Showing posts with label snes. Show all posts
Showing posts with label snes. Show all posts

Friday, 24 April 2026

Hokuto no Ken 6 Gekitou Denshouken - Haou heno Michi (SNES)


 Though I think nowadays, when people think of Hokuto no Ken games on 8- and 16-bit consoles, they're more likely to think of the ones on Master System and Mega Drive, there was a series of them on Nintendo's consoles, too. And while the Nintendo games carried a sequel number across seven games (so yes, this is apparently a part of the same series of games as the Famicom beat em up Hokuto no Ken 2 that I reviewed long ago), they don't seem to have much else in common. Of course they started with beat em ups, then there were a few RPGs, and the final two, six and seven, were fighting games. 

 


Hokuto no Ken 6 represents an interesting and very narrow point in time in the genre's evolution, too. It's clear just by looking at it that the developers were familiar with Street Fighter II and its massive success (as I think everyone involved in videogames would have been at the time), and they were able to copy the general screen layout, and the large character sprites. But the mechanics and the feel of Street Fighter II were far beyond their capabilities at that time. The regular punches and kicks feel very stiff and clunky, and it's near-impossible to string multiple attacks together into anything feeling like a combo. Furthermore, instead of having motion-based special moves, the players have two meters beneath their health meter, and all specials are performed via the shoulder buttons, in conjunction with these meters.

 


The first meter, AP, works almost like the momentum meter in Idainaru Dragonball Densetsu: it goes up when you land hits, and it goes down when you take hits. When it's full, you can press the left shoulder button to perform a move so special, it's name will also appear onscreen if it lands. You'll recognise these as each character's signiature move from the comic/TV show. The other meter, TP, is less interesting: you hold the right shoulder button to fill it, and when it fills up, you can release to shoot a projectile attack. And that's pretty much the entirety of the game's special moves. (There are apparently even more powerful signatures if you manage to fill up the AP meter twice before using it, but I haven't been able to do that.)

 


The character line up is a little strange, too. There's Kenshiro and Rei, like you might expect, along with a bunch of villains from late in the series like Raoh, Souther, and so on. But what makes it weird is that there's a stage clearly meant to be Shin's throne room in Southern Cross, but instead of being occupied by Shin, it's the home stage for Heart! I guess he's kind of an iconic character, but he's also a comedy jobber who dies very early in the series! It's a shame I can't read the dialogue text that appears at the start of each story mode fight, as I'd love to know what happens in Heart's conversations with those god-like man-tyrants who make up most of the cast.

 


I actually did enjoy Hokuto no Ken 6. I can't recommend it, because it just doesn't really feel good to play. But somehow, I did get some joy from having these character awkwardly flail at each other. It's definitely helped by having such nicely drawn, detailed sprites, as well as other little details like Raoh being unable to crouch (because of course, the king of fists would never bend a knee). But it's very simplistic, very stiff, and it's on a console that has a ton of better fighting games (including several others that are based on anime and manga. Though Hokuto no Ken 7 isn't very good either, unfortunately). The best I can say is that it's a game that can be found very cheaply, and if you've got friends who can appreciate a good bad game, and who also love Hokuto no Ken, you might get a decent hour or so out of it.

Saturday, 22 November 2025

Run Saber (SNES)


 There's a few interesting things to point out about Run Saber before you even get to the game itself. For a start, it's a Japanese game that was only released in North America and Europe (which means there' no chance of ever being able to afford a copy). Furthermore, it was developed by Hori, the famous and popular makers of high quality controllers. It's the first of six games they put out, according to Moby Games, spread out over the course of the nineties. Finally, and this is a lot more subjective than the other points: it kind of looks and feels more like a Mega Drive game than a SNES one. The gritty OAV-like sci-fi setting full of weird monsters, when from SNES games, you expect more of a kid-friendly TV anime look and feel, don't you? Like I said, it is more subjective than the other points I raised.

 


What is the game, though? It's a platformer, in which you select either a male or female character (if there are any differences between the two, they're very minor. I think their attacks have slightly different hitboxes, but that's all), and you traverse a few linear stages killing monsters with energy swords, and there's several boss fights per stage, too, which is nice. You could, if you wanted, call Run Saber a Strider-like, with its superhumanly acrobatic protagonists and their quick-swinging energy blade attacks. But that would be a little simplistic and lazy.

