that. The music runs circles around other games which try desperately to summon a foreboding atmosphere but fail to do so. Demon’s Crest is packed with authentic sounding church organ, haunting horns and jiggling flute effects. It’s very orchestral and that boss theme is unforgettable! It’s tense and dramatic which perfectly fits the mood as the behemoth boss reveals itself to you. Classic Capcom quality. Even the little sound effect that plays each time you add another life unit to your health is spot-on perfect.
Gameplay? It’s the best part of all! The nonlinear, open-ended aspect of the game made it extremely fun to play. I love how gaining new powers would open up new parts of a world you’ve previously conquered. It’s quite similar to Super Metroid in that regard. There’s also an “RPG quest” flair to it, thanks to its various side games, shops, interesting NPCs and so forth. And let’s face it, Firebrand is an awesome anti-hero to control. Discovering and properly utilizing your various spells and forms add much strategic quality to a stellar product. However, for as much as I have raved about this game, it isn’t without a few imperfections. Namely, Capcom failed to make use of the shoulder buttons. Unlike Mega Man X where you could switch weapons on the fly using L or R, you cannot do that here. Thus, there’s quite a bit of menu toggling and it can interrupt the flow of the action. When you consider Demon’s Crest came out nearly a year AFTERMega Man X, you can’t help but feel Capcom dropped the ball a bit here. It’s no deal breaker by any means, but would have made for a smoother playing experience.
Bottom line, Demon’s Crest just sucks you in with its macabre and dark nature. It’s definitely not another me-too platform action game from the mid ’90s! And yes, there are multiple endings depending on what you do or don’t do. The game is pretty short, and you’ll feel bad when it ends all too soon, but you’ll have an absolute blast while it lasts. Not only is it one of the best action games on the Super Nintendo but, in my book, it’s one of the best, PERIOD. I recommend it highly. Sans the Street Fighter II games, Capcom’s finest hour on the Super Nintendo — the best of the rest — is easily…
One of the earliest titles to hit the SNES, Super Ghouls ‘n Ghosts is also often referred to as one of the top classics of its era. Its difficulty is well documented; in fact, rumors swirled back in the early ’90s that even Chuck Norris had trouble finishing it twice. As Sir Arthur, you must clear eight savage lands ranging from dark haunted graveyards to an icy forest in order to save your main squeeze. Easier said than done, especially back to back!
IN THE BEGINNING…
Ghosts ‘n Goblins originated in the arcades in 1985. It later received a couple home ports, most notably on the 8-bit Nintendo. I remember seeing this game for the first time at my friend’s house in the late ’80s. Being a lover of monsters big and small, the stunning cover art immediately grabbed me by the ghoulies. Just look at those vile creatures! Now there goes a law-abiding group of good Samaritans if I ever saw one. I watched my friend Tommy fumble through the first level. The zombies were relentless. Arthur not exactly being a ballerina didn’t help matters any, either. But there was something compelling about it. I loved the ghoulish atmosphere.
Capcom released a superb sequel, Ghouls ‘n Ghosts, in the arcades at the tail end of 1988. A Sega Genesis version was pumped out in 1989 to much critical acclaim. Then in November 1991, Capcom treated brand new SNES owners with an exclusive sequel, Super Ghouls ‘n Ghosts. This franchise has certainly developed a loyal fanbase since the first game hit the scene in 1985. To this very day, fans still love playing through these classics and fans still clamor for a proper return. It’s a shame Sir Arthur’s future is up in the air. But hey, at least we’ll always have these great games to keep us warm.
RAINING GHOULS ‘N GHOSTS
Several months following my SNES rebirth in January of 2006, I decided to reinvest in another old childhood favorite… the Sega Genesis. Those were some fun and reckless days, I tells ya. I was scouring eBay nonstop, checking the forums for people unloading games and surfing Craigslist daily. It was on a crazy rainy Friday afternoon that I met ex-gamer Kevin outside a local grocery store to cut the deal. It was my $20 for his five Genesis games. Among them, of course, was Ghouls ‘n Ghosts. Kevin must have felt nostalgic that rainy late afternoon, because before he handed me the game, he looked me dead in the eye and he said, “This is one of the best video games I have ever played.”
I stood outside his red truck holding an umbrella as he sat inside all warm and toasty. A small cute looking beagle stood on the passenger seat, tilting its head as it stared at me. Kevin went on to tell me that these games were all purchased from him back in the day and that they had been resting unused in his attic for a good number of years now. But it was time to let them go to a new home that would play them rather than have them sit on a shelf collecting dust. He cut me a great deal, 20 for all five as I said, and I couldn’t have been a happier camper that rainy Friday afternoon. It was one of my most favorite experiences off Craigslist and a very fond game memory from that crazy year of 2006 — the year where I set out to reclaim bits and pieces of my childhood. As the gray afternoon skies continued raining Ghouls ‘n Ghosts, I drove home on that wet freeway with a grin plastered across my face as wide as the Mississippi River. What a bargain, sure, but it was the human element that made it such a memorable transaction.
I had briefly seen and played Ghouls ‘n Ghosts, coincidentally, once again at Tommy’s place in the late ’80s. It had amazing visuals for its time. Who could ever forget that first gigantic boss who rips his own freakin’ head off? Arthur wasn’t much more athletic here than his NES outing but at least now he could shoot up. And like the NES game before it, Ghouls ‘n Ghosts was damn tough. Let’s see how Sir Arthur fared in his next adventure, Super Ghouls ‘n Ghosts…
THE STORY GOES…
“Look everyone! Our hero, Sir Arthur, is back! Hip hip hooray!”
“Thank you, Princess Guinevere. I’ve come back to check up on you. While journeying all over the world seeking more knowledge, I had a very strange premonition. So, how are things? Anything peculiar? Sick guards, dying crops, red demons, perhaps?”
“Oh Sir Arthur, I too have felt an uneasy premonition as of late. I feel that someone… or something… is watching me… waiting in the shadows…”
“Not to worry, Princess. I’m here now. I won’t let anything bad happen to you ever again.”
“Thank you, Arthur. Your words comfort me but still, I can’t shake that horrible feeling that we’re being watched as we speak…”
Meanwhile… somewhere in the distance just beyond the castle…
“I sense something wicked watching us now!”
“Relax, Princess! You’re safe with me.”
“Oh you mean just like the last time, huh?”
“Don’t start that with me, woman!”
“SHHH! You hear that?”
“Hear WHAT?!”
*FLAP FLAP FLAP*
ARM YOURSELF
You start out with the steel armor. Next upgrade is the Bronze Armor (middle), then finally the Golden Armor (right). The Bronze Armor grants Arthur power to use the Weapons of Enchantment while the Golden Armor allows him to cast magical spells. The shields are also invaluable.
Here’s the Flaming Lance in action. Not only does it leave a nice trail but it’s twice as effective as the normal Lance shot.
Whether you’re using the regular weapons or their powered-up versions, you can release a stronger shot at the peak of your double jump. A successful attempt is highlighted via a red-ish glow. It’s a neat technique that adds a bit more strategy to the game, particularly during those boss battles.
Here’s the Magic Dagger in action. Discover the rest for yourself!
WELCOME TO THE MAGIC SHOW
Check out the Thunder Magic — this is when you’re wielding the Flaming Lance and rocking the Golden Armor.
Have the Magic Dagger on ya while wearing the Golden Armor? Then you have the power to call forth some Fire Dragon Magic! The weapon you’re currently in possession of determines what kind of magic you can unleash. They range in terms of effectiveness so it’s fun to figure out which ones work best when and where. One magic power doesn’t harm enemies; rather, it searches for hidden treasure troves! Acquiring AND maintaining the Golden Armor is key to success.
MAPQUEST
Trek through eight deadly worlds to save the blasted Princess. Er, actually 16 but uh, let’s not get ahead of ourselves just yet…
LEVEL 1: THE DEAD PLACE
Ah, such a classic first stage — take a ghoulish romp through a haunted graveyard! From this forgotten cemetery, zombies arise to attack the living. Only the bravest and strongest will survive a journey through this cursed land.
Occasionally, treasure chests will pop up out of the ground. Inside lies a random item. Perhaps a different weapon choice or even precious armor…
Thank goodness it’s only temporary. You can also be turned into a little girl or even a bee. Capcom sure had fun making this one…
Pillars provide safe harbor from the crashing waves, which will carry you ruthlessly away to an early, murky grave.
(Double) jump at random points — you never know when doing so may trigger a hidden treasure chest to reveal itself from its hiding place. It’s fun to find them and feels a bit like an Easter egg hunt at times. It’s all a bit weird and cool at the same time.
You just found the Bronze (even though it’s green) Armor! With this bad boy you can now employ the almighty Weapons of Enchantment. Unfortunately, one hit strips Arthur straight to his boxers rather than back down to his regular steel armor. That’s a bit of a bitch but it sums up the toughness of this game. Super Ghouls ‘n Ghosts separates the men from the boys.
Now equipped with the Bronze Armor, the crossbow becomes a homing weapon of destruction! Too bad though you can only fire one triple shot at a time. Should one shot linger searching for a target, you are left defenseless and are forced to wait until that last shot dissipates. This, as you can imagine, can prove costly in the heat of battle.
Be sure to look back for a nifty surprise!
Congrats, it’s the almighty Golden Armor. So now not only do you have the powerful Weapons of Enchantment at your disposal but also magic! Charge up Arthur to unleash these magic powers.
Remember how I said make sure you look over your shoulder after leaping over these fiery skeleton carts? Here’s why…
The Cockatrice, like all the bosses in this game, is easy to beat. In addition to laying its eggs, it’ll stretch that horrible long neck out in hopes of pecking you to a bloody death. This is a great example of a simple but effective boss design. Large, menacing and all-around badass. Few did it better than Capcom back in the early ’90s.
LEVEL 2: THE ROTTING SEA
This level is quite atmospheric. For starters, Arthur leaves this decrepit dock. No sooner then does it crumble into the sea, and you have the makings of yet another memorable level to come.
You find yourself trapped on the Graveyard of Ships. Long ago, this thriving harbor was home to hundreds of sea-faring men. But now the entire port is laid to waste, and only the restless and wicked ghouls remain.
LEVEL 3: VERMILION HORROR
Brave adventurers must first make it through the Crucible of Flame. Deep within the earth, the flames of evil burns brightly. Its glow drips with despair and darkness to all who venture forth.
Visually, this level is pretty stunning. I love all the fire pits and how they turn different shades of red and orange. Nice. And you know what those demon head fire-spewing statues remind me of?
I just love this guy. He’s like the Andore of Super Ghouls ‘n Ghosts. He’s bigger than most other normal bad guys and takes several shots before tapping out. I have a thing for regular enemies who are extra tough and a little bigger than the rest of the non-boss cast.
Capcom was so damn good at adding in these little details to make their levels even more interesting than they already were. Gotta appreciate the craftsmanship.
The pillars move up and down. Be patient but don’t take your sweet ass time, either! Used properly, the double jump comes in extra handy here. Sometimes you need to head back to the drawing board so save that precious second jump for any last second change. It could determine the difference between winning and losing, yes sir.
Safely past the Crucible of Flame, it’s on to the Towers of Molten Steel. The mere sight of the twin towers strikes terror into the hearts of men. Within these demented walls, the ghouls of the Phantom Zone practice their darkest and most unspeakable acts of evil.
Slightly reminiscent of Nebulus (Commodore 64), this is a rather impressive bit. The twisting and turning of the tower while those gargoyle statues slowly reveal themselves is splendid stuff, especially by 1991 standards.
Talk about a monstrosity! He’s easier than he looks, though. I find it best to stay right there where Arthur is positioned in the pic and fire away.
LEVEL 4: THE GHOUL’S STOMACH
To enter the frozen lands of the Emperor of Evil, you must first pass through the foul Ghoul’s Stomach. It won’t be easy, and it sure as hell won’t smell pleasant, either. Those axe-wielding goblins are annoying bastards. Deal with them quickly — you don’t want a pack of them coming after you.
Every so often the landscape changes from bad to worse and players must hotfoot it to safety via these platforms, or else.
LEVEL 5: THE DEEP CHILL
First up is the Ice Forest. The blizzards constantly blow in this frozen world of ice and snow. Many have tried to conquer this land over the years but none have yet to return. Hope you don’t run across their decayed remains…
Beyond the Ice Forest lies the Ice Wall. A wall of sheer ice surrounds the palace. If the freezing cold doesn’t kill you, surely the savage wolves will.