 


Instead, you should call Run Saber a Strider-like because of the way its paced! You're constantly being usher forward into the next big weird setpiece, whether it's a bunch of spiky traps to maneuver around, a wall to climb while fighting off enemies, or one of the game's many boss fights. Just like Strider! I'm joking about the first comparision being lazy, of course: the characters do move and feel a lot like Strider Hiryu, and if someone from the development team came out and said it was originally intended to be a Strider sequel but a deal with Capcom fell through at the last minute, it wouldn't be a massive shock. You do have a couple of new moves, though: a jumping spin attack, a dive kick, and a non-offensive slide across the ground.

 


So with all that in mind, is it actually a good game, or is it just a Japanese Strider Returns? Luckily, it's good. On your first play, it'll feel slightly stiff and odd, and a little too difficult, but somehow that literally only applies to your first attempt at playing it. At least, that's how it went for me. My first attempt, I lost most of my lives over the course of the first stage and got a game over shortly into the second. But every attempt after that, I've easily been able to get well into the third, and sometimes fourth stage! (According to what I've read online, there are five of them).

 


The bosses are cool enough that they aren't a slog or a nuisance, either, instead being fun and quick enough to get through that you do feel like you're a powerful, heroic character charging through all these evil monsters. And they're pretty interesting too. There's a green mutant-man who bursts out of a metal canister, a demonic fighter jet that grows heads to attack you while you're standing on it mid-flight, a big red meditating demon in the background who detached his head to get you, a giant zombie woman (who was apparently designed as a giant living woman, but Nintendo of America thought that was the same as a positive depiction of domestic violence, presumably because there are worms in their brains). A varied bunch of monsters and freaks to fight, and like I said, the fights go by pretty quickly, which feels like a fairly unique trait in this kind of game.

 


Run Saber is a pretty good game, in a style that really stands out on the SNES. It's definitely worth playing. Even though it won't keep your attention for a long time, you probably will enjoy it while it does.

Saturday, 9 August 2025

Saikyou! Takada Nobuhiko (SNES)


 The early-mid nineties were a time of great experimentation in the world of professional wrestling, both in terms of presentational style and in terms of the actual way wrestling was done. I think to most western fans, the most famous part of this experimentation is from the hardcore style as seen in ECW, FMW and Big Japan, that would eventually go on to be copied (in a watered-down form) by WWE for their massively popular attitude era. But there were other innovations taking place at that time, including in a Japanese promotion called UWFi, where an almost opposite approach was being taken.

 


UWFi took note of the rising popularity of kickboxing, mixed martial arts, and other legitimate combat sports, and sought to create a wrestling style that emulated them, and it's this style upon which Saikyou: Takada Nobuhiko is based. (It also takes the very early nineties approach of only featuring one real wrestler, fighting renamed unlicensed versions of other wrestlers.) Thie results in a game that plays very differently to any other, not least because the UWFi used a completely different ruleset than that seen in mainstream wrestling promotions. Furthermore, the action takes place on a single plane, like a contemporaneous fighting game (but in keeping with the shoot style, there's no jumping and not really any special moves).

 


There are a few rulesets in the game, but the main (and most interesting) one is the main ruleset used by UWFi. Matches have a thirty minute time limit, and wrestlers also start each match with fifteen points each. One point is lost when a wrestler is suplexed, or when they escape a submission hold by grabbing the ropes. Three points are lost if a wrestler is down on the floor long enough for the referee to start the ten count. If a wrestler submits to a hold, fails to answer a ten count, or if they're reduced to zero points, they lose the match. In game terms, the wrestlers have two health bars in addition to the fifteen points. 

 


One of the bars regenerates quickly, and when it's depleted, the wrestler goes down and loses three points, while the player has to hammer their controller buttons to try and get back up before the referee counts to ten. The other bar regenerates very slowly, but it only goes down while a wrestler is in a submission hold. When it runs out, they tap and immediately lose the match. Also, while in a submission hold, both wrestlers' players can use the shoulder buttons to edge closer to the ropes or to the centre of the ring.