At the end of this icy prison you come face to face with this terrible ice demon — the one they call Freon. He looks quite tough but he’s really not. The design isn’t bad but I would prefer if he was whole and not broken before you could lay a finger on him. Would have been much more satisfying if you could damage him bit by bit until nothing remained but his frozen head. But perhaps that’s just my sadistic side speaking. Also, it would have been more dramatic if he came bursting out of those frozen prison bars, but now I’m just nit-picking!
LEVEL 6: THE CASTLE OF THE EMPEROR
At the beginning of this level, you’re once again greeted by the double tough Red Arremer, Firebrand.
A version of the Cockatrice stuck within the castle walls?! What kind of foul play is this?! It’s all twisted and PLAIN WRONG like a nightmare come to life.
It’s the mighty demon, Astaroth! Love the design. He’s the right-hand monster to Sardius (AKA Demon Emperor Samael). Astaroth sports two faces so hideous not even a mother could love. The bottom one looks like an evil tree.
LEVEL 7: HALLWAY OF GHOULS
Once more you must duel with Astaroth. He spews fire from his bottom mouth and fires lasers up top. Be patient and don’t double jump unless absolutely necessary; otherwise, his laser beam might slice you in half.
After defeating Astaroth, you face a superior demon in the form of one, Nebiroth. Watch out for his laser shot which cuts a huge swath. He’s a tough cookie but you should be fine if you play it smart.
LEVEL 8: THE THRONE ROOM
Welcome to the Throne Room, home to the one and only Sardius! Talk about a menacing and imposing final boss. Towering over Arthur with his golden armor, it sure looks like a tall task ahead. To set the mood proper, lightning strikes the dark night sky, sending waves of white blinding flashes across the throne room. It’s a modern day David and Goliath. On paper at least. But in reality Sardius is pretty easy. You can kill him without even getting hit.
A set of laser beams fly out of his mouth. Position yourself roughly around here. His right or left leg works fine. Oddly enough, just for your convenience, Sardius also sends out two icy platforms. Double jump on to one of them but not when he sends the lasers late, which he does a time or two.
The platform takes you up to his head level. You’ll be able to land a couple shots in before the ice gives way.
Regrettably, he’s all bark and no bite. Super Ghouls ‘n Ghosts is a challenging game but that comes mostly in the levels themselves. The bosses are surprisingly easy to dispatch. It’s too bad too, because they’re wonderful designs and you expect them to put up more of a tough fight.
Speaking of challenging, you must beat this game TWICE but more on that later. For now, let us enjoy our victory and bask in the glow of a job well done.
OH C’MON YOU GOTTA BE KIDDING!
You must beat the game twice and kill Sardius with the Bracelet to get the true ending. The Bracelet isn’t exactly the best weapon, either. The difficulty of the game also rises in the second round. To find the Bracelet, you must have the final power-up item, the Sun Shield. The next treasure chest you uncover will contain the weapon required to properly kill Sardius. Don’t lose the Bracelet either or you’re screwed. Talk about tough love.
SUPER CODES ‘N CHEATS
How nice of Capcom to even let you to pick the area in the stage you want to go to! With no save or password option, this cheat does well to increase the game’s longevity. Level select code is my favorite type of cheat, especially when the game is lacking a password or save option.
HOW FIREBRAND GOT HIS OWN GAME
Demon’s Crest, released in November of 1994, continued the high quality Capcom tradition on the SNES with gnarly visuals, amazing sound, addicting gameplay (Super Metroid fans will instantly eat it up), huge bosses and a totally badass protagonist. What’s not to love? It’s actually my favorite Capcom SNES game not named Street Fighter. Sorry, Mega Man X, but I give the slight edge to Demon’s Crest.
Firebrand is so fun to control. Who knew back in the mid ’80s when we first faced the red demon that he’d get his line of awesome video games? Be sure to also check out Gargoyle’s Quest on Game Boy (1990) and the 8-bit NES sequel, Gargoyle’s Quest II (1992).
“Hey Arthur… remember that time long ago where I failed miserably to kill you by dropping you high from the sky?”
“Sure… kinda hard to forget stuff like that, you know?”
“Well I just want to thank you for making me see the light. I turned the other cheek and got my own Super Nintendo game, and it’s even better than yours.”
“WHOA! Slow your role, playa. Jeez, some things never change, I guess.”
WHAT THE CRITICS SAID
Super Ghouls ‘n Ghosts was well received by critics and fans alike. It’s universally considered as a classic Super Nintendo game, and its inclusion in the upcoming SNES Classic Edition speaks to that. Super Play rated it 85% and EGM ranked it #22 in their Top 100 Games List in issuer #100 (November 1997). Below is an excerpt from RETRO GAMER Magazine.
CLOSING THOUGHTS
Super Ghouls ‘n Ghosts is simply a classic. I’ve had a lot of fun playing through this one and discovering all the little nuances, from perfecting the double jump to finding out the secret locations of hidden treasure chests. This game kicked my ass, too. But never in a cheap way. Not because of faulty controls or anything like that. The level design is brutal, especially the first 20 times through. Some video games are frustrating in a cheap way but this isn’t one of them. It’s tough in a “Oooh, I’ll get you next time!” sort of manner, reeling you back in for another go and before you know it, an hour’s flown by. And if you’re good, maybe the level too. I never found myself blaming my losses on account of the game. It always came back to human error. And there’s something compelling and addictive about Super Ghouls ‘n Ghosts that pushes me to say, “Alright Capcom, one more try…”
The game has a great atmosphere and truly lives up to the name of the title. Rotting zombies litter the Haunted Cemetery, the swirling mist in the Graveyard of Ships soon turns itself into ghastly apparitions, and what can you say about those vile monstrous bosses? Their incredible size and grand detail is awe-inspiring. From the sight of the very first boss, the abominable Cockatrice, you knew you were in for one hell of a ride. The monsters steal the show. Arthur is nothing special to look at, but his enemies sure are. The levels have a great deal of detail to them and though there are two areas per level, they’re actually fairly short. I was expecting the game to be a bit longer than what it is, but no matter, it’s a blast to work your way through them bit by bit. From undertaking tumultuous raft rides of death to scaling demon-infested towers, Arthur has plenty to do in his quest to save the day.