 


I wouldn't say this is a fun game exactly, and I'm pretty sure I won't be going back to it after this review. But I am always interested in videogames that have people fighting or engaging in combat sports with rules and win conditions that aren't just the typical fighting game knockouts or standard pro-wrestling rules. So I do recommend playing it at least a couple of times to experience that, and maybe it'll click better for you than it did for me. But that's my opinion on it really: not a game I loved, but a game that's interesting and worthy of attention. Also, I hope I wasn't embarassingly incorrect on all the wrestling history back at the start of the review, this kind of shoot style-stuff is a little outside my normal circle of interest. (A little extra note: though I don't often reply to comments on this blog, I do read and appreciate them all.)

Friday, 9 May 2025

Olivia's Mystery (SNES)


 

 Ages ago, I tried to review a Saturn game entitled Cube Battler, but for some reason, I just couldn't get into it at all, and couldn't force myself to play it enough to write a review of it. I was a puzzle game, that saw you moving and rotating cubes around to make a jigsaw puzzle, which was an animated FMV constantly looping in little bits on the faces of the cubes. Olivia's Mystery predates Cube Battler, and the pieces are 2D rectangular tiles rather than 3D cubes, but it is also a game about solving jigsaw puzzles in which the pieces all have a little bit of animation looping on them.

 


From what I remember, Cube Battler also had some kind of competitive element to it, too, which Olivia's Mystery doesn't have. Instead, Olivia's Mystery tells a story. The game's structure is incredibly simple: you read a passage of text telling a part of the story, then you solve a jigsaw puzzle depicting a little animated scene from that chapter. And that's the whole game! You can pick up the pieces, move them around, and flip them horiontally and vertically. There's also doubles of some of the pieces in each stage, and when you place a fake one in the correct position on the board, it explodes and vanishes.

 


Of course, this only wastes a few seconds, as you can just pick up and place the identical remaining piece and put it in the same place. It's actually pretty helpful, as when a piece explodes, you know you're going in the right direction, since they only explode in the right position and orientation. The start of each stage can feel a little overwhelming, with all the pieces scattered around at random, all playing their little loops discordantly. 

 


The story is pretty whimsical and episodic, feeling a little like it's being made up on the fly by a particularly imaginative child. It concerns a kindgom facing a water shortage, but you find water on the moon, along with an abandoned civilisation, but the moon water contains parasites that make the princess ill, and so on. There's apparently three endings, with the amount of time you take to get through the game determining which one you get.

 


This is an okay, mildly interesting game. I can't imagine anyone who isn't a massive jigsaw enthusiast buying at full price on release, and I'm sure there's no-one on earth who could muster up the enthusiasm to pay the prices for which it sells online these days. But emulating also means you can play the fan-translated version, and read the story, which is nice. You'll probably get an hour or two of distraction out of it before you get bored.

Friday, 14 March 2025

Stealth (SNES)


 This is a game I'd never heard of before last week, when the name stood out to me for some reason while I was looking for something else. I looked it up online, and the idea of a turn-based strategy game with a focus on stealth sounded appealing, despite the unpleasant thematic aspect of playing as American soliders in the Vietnam war. Unfortunately, this wasn't a lucky find, as the game turned out to be awful.

 


The first thing you need to know is that this isn't a game where you're being stealthy, it's a game where your enemies are being stealthy. Furthermore, they have some ludicrous advantages over you. First, you can only see them on the map when they're attacking you during their turns. On its own, this wouldn't be too bad, and it could add a little memory test aspect to proceedings, having you shoot where you saw the enemy's gunfire originate. However, it's couple with another advantage that pretty much makes the game unplayable: unlike your men, the enemy can move after they shoot.

 


So you're essentially blindly wandering around the jungle, maybe shooting at random squares in the hopes that there's an enemy there, while every time they take a turn, they'll be able to damage multiple of your men. One of your guys does have the limited option to call airstrikes, but even so, you're still firing blind, and in the several attempts I've made at playing the game, an airstrike has never killed more than one enemy, and sometimes doesn't get any at all.

 


So, it's not a fun game. It's not an attractive one, either! It's ugly enough that I would've suspected that it was originally intended for release on the original Famicom and got shifted over to Super Famicom as that market shrank, were it not also for it having been released in 1992, and also being (as far as I can tell) the first game from its developers. It's not the first time their work has been on this blog, though, as they were also responsible for Tarot Uranai on 3DO, which at least looked nice.