Not only are the visuals and sound right on the money and exactly what you’d expect from Capcom of that era, but the game is simply a sheer joy to play. From its varied locales to tricky predicaments, multiple tools of destruction and even magical spells, it’s got the lot, this one. Capcom was also nice enough to give us four difficulty options. On Beginner, it is actually very manageable. So is the default Normal difficulty in my humble opinion. Personally, I don’t think this game is as hard as many tend to say. With grit, patience and the right equipment, that is. But don’t get me wrong, it IS a very challenging game, especially on the second loop where it automatically gets more difficult. I don’t consider myself an expert player by any stretch of the imagination, but even I was able to get through the game on Beginner and Normal (the first loop, anyhow). As I said, the key is having a good deal of persistence and the having the right weapon in tow. It’s too bad you can only carry one weapon at a time (I hope you don’t get stuck accidentally with the torch) and it’s even worse that Arthur can only withstand two hits — regardless of whether you have the highest armor or lowest. But it’s a fun challenge. And that’s the big fundamental difference between games like this and games that are flat out impossible. The fun keeps you plugging away until at long last you break through, and it’s a great high when you finally do.
The more I played Super Ghouls ‘n Ghosts the more I came to appreciate it in all facets. Initially, I didn’t really like Arthur’s “stiffness” but it slowly grew on me. Mastering the double jump is crucial. Arthur can no longer shoot up but oddly, it somehow works for this game. This is thanks, of course, to the level design. Yeah, there is some slowdown during the more hectic parts, but does it adversely affect the gameplay? Not really. Bottom line, this game delivers in all the areas where it counts. There’s a reason why Super Ghouls ‘n Ghosts is considered as one of the many “essential must-have” games on the Super Nintendo. No truly great SNES collection is complete without a copy of Super Ghouls ‘n Ghosts.
There’s something special about having a best friend growing up. Someone you can truly call a best friend unequivocally. A best pal who sticks with you through thick and thin, good and bad, highs and lows. Nothing completes a healthy childhood like having a best buddy. And if you were lucky like me, you had one growing up. This is a tribute to my childhood best friend, Nelson. The greatest times we shared, the coming-of-age adventures of our youth, the falling out, the reconciliation and the most recent events that transpired between us not long ago…
SEPTEMBER 1988: DAY OF RECKONING
In a second, streams of sunshine. I heard a muffled voice that rose like a crescendo.
Great. Armageddon had finally come. The inevitable, as it were. No longer was I a free man. No more watching cartoons all day long. No more playing in the backyard with my brother’s Lego toys while he toiled along at school. I would wave good-bye to my brother and watch him disappear down the block before making a mad dash for his precious Lego stash (which he rarely let me touch in his presence). The sleek black spaceship called THE INVADER had more planets to conquer and it needed me to help it do that. Was I ready to give all of that up? Hell no. But you know what they say about Armageddon — it’s always got a face and a name. And now, a date as well.
Somehow, my mom managed to drag me to Room 1 by eight sharp. I sat in the corner, arms crossed with a scowl carved on my face. And it was then that I noticed a chubby boy sitting in the opposite corner who looked like he wanted to be there even less than I did. By the end of that week, the two of us became friends. Best friends. Nelly and I.
THE EARLY ’90S
Nelson and I had so much in common. We both loved monsters, ghosts, video games, wrestling, cartoons, TGIF, Are You Afraid of the Dark? and the list goes on and on. We lived only two blocks away from each other. On my way to school each morning, I would stop by to pick him up. After school, if he wasn’t at my house, I was at his. My mom often took us to the library. Nelly and I used to borrow all the monster books we could find. My local library had a small monster section that we often raided as though we owned it. And maybe we did. To this day I still vividly remember borrowing the Godzilla book and others from that classic Ian Thorne series. I also remember us believing in those infamous Loch Ness Monster and Bigfoot photos that we found in the library.
We watched all of the Showa era Godzilla movies together except for one: Destroy All Monsters. We read in a monster book somewhere about how Destroy All Monsters featured “all the TOHO monsters in it.” It then became an obsession of ours to track down a VHS copy, but at the time it proved very difficult to find. It’s not like today where with the power of the internet almost any obscure movie can be resurrected from the ashes. Oh no, back then it was the Wild, Wild West. We never did manage to track down a copy of DAM. I remember the author’s comment on DAM to this day. Nelly and I were flabbergasted when we read, “The movie is sadly not as good as one might hope.”
Nelson and I grew livid and defensive. “No freaking way! ALL the monsters are in it! It CAN’T BE ANYTHING BUT AWESOME! YOU BLIND JERK!”
Many years later I finally caught DAM when it was released on a larger scale. I have to say I agree with that author after all. So buddy, if you’re reading this somehow, I take it all back. On a side note, Nelson and I caught the opening night showing of Godzilla (2014) and it was glorious. Can’t wait for the 2019 sequel.
THE BURIED NOTE
Sometime in 1991, Nelson and I had the idea of burying a “Best Friends Forever” pledge in my backyard. We printed our names in blood (or at least, a sharp #2 pencil anyhow) and truly believed that in doing so we would remain best friends ’til the end of time. Ahhhh, the innocence of being eight. As we were preparing to dig a hole in my backyard, a booming voice rang. It was big bro. As big brothers often do, he spoiled our plans. The note, sadly, was never buried.
THE LEGEND OF THE MASKED MANIAC!
Back in 1992, Nelson told me a story that haunted me for weeks. In our hometown, according to him you understand, there was a maniac on the loose. On the prowl. Believed to be… at large. Again, according to Nelson, mind you. He wore a white hockey mask and wielded a horrific chainsaw. He was… THE MASKED MANIAC. Of course, a part of me knew my best friend was just spewing crap, but a small part of me grabbed and held on to the story. So imagine our shock and delight when we first saw Stanley Decker the following year in Zombies Ate My Neighbors. HOLY CRAP! It was Nelson’s MASKED MANIAC come to life!
The Masked Maniac became our little in-joke as the years went by, and I still believe The Masked Maniac is the world’s greatest slasher movie yet to be made.
THE GOLDEN AGE OF FIGHTING GAMES
The Street Fighter II craze hit the nation in 1991. Nelson and I fell in line but it was really World Heroes in 1992 that we truly adored. We both knew Street Fighter II was by far the superior game, but we sort of adopted the lesser touted World Heroes as one of our own. While the lines for the Street Fighter II cab went out the door, Nelson and I were perfectly content playing World Heroes with little fanfare. Nelson bought the SNES port in the fall of 1993 and we played it to death.