 


Stealth is a game that, as far as I can see, has no redeeming qualities, and you definitely shouldn't bother playing. It's boring, slow, and fundamentally broken. The most interesting thing I think can be said about it is that GameFAQs listed five other, completely unrelated games also just called Stealth. Maybe some of those might be better?

Saturday, 15 February 2025

Arabian Nights: Desert Spirit King (SNES)


Arabian Nights: Desert Spirit King (or Arabian Nights: Sabaku no Seirei Ou, if you prefer) is a game I wanted to play long ago, back in the time when there was an overlap in the latter stages of the RPG phase I had after having played Final Fantasy VII and Breath of Fire III, and the early days of the Dreamcast giving me access to SNES emulation for the first time. I wasn't able to, though, as at that time, there was no translation. But the idea of an RPG with a middle eastern-influenced fantasy setting had me interested.

 


It eventually did get a fan translation in 2012, but my RPG phase was long since dead by then, and I was well into my "strong distaste for RPGs" phase. But in recent years, that feeling has waned heavily, and so I eventually got around to playing Arabian Nights. It's an incredibly okay game! It's got a few interesting elements, a lot of boring stuff, and they all kind of cancel each other out.

 


The plot is surprisingly dense: centuries ago, a wizard named Suleiman enslaved the eponymous spirit king, Ifrit. Then, a while after that, some unknown evil attacked, and though Suleiman was unable to save his own life, he did seal Ifrit away in a magic ring, telling him that after he's granted a thousand wishes for a thousand masters, Ifrit will be strong enough to face this threat and avenge him. The game starts with a young girl finding that ring, and being the thousandth to do so, wishes to bring peace to the land. Ifrit finds this highly inconvenient, since the previous 999 wishes were all easy stuff like riches and immortality.

 


To bring peace to the land, Ifrit, his new master Shukran, and a boy-thief they meet called Harty go off on a quest to find the eight crystals containing Ifrit's sealed powers. Along the way, they'll also find other spirits, some of them have been sealed like Ifrit was, some of them have been up to other activities in the intervening centuries. All of them happen to be various flavours of bishounen, though, and whether they're friends or enemies, they all talk to each other in a certain way. Like, if there had been an English version of this in the year 2000, the Geocities fujoshi would have been eating it up, posting their fanfictions and character shrines and such.

 


So, back to the game itself. The positives: it looks great all-round. The character portaits, backgrounds, battle sprites, it's all just really high quality pixel art. The battles themselves also bring up some aesthetic poits of interest of their own! Battles take place on a diagonally-aligned rectangular field with a really cool border around it. The field will be themed to the kind of area you're walking through, but unfortunately there's only one border, as nice as it is. Furthermore, the game's main mechanical gimmick is the cards system. You or your enemy can play a card before the turn starts, and they all have various effects on the battle, as well as changing how the field looks.

 


There are forty cards in total: eight elements that come in levels one to five. The effects they have include inflicting elemental damage on all the caster's opponenets at the end of each turn, nullifying the enemy's attacks, boosting or reducing the stats of one of the sides, and so on. Playing cards happens before the turn starts, and if it's not replaced, a card will last a few turns. If the enemy plays a card, you can replace it with one of your own, but it has to have the same element and/or level as the one currently in play. It's an interesting system, but it's one that doesn't really meet its potential, for reasons I'll now go into.

 


The game's got some problems, and most of them are related to battles. THe encounter rate is incredibly high, so by the time you get to anywhere you're meant to be, you're going to be overlevelled. Even boss fights only take a couple of turns of spamming attack. So you can pretty much ignore the cards altogether, as well as the other magic and special attacks to which you get access. Also, there's some weirdness regarding walking: when you're in a town or dungeon, you walk pretty quickly, but only in the four cardinal directions. On the world map, you can walk in eight directions, but you move incredibly slowly. A few hours into the game, you do get given a magic carpet that speeds up your world map movement, and partially fixes the encounter rate problem too, but it's weird that the two kinds of movement are flawed in different ways.

 


For all its problems, though, I have been enjoying Arabian Nights: Desert Spirit King. It's a nice little RPG, and the plot keeps introducing new twists that have had me playing more to see where it all goes next. When I first started playing it, I neglected to save, like an idiot, anddied in the first dungeon, losing nearly half an hour's progress. It's a good enough game that I just started again, instead of just giving up in frustration! If you've got any affection or nostalgia for old-fashioned RPGs in the year 2025, this is one you probably haven't already played, and is worth your time.

Sunday, 26 January 2025

Koryu no Mimi (SNES)


 

 This game's based on a manga, which I haven't read, but a quick bit of searching online reveals that it's apparently about a guy who's heir to both his family's fortune and the family magical earring, which gives "easy access to wealth and women". In game, though, it mainly seems to allow him to go super saiyan, as when your power meter fills up, you press the R button to make him touch his ear, regenerating some health, temporarily increasing his attack and defence, and summoning magic effects to help fight the enemy.


But I've jumped the gun a bit, there. I should describe what the game actually is. It's a single-plane beat em up, that will, at first, seem like it's impossibly difficult. But this is down to two factors. First, the game has a surprisingly extensive movelist, and you're expected to make use of it, paying special consideration to figuring out the best ways to juggle enemies in any given circumstance. THere's even more moves that can only be performed when you're holding certain melee weapons! Plus there's guns sometimes! The second thing to take into account is more concise: the first boss, for some reason, is a slightly anomalous difficulty spike, and you'll have a much easier time once you've gotten past her.




 

There's a few more points of interest, too. Though it's a single plane beat em up, there are times where multiple enemies will be standing slightly higher or lower on the screen as if it were a belt scroller. This is a purely visual flair: you still intereact with them as if they're on the same plane, but it does solve the problem in single plane games whereby it can be difficult to show multiple enemies without them looking like they're all standing in a queue waiting to get hit. Also, this is the second SNES game based on a manga license with a stage where you fight enemies in a passenger train, after GS Mikami: Joreishi wa Nice Body. (Outside of the SNES, it's also the third game that I've covered on this blog with such a stage, after Kishin Douji Zenki FX - Vajura Fight on PCFX and the much more recent Cosmowarrior Zero on Playstation).


 


Single plane beat em ups are, I feel, a generally underrated genre with a lot of potential, that a lot of people unfairly write off as being an inherently worse or "more primitive" version of belt scroller-style beast em ups. Koryu no Mimi is a game that proves that there were developers seeking out the limits of complexity in the genre as far back as the mid-nineties. I think the creativity on display makes it worth playing on its own. Luckily, it is also pretty fun on its own merits, too.


Saturday, 26 October 2024

Mobile Fighter G Gundam (SNES)


 Round about the turn of the century, when access to SNES emulation became more widely available, there were a few previously Japan-only games to which a lot of people (especially young teenagers) flocked, due to their being tie-ins with anime that were becoming popular in English-speaking countries at about the same time, thanks to the multi-year delay that that process had back then. Sailor Moon: Another Story, Dragonball Z: Hyper Dimension, and most relevant to this review, New Mobile Report Gundam Wing: Endless Duel were three such games.

 


Sailor Moon was an okay RPG, and Hyper Dimension had the distinction of being better than the only other Dragonball game me and my friends had played at that point, the awful Dragonball GT: Final Bout on Playstation, but Endless Duel was a legitimately excellent game. Like, probably the best fighting game on the SNES, and definitely the best-looking SNES fighter. G Gundam had not yet had any kind of release in the UK yet, and I think wasn't very well-known in the US either, so no-one really paid its game any mind. It's also a fighting game, though, and in retrospect, it should have been excellent: the show was, after all, essentially Street Fighter II but with giant robots.

 


It won't be much of a surprise to careful readers of the preceding paragraph, but G Gundam just doesn't match up to the following year's game in any way. The easiest way to put it is that it feels like Endless Duel was developed to be as good a game as possible, and it also happens to be a licensed game, while G Gundam fits right alongside a lot of the other bog standard SNES anime tie-ins. It even has the presentational quirks a lot of similar SNES games have, like loud, low quality voice clips taken from the show, background screens where the show's logo scrolls by diagonally, and so on.

 


I will say, though, that it is a perfectly okay fighting game. Every character plays differently, they all have special moves with proper input commands, and there's also a desperation move for each of them. There's even a few features you wouldn't necessarily expect from a 1994 fighting game: seperate story and arcade modes, and a team battle mode, for example. Plus: the stages have different colour palettes showing the progression of time from round to round! SNK had introduced that feature a few years prior in Fatal Fury, but it was still very rare at the time.