One of my favorite gaming memories came in late 1993 when both Super Street Fighter II and World Heroes 2 were jousting for arcade supremacy. On a rainy as hell Saturday morning, my dad dropped Nelson and me off at this gigantic jack-of-all-trades hobby store. I’ll never forget how my dad stopped the car right in front of the store, how Nelly and I streaked out of the back seats and to the safety of the store’s awning but not before the downpour managed to soak our jackets. Upon entering the humongous hobby shop, we wiped our feet and were immediately greeted by the soft Norwegian tunes of Erik’s stage from World Heroes 2. It’s just one of those simple little moments that stick with you forever. One of those magical childhood moments that even now as an adult you can still see vividly happening in third person.
THE FALL OUT
A lot changed in September 1992. I was a 4th grader in a 3-4 combo class that school year. Meanwhile, Nelson was in a standard 4th grade classroom. For the first time ever, we were separated. I met Timmy and Jerome, two third graders in my combo class, and we became good friends right away. At lunch I didn’t know whether to hang out with Nelson and Manny, or my new friends, Jerome and Timmy. I ended up hanging out with Jerome and Timmy more. Not surprisingly, this drove a riff in my relationship with Nelson. The line in the sand was drawn. It’s possible we had a fight prior to this which led to me picking Timmy and Jerome over Nelson and Manny, but I can’t quite remember the finer details.
Later that school year, things began to sour between me and Timmy. Somehow, we went from good pals to bitter rivals. This divided Jerome and our little three man clique disbanded as quickly as it formed.
THE FIGHT
Around December 1992, my teacher had each of us make a shoe box diorama. The box had to be decorated with things you liked. I chose my family and wanted to depict a typical lazy Sunday afternoon. My mom cooking in the kitchen, my dad reading the paper in the den, and my bro and I playing Street Fighter II on the SNES in our living room. Doesn’t sound bad on paper… until you factor in the cheap cut-out paper I used to represent everything in my shoe box. I’ll be honest, I didn’t do my best on that one…
Timmy, on the other hand, used grand 3D models: small dinosaur toys littered his diorama along with a pleasant looking volcano perfectly situated in the middle. Trees, even! It was a lush depiction of the Jurassic period, no doubt about it. He earned an A while Ms. Holly was kind enough to give me a C. Timmy’s shoe box sure bested mine, but it was what he did later that day that made me snap.
“What grade did you give Steve?” he asked Ms. Holly annoyingly.
“Timmy, that’s inappropriate to ask.”
“Did you fail him? Did you?”
“Timmy! What did I just say?”
I sat there and watched as Timmy grinned his stupid fat grin.
I glared at his scrawny ass from my seat. I saw the stupid bastard grinning like a Cheshire cat as he continued to pester Ms. Holly to spill the beans. He came up to me at the end of the day with his usual smug expression looking all arrogant and cocky.
“Steve, you know what, actually, your shoe box isn’t THAT bad… I mean, you really did justice to your family… after all, they’re all so… lifeless!”
And that’s when I snapped.
Timmy had crossed a line he could not return from. But since we were still in class, I had to restrain myself well enough not to kill him then and there. Instead, I sat quietly in my seat with the rage festering inside. My eyes were glued to the clock counting down until the end of the day… just a few more minutes…
Finally…
*BELL RINGS*
As soon as Ms. Holly excused my table, I bounced out of my seat like I was sitting on a spring. Storming out to where Timmy already was, he turned around, saw the intense look in my eyes and he knew IT WAS ON. He flinched right before I sprinted after him. He zipped through the school courtyard like a little jack rabbit, but I was right on his tail.
Down the 3rd grade sector we ran. No one attempted to stop us. Hell, I didn’t even see anyone around as everything suddenly became a blur and Timmy was the only concrete image I could make out. It was one of those out-of-body experiences. Not before long I managed to grab his shirt. I felt the life being sucked out of his puny body as I pinned him against the wall. Peering deeply into his eyes, I saw the resignation in it. He didn’t struggle, didn’t whimper.
It was the look of the lamb… right before the slaughter.
“Don’t you ever — EVER — insult my family again!”
I let his limp little body go. He held his left cheek as he walked off with his tail tucked between his legs. Timmy never messed with me or my family again following that.
I’m not saying violence solves issues, but at the time it just felt right. I defended the honor of my family’s name. The second half of that school year, Timmy kept his distance and I went back to being best friends with Nelson and Manny — the guys I should have stuck with all along. I guess at some point, every relationship has to go through the fire. Then, and perhaps only then, do you know what’s what.
BACK IN BUSINESS
The very next year saw a reunion — Nelson and I were in the same 5th grade classroom together. The band was back, baby!1994 turned out to be the best year of my childhood. Nelly and I were ten, and ten is a funny age, you know. Some days you feel like you’re five, and other days you feel like you’re 15. It’s a time to relish the twilight years of your childhood, as well as a time to look forward to all the teenage turmoil to come. Not only were we reunited but we also had the two prettiest girls in the whole school in our class: Jennifer and Elaine. Elaine was the “Prom Queen” type. Jennifer was more like the classic Girl Next Door. She was my version of Winnie Cooper growing up.
One spring day after school somehow, the four of us found ourselves walking home together. We never did this before and we never did it again, but there was magic in the air that day. All our friends shot us jealous and stunned looks as they watched me and Nelson escort the two cutest girls home. I remember us walking through the school’s huge baseball field just taking it all in, enjoying the sunshine beating down on us and shooting the shit with the two hottest girls in the entire school.
LAST MAN STANDING
Nelson and I were surrounded by a cast of characters. We were good friends with Manny and Jonathan but Manny and Jonathan didn’t get along. Jonathan was the new cocky kid in town. Manny didn’t appreciate that. For weeks we felt their budding rivalry build until finally, one fateful dreary day it came to a head.
During that lunch period, we were eating our Lunchables and drinking our Capri Sun pouches when the fireworks started AGAIN between Manny and Jonathan. Manny then challenged Jonathan to a game he deemed “LAST MAN STANDING.” It was the challenge to end all challenges. Manny and Jonathan would take turns doing something crazy and then the other had to copy. Whoever fails to do so first loses. The LAST MAN STANDING wins. Manny started it off by sliding down the slide head first. Jonathan followed suit. I winced as his head landed awkwardly on the tanbarks. But in typical cocky Jonathan fashion, he brushed the dust off and asked Manny, “Is that all you got, tough guy?”
It was Jonathan’s turn now. He stood there on the tanbarks, bent his knees and fell backward. He landed awkwardly and got up gingerly, rubbing his back. He grimaced and grinned at the same time. “Try that!” he yelled at Manny. Manny then placed both arms on his shoulders, crisscross style, and did a full on trust fall. No bent knees. No cheapies. It was the real deal. He shot back up like nothing happened. The dude was Wolverine. Now it was his turn. But not before Jonathan could shout, “LET’S SEE WHAT YOU GOT!”
Rookie mistake. Jonathan didn’t know Manny like we did. And that’s when Manny went for the kill.
Jonathan, Nelson and I found ourselves standing at the base of the first tetherball set. There were a total of six tetherball poles in all, each separated by 10 feet. Like a man possessed, Manny sprinted to the opposite end. We stood there staring on in bewilderment wondering what he had in mind. I’ll never forget what I saw next. Manny began charging 200 miles per hour with his right arm fully extended. You could hear the sickening SMACKof steel on bone as Manny streaked past all six metal poles. The sight of his arm jerking backward at a 75 degree angle following each pole made me cringe. After Manny was done, he stood there beaming not five feet away from us. He gestured to the end of the first tetherball set as to say, “You’re next.”
Exasperated, Jonathan threw his arms in the air and yelled, “You crazy son of a bitch!” Nelson and I watched as he walked off. There was only one thing left to do: we raised Manny’s arms in the air and declared him the undisputed champion.
HALLOWEEN HORROR
Nelson and I share a passion for all things Halloween (both the movie franchise and the actual day). Anything that had to do with monsters, ghosts or ghouls, we were there.
Every October Nelly and I cranked up our year-round monster love to the max. Telling ghost stories in our rooms, watching horror movies, reading the latest FANGORIA issues — it was such a great time to be 10 years old and have a like-minded best friend.
We entered a phase where we were obsessed with collecting as many horror cassettes as we could. I’ll never forget this one in particular — “Sounds of Halloween.” That cover was epic!
We bought these tapes thinking they were taboo. We’d sit in Nelly’s room, close the blinds and listen to them while swapping ghost stories. I also loved the cheesy warning labels. Looking back on it all, these tapes weren’t that great, truth be told, but it was a time capsule. A sign of the times and days of innocence.
Speaking of things that go bump in the night, we were obsessed with Goosebumps. It was kind of the Harry Potter of the ’90s before Harry Potter.
Nelson’s favorite was The Haunted Mask.
And this was mine.
From that point on, I was hooked. Nelson and I had a friendly competition where each month we’d see who could read the latest Goosebumps edition first. Made for some fun times. Half of the fun was discussing it with your best friend afterward.
I remember seeing these at the local library with Nelson. We always psyched ourselves out and made these books scarier than what they really were. It was all part of the fun.
It was just a magical time. You’d go to the arcade with your best friend to play all the latest fighting games. Then you’d swing by the local book store to peruse the latest EGM and GameFan issue before making your way to the back of the store where they had R.L. Stine’s latest and greatest. Whether you were into Goosebumps or Fear Street, it always made for a good time with your best pal.
In my hometown growing up, Game Hunter was widely revered. It carried nothing but video games and anime (hell, even a few arcade cabs). Everything from handhelds to Neo Geo, you name it, they had it. Best of all, they even carried import games. Japanese versions of games you couldn’t wait to play that would not be released in North America until weeks or even months later! Game Hunter was legendary
Seeing Fighter’s History, King of the Monsters 2and Saturday Night Slam Masters (Muscle Bomber) sitting next to each other atop the highest shelf that fateful June Saturday afternoon of 1994 is a story for the ages. And of course, it all happened with good ol’ Nelson by my side.
Nelson rented Fighter’s History and I chose King of the Monsters 2. Their North American versions were still weeks away. I remember thinking that Nelly and I were the two luckiest kids in the whole town that weekend. Needless to say, we were glued to the TV like a pair of zombies that epic weekend. Great times.
Whenever I see Lee’s bucolic stage, with those damn ducks, the fisherman dipping his line lazily in the water and those moss-covered hills, I can’t help but be instantly transported back to Nelson’s living room on a hot Saturday afternoon of June 1994.
TWO WEEKS LATER — EGM SCORE!
My brother slept at a family friend’s house two hours away. For me and Nelson, this meant only one thing: UNRESTRICTED AND UNLIMITED ACCESS TO MY BROTHER’S EGM STASH!That very first day Kevin was gone, Nelson rode his bike over in record time. I’ll never forget the image of Nelson opening my brother’s drawer and seeing him pull out with both hands a HUGE stack of EGM issues. He looked like a man possessed!
EGM in 1994 was God-like. We didn’t have internet or YouTube back then so EGM was our source of news, rumors, reviews and previews. There’s something inexplicably awesome about flipping through an EGM issue with your best friend back in those days. You could literally spend hours lost in those magical pages…
GRADUATION — JUNE 1995
They say all good things must come to an end. In June of 1995, Nelson and I were facing our final days together in elementary school. We had a hell of a run, but it was nearing time to enter the hollowed halls of junior high. On Friday, June 9, 1995, Nelson, some other friends and I walked to the local theatre to see the opening of Congo. I remember it was our first time walking over by ourselves and we felt like such a big deal. We came late though so we had to sit in the front row and crane our necks for the entire showing. The movie kind of sucked, too, but that was besides the point. We were on the verge of a brand new chapter in our lives, but we were going to hopefully stick together through it all.
Later that night, it was our school’s End of the Year Dance. We all attended but not before we all fished for reasons and excuses not to. Hey, we were 11 and it’s what 11 year old boys do. But in the end we knew we’d regret it if we didn’t. Seeing Jennifer and Elaine there and interacting with all our friends for the final time made it worth it. I remember a lot of multi-colored dots dancing around the cafeteria and drinking a lot of fruit punch. Talking with my friends and enjoying our final days in grade school together. The following week we graduated and I knew deep down that life would neverbe the same…
THE MOVE — JANUARY 1996
Halfway through my 7th grade year, I had to move. Even though Nelson and I would only be separated by about 20 minutes, I knew things were going to be different. Neither of us could drive and it just isn’t the same as when you live within walking distance. We slowly but surely fell out of touch.