 


I actually do really like the way the game looks, too. It's a shame that it's doomed to be compared to the vastly superior Endless Duel, because just as it plays perfectly fine, G Gundam also looks fairly decent, too. The sprites aren't very big, but they are nice to look at, and detailed in a way that reminds of a particularly great-looking Game Gear game. Which does sound like damning with faint praise, I admit. The aforementioned backgrounds are also very well-drawn, all depicted places in which fights took place in the actual show, too.

 


I've spent most of this review comparing G Gundam to other games, which might not seem fair, but I'll be honest here: it is a very standard, okay, average fighting game. If it weren't for the license, it would have been even more forgotten than it actually is, and if it weren't for the massive shadow cast by the other Gundam SNES fighting game, there'd be very little to say about it. Play it if you're a fan of the show and/or you're curious about it, but don't expect to unearth a lost classic or anything.

Friday, 20 September 2024

Chaos Seed: Feng Shui Chronicle (SNES)


 Is this the first game where you're charged with the task of building dungeons, and defending them from invading would-be heroes? I don't know of any that came earlier than it, but I can believe that something along these conceptual lines might exist on some eighties microcomputer somewhere. Either way, Chaos Seed: Fengshui Chronicle (also known as Chaos Seed : Fuusui Kairouki) is a very early entry into the genre, and  it is a little different from the more famous games that came out after it.

 


In most dungeon building games, a large part of your goal is to create an environment to which monsters will be drawn, and will want to stay, so that they can defend your base at the centre of it. Instead, Chaos seed has you placing certain kinds of rooms with the goal of generating various resources, most prominently energy and sentan. The actual aim of your dungeon is to generate energy that you can absorb and then redirect into the dragon vein (which I think is the Asian equivalent of Europe's ley lines), and revive the blighted lands above. Sentan, the other resource, is used for upgrading the abilities of the rooms you build, as well as other things like summoning monsters to whom you can assign patrol routes to help defend your dungeon.

 

The Fengshui element mentioned in the title comes in the from of a system whereby every room you build is assigned one of five elements, depending on where you build it, and invisible elemental energy flows down the corridors from room to room, and adjacent rooms can have beneficial or detrimental effects on their neighbours' efficiency, depending on how their respective elements match up. A few years ago, when I was less patient, I never would have been able to get into this game. It starts out with a (definitely necessary) tutorial dungeon, where you're constantly being bombarded with (annoying, but still necessary) dialogue boxes explaining every mechanic in detail. Then, at the end of that dungeon, an angry dragon defeats you in battle and casts a spell that scatters your soul simultaneously across multiple different universes, and each subsequent dungeon is a dragon vein in one of those universes.

 


What's less clear is why soldiers are constantly invading your dungeons. For some reason, everyone's very angry about you trying to revive their desolate lands, so they constantly flood your dungeon with goons in an attempt to destroy it and kill you. You fight them in a typical SNES action RPG style, where you have a few normal attacks, you can open a menu to cast spells and use items, and so on. Occasionally, a plot-important character will also invade, and you have to watch them go an a rampage in your dungeon, killing any monsters they encounter until they find and fight you. Though any damage your monsters inflict won't be healed before they character gets to you, so even if they're all killed, they'll still be helping you a little bit.

 


I've played through the first few dungeons, and so far, each takes between one and two hours to complete. Things will speed up a little once you get used to things like how to maximise the efficiency of your energy-generating rooms and so on, as well as a few random factors,like days where enemies don't invade. It's one of those games that's pretty fun, but due to the nature of it, I can't imagine being able to sit through more than one dungeon every couple of days. It's got a problem that I've seen in other real time building/management games, like Sim City: once you've collected and used all your resources in a period, you're left wasting time and doing nothing until the next period starts and causes another round of generation.

 


Still, it's a decent enough time, and it's a pretty unique game, both thematically and mechanically. Plus it looks great! Well, your dungeons are always going to be made up of differently-sized copies of the same few rooms, but the places you see in the cutscenes are beautifully realised! Villages, temples, natural scenes and more, all in an east Asian fantasy style, and all looking great. I'd say Chaos Seed is a game that's definitely worth a look, at least, though I will re-iterate again that you've really got to persevere through the very long tutorial, because it's a complicated game, and you do kind of need to be told how everything works.