FRIDAY: SEPTEMBER 12, 2003
Now a junior in college, it was my tradition every Friday after my final class to hit the gym on campus and play pickup ball. I became obsessed with basketball (see Coach Butler and 9/11 for more). It was on this fateful Friday late afternoon walking out of the gym that I noticed a local news station on campus. Before I knew what was happening, they approached me to ask if I had any thoughts on a hot topic related to my campus. I spoke to the camera for about 15 seconds and afterward they told me I’d be on the 5 o’clock news. I raced over to my cousin’s house in my old hometown to record my 15 seconds of fame. My little cousins were screaming when they saw their cousin on TV. I felt like a rock star. Feeling like I could move mountains, I decided to break the silence and reach out to my old best friend, Nelson.
It had been two years since we last spoke. Hell, I had no idea if he even still lived at the same place. We were 20 now so there’s a good chance he had already moved out of his parents’ place. Only one way to find out for sure, though.
And so, it was around 5:45 on a cool early Friday evening that I swung by the old haunt. Butterflies were swooning in my stomach as I parked in Nelson’s old driveway. I rung the doorbell and waited anxiously.
“Steven?!”
It was his mom.
“Yes! Hi, does he still live here?”
“He sure does, but I’m afraid he’s out.”
“Oh,” my voice couldn’t help hide the disappointment.
“I know it’s been a while… he’d be so thrilled to see you again.”
“Likewise. Please tell him I stopped by.”
She invited me in for a drink but I told her I should get going. That ol’ road beckons me home. As I started walking back to my car, a huge black Toyota truck came roaring into the driveway. We both stared at each other stunned for a second.
“STEVEN!? Holy shit, how long’s it been?!”
We went to his backyard, the same one where Nelson and I spent many hours of our youth during the dog days of summer, and we caught up on the past couple years of our lives. The skyline was beautiful. The sun was just dipping over the horizon with a light September breeze gently greeting us every few seconds. That evening Nelson and I talked. About the good old days. About Elaine and Jennifer. About college. We talked about LIFE.
It wasn’t all rosy, though. I found out that evening that Nelson had dropped out of college. He felt directionless. He also took up smoking and not just cigarettes. He told me he was trying real hard to quit but it’s just that — real hard. Part of me had difficulty processing the ‘new’ Nelson. I never envisioned him in a million years as someone who would use drugs or drop out of school. But I guess that’s life. Things change and shit happens. On the bright side, Nelson was working as a part-time mechanic and making some money at least.
We ended up shooting the breeze for a couple hours straight as it was soon nightfall. It felt surreal to be back in the same backyard I used to patrol some odd ten years ago. Except now we were no longer 10 year old kids. No longer children of innocence. Now we were 20 and young adults. My life was on track while Nelson’s was a bit more uncertain. And despite the long disconnect and “growing apart,” that evening we found out we would always be friends at the very least. No matter what happens, or where life takes us, Nelly and I’ll always share an unbreakable bond.
FRIDAY: MAY 23, 2008
Nelson and I always have our mini-reunions after x-months of not seeing one another. On this day we decided to catch up over dinner with two other mutual friends. They were a couple — the guy lived next door to Nelson growing up and I used to have a crush on the girl back in college and possibly vice versa. Quite the interesting evening it turned out to be. The four of us shared a lovely dinner at a steak house. Afterward Nelson and I drove to the theatre to catch the new Indiana Jones movie.
On the drive over, Nelson shared some very deep issues with me. He talked about how our friend Jake possessed such natural charisma speaking to the waitress serving us, and how much Nelson wishes he had the same ability. I encouraged him with a little pep talk and told him to keep his head up.
“Wow Steve… no one has ever believed in me like that before. My whole family’s kind of written me off a little bit y’know… it’s nice to see you have my back and believe in me.”
I know, it was a sappy little moment, but I tell ya, Nelson is my guy. I’ll always believe in him and want the best for him. It’s not easy to be real like that, to open up and be so vulnerable to another person. We all have our shortcomings and having support is key. It takes a lot of guts to share something so personal.
MY KNIGHT IN SHINING ARMOR
That spring 2008 semester I student taught at my childhood elementary school. Yup, the very same one where Nelson and I met and became best friends. My dream was always to return home, teach there and give back to the community. It was a blast coming back to the old digs. One day after school I went to my car and found in my haste earlier that morning I’d accidentally locked the keys in the car. D’OH! Fortunately, one of the back windows was opened about two inches. There was *JUST* enough space for a clothes hanger to maybe prop the lock open.
Luckily, my grandmother happened to live just half a block from where I parked my car. I walked over and she loaned me an old wire hanger. Much to my chagrin, the wire proved too weak to get the job done.
Then I called Nelson, who still lived in that same house about a block or two away from our old elementary school. After describing the embarrassing situation to him, he was on his way.
Next thing I know, as I’m standing there on the sidewalk by my car, in the far distance I could make out Nelly coming around the corner on his bicycle! The scene from The 40 Year Old Virgin immediately flashed in my mind, complete with the cheesy ’80s song “Heat of the Moment” blaring in my overactive mind.
Nelson brought one of those back scratchers, and this was the result:
But then we applied a little force, pushing the stick down. It slid down and we managed to prop the lock open!
My ’92 Honda had been through the wars and the back right window stopped working a while back, so it was opened an inch or two permanently. I covered it with some tape… it all looked very tacky as you can see. But this defect allowed me to skip calling AAA which I didn’t have at the time. At first the stick wouldn’t go in but a couple clever angle squeezes and it just barely made it through.
I treated Nelson to lunch afterward where we laughed about this incident and just talked about life, carrying on our conversation from a few weeks ago. There’s something about connecting with someone who knows your history as well as you yourself do. There’s something very special about that.
FRIDAY: MARCH 26, 2010
While I studied to earn my teaching credential in college, I minored in Theatre Arts. I’ve always been fascinated by acting, and I love the camaraderie that it naturally builds. Rehearsing late nights, even past midnight, has a funny way of bonding people. Well, on this night I was playing a Roman soldier and we opened to a house of 2,000 people. Among the two in that audience of 2,000? Nelson and yes, my childhood crush, my Winnie Cooper… Jennifer. It meant so much to me that they both showed up. It was a great night.
SUNDAY, MARCH 29, 2015
Fast forward five years. Nelson and I crossed a major item off our bucket list: attend a freaking WRESTLEMANIA. WrestleMania 31 was one of the greatest live events I’ve ever been to. We had pretty decent seats and it was a childhood dream come true. Hell, we got to witness Sting’s first and only WrestleMania match!
FRIDAY: AUGUST 5, 2016
Nelson and I share a special bond where we may go months without contact but whenever one of us gets in touch it’s like we never left. Precisely one year ago, as I write this, I decided to visit Nelson’s new place in Southern California. We set out to visit Disneyland since it was about 30 minutes away from his apartment.
As I was about three miles away from his place, I passed through a neighborhood that I couldn’t help but feel an overwhelming sense of déjà vu. That’s funny. How can it be familiar if I’ve never been here before?
It suddenly dawned on me. Was it? Could it be? No way. I passed a few traffic lights before finally pulling over. I had to quench my curiosity before heading to Nelson’s. Busted out my phone and typed into Google:
“HALLOWEEN 1978 FILMING LOCATIONS”
A website came up and an address in South Pasadena was given. My hands were shaking as I punched said address into Google Maps.
“1.8 miles away”
HO-LEE SHIT.
I had just driven by one of the iconic Halloween filming locations! HADDONFIELD IN THE FLESH! The Halloween super geek in me was coming out big time. What were the odds that my childhood best friend (who also loved the Halloween franchise) would live three miles away from Haddonfield?! It was a moment of true serendipity. I texted Nelson to tell him I’d be coming 30 minutes late. I had no doubt we would return later but for now it was a personal pilgrimage I simply had to brave for myself first. And this is what I recorded on that serendipitous day:
Following this, I drove the three miles over to Nelson’s. I showed him the pictures and video I took. He couldn’t believe it! He moved to L.A. about seven months ago but had no idea he lived just three miles away from “Haddonfield.” Next thing you know, we found ourselves on an impromptu trip down memory lane. What initially began as a trip to chill with Mickey turned into a trip of HUNTING THE BOOGEYMAN. We ended up driving all over South Pasadena that late afternoon looking for a ton of Halloween nostalgia live in the flesh. This is what we found that day…
HUNTING THE BOOGEYMAN
Michael’s house was demolished and moved to a new location. It now serves as an office. Despite the disappointment of that, Nelson and I still sat there in awe. Reminiscing and laughing about the good old days, that’s when we noticed a DirecTv satellite dish on the side of the house. We also could hear the loud humming of an air conditioner. It was a hot August day in Haddonfield… the dog days of summer indeed. That’s when the line of the day was uttered by yours truly. “What the hell, Michael Myers watching Game of Thrones with the AC on? DUDE IS GETTING SOFT!” Nelson added, “What’s Michael Myers doing browsing PornHub!?”
We laughed hard for what felt like minutes. We laughed so hard we both had tears in our eyes. Man, I hadn’t laugh that good in quite a while. A mere hour prior to this, we both just assumed we’d catch up a bit and find Mickey. Little did we know! Instead, we found ourselves reconnecting and hunting a boogeyman who has haunted us both since childhood. Suddenly, we were chasing a ghost from our past. A ghost with no face. “And the blackest eyes… the devil’s eyes.” Rest in Peace, Donald Pleasence.
Each filming location foray brought me and Nelson closer to the edge of a bygone era. An age we both thought had all but disappeared. It was like slipping through the back door of a time machine. Suddenly, we were wide-eyed kids again. Completely unjaded and uncorrupted by the foul orders of life and the cruelties of growing up.
Wow. Standing there taking this picture sent goosebumps up and down my spine.
Next on the list was the old elementary school featured in the 1978 film. It still looked pretty much the same. It was crazy thinking it had been almost 40 years since Michael stalked Tommy here.
Here Nelson and I sat in his car on a street used in the filming of Halloween. We shot this quick video below:
After this, Nelson and I decided to drive around L.A. randomly and then get some dinner.
You can’t go to L.A. and not take a shot of those beautiful palm trees.
What else would two guys in L.A. do on a Saturday night but break out the good stuff? Nelly and I hit up the local laundry mat so he could have some fresh clothes for Disneyland tomorrow.
The laundry mat had a Neo Geo cab! How cool is that? That led to some natural reminiscing about World Heroes and the like.
Nelson took me to Shakey’s Pizza Parlor for dinner. It was the ultimate haven for comfort food. We ordered a large piping hot pepperoni pizza, some chicken and potato wedges. I probably consumed like 2,500 calories alone but it was damn worth it. Totally hit the spot!
After dinner Nelson drove us through a fancy part of town. We drove up to the top of this hill and it overlooked the city. It was nice to get away and just shoot the shit with my old best friend. Every once in a while it’s nice to drive far away and get away from it all for a bit. Nelson smoked a cigarette as we talked. I stared at all the tiny houses below, and wondered what was going on in that house with all the lights turned on. Nelly and I just stood there reminiscing for a bit before talking about current life. My teaching career. His new life in L.A. It was a good night to be alive. Hanging out with your old best friend. Then Nelson asked me if I had seen Stranger Things. I laughed. That’s exactly the show we would have watched as kids. We drove back to Nelly’s apartment and watched Halloween to end the evening. After everything that went down earlier that day, it was the only proper way to close out that night.
CLOSING THOUGHTS
Nelson and I went to Disneyland the next day and we had a blast. We left the park around 9 PM because his back started to flare up. He took me to this local Chinese joint that he said was legit. We spent the rest of that night eating some of the best Kung Pao chicken I ever had and reflecting back on the highs of our little two day adventure. It was truly a magical weekend — the kind that stays with you for life. Hunting Michael and Mickey with your childhood best friend all within 24 hours? Can’t top that.
It’s crazy that Nelson and I have known each other now for nearly 30 years. I always have a great time with Nelson. It doesn’t matter how long we go without communication. The second either one of us reaches out, it’s like we never left. Those friendships are the best. Maybe we’re no longer best friends, but I’m grateful we still keep in touch and that we still know how to have a good time together. No matter what happens going forward or where life takes us, there will always be a special place in my heart for Nelson. My childhood wouldn’t have been as awesome without him, and the memories we have forged over the years — all the ups and downs — have played a role in who I am today. That’s priceless and I’ll always cherish the experiences we had. Here’s a toast to Nelson and all the best friends out there. Cheers!