Street Fighter Alpha Anthology & Street Fighter Alpha 3 MAX — Issue 52

Street Fight­er Alpha 3 Max (PlaySta­tion Portable)

Let’s get this out the way quick­ly: Alpha 3 Max is the best portable ver­sion of Alpha 3 avail­able. It’s even one of the best ports of Alpha 3 among the numer­ous ports of the game. It has every­thing that its big broth­er con­soles have and then some, with the mas­sive final updat­ed ros­ter that each suc­ces­sive entry has intro­duced, and improve­ments made to the dif­fer­ent estab­lished modes. 


The graph­ics are nice and large, and the music is still as top notch as ever. But there is a catch because there always is: This is only avail­able for the PlaySta­tion Portable. So, if you can track down that defunct sys­tem, get this to have it on the go and have a blast as only one can with Alpha 3 in its final form glo­ry. It’s worth a look just for the com­plete ros­ter alone.

Score: 4 out of 5

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Street Fight­er Alpha Anthol­o­gy (PlaySta­tion 2)

This col­lec­tion of Street Fight­er Alpha games is sub­lime, espe­cial­ly if you have a PlaySta­tion 2 lay­ing around. It fea­tures all the Alpha games, remix­es and arranged ver­sions, the Alpha 2 Gold revi­sion and a nice port of Super Gem Fight­er Mini-Mix. The best part of the col­lec­tion is that it plays nice­ly in every game. It plays like a dream and han­dles well with a good PS2 con­troller or joystick. 

 

Even bet­ter is the includ­ed Hyper Street Fight­er Alpha, which allows pit­ting dif­fer­ent Alpha char­ac­ters against each oth­er using that spe­cif­ic game’s mechan­ics and rule­sets. Think Alpha 2’s Rose ver­sus Alpha 3 V‑ISM Rose. That’s the hid­den draw of the game, one that’s not adver­tised and that you won’t dis­cov­er with­out time invest­ed. How­ev­er, with smooth play and con­ve­nience much like 30th Anniver­sary col­lec­tion, this is a must buy for the PS2 collection.

Score: 4.5 out of 5

Street Fighter Alpha 2 — Issue 52

Clas­sic Cus­tom Com­bo action

Street Fight­er Alpha 2 still a com­mu­ni­ty fave

Good but not great. That’s what Street Fight­er Alpha 2 rep­re­sents for me. I don’t hate the game these days. After a mature return to the game after many years spent ador­ing Street Fight­er Alpha 3, I can hon­est­ly say the game is a good set­up for the king of the hill that is Alpha 3.

Because Cap­com has advised that Street Fight­er Alpha 2’s sto­ry super­sedes Alpha’s sto­ry, we’re not rehash­ing any­thing here. Just know that every­one is after M. Bison at this point because he’s up to no good as he always is and will be, and Aku­ma enters the chat because he sup­pos­ed­ly killed Ryu and Ken’s mas­ter Gouken. Every­thing that hap­pens in Alpha 2 sets Alpha 3 up in a way that explains why M. Bison is so pow­er­ful by the end of the series and why he’s sig­nif­i­cant­ly weak­er dur­ing Street Fight­er II. It’s com­pelling even if you’re a casu­al fan of Street Fighter.


The graph­ics haven’t made a sig­nif­i­cant leap between Alpha games and yet they some­how look clean­er. They’re chunki­er and larg­er, and you can tell they’re get­ting clos­er to the Alpha 3 stream­lined ver­sion that became the hall­mark of the Street Fight­er expe­ri­ence in the ear­ly to mid-2000s before the advent of Street Fight­er IV.

Thank­ful­ly, while there isn’t a big leap for­ward in the look between games, there is a siz­able improve­ment in the sound­track of Alpha 2. Quite a few tracks stand out and it’s worth hunt­ing down the playlist because there are some gems. It’s still not at the Alpha 3 lev­el but it’s get­ting there if you need reassurance.

What I did­n’t care for in Alpha has improved in Alpha 2: how it plays. The play feel has improved with the intro­duc­tion of Cus­tom Com­bos, and while clunky to exe­cute, it’s a nice change of pace for the series. They’re in their infan­cy here so don’t expect the absolute dom­i­nance of Alpha 3 V‑ISM but they are cool to see and it’s sat­is­fy­ing to get them to work con­sis­tent­ly in play once you know what you’re doing. Watch­ing high-lev­el play shows how Alpha 2 is meant to be played, and it demon­strates Alpha 2’s strengths: Nuanced strat­e­gy and a clean engine.

Alpha 2 does have its quirks, though. Some­times the game just does­n’t feel quite right and by that I mean, I don’t like how it feels some­times. It can simul­ta­ne­ous­ly feel slow and slug­gish but then it course cor­rects and the game plays like a dream. Com­bos work but then some­times, I strug­gle to get things going. I can’t place my fin­ger on it, even years lat­er, but there’s some­thing off about Alpha 2 but I’ve learned to accept it for what it is and over­all just accept Alpha 2. It may be because I did­n’t start the series until Alpha 3, but Alpha 2 does­n’t always feel right. I still pre­fer to play Alpha 3 in every respect, but accep­tance of Alpha 2 is a sign of maturity.

Alpha 2 is the mid­point of the Alpha series and that’s OK. It’s got its grow­ing pains but the growth is there and it’s still regard­ed as a strong fight­ing game. Alpha 2 has val­ue and as the mid­dle child of the series, it’s got a lot to offer and a cer­tain charm that bright­ened by the fact that Cap­com learned its les­son and seem­ing­ly learned to count to three. Alpha 2 is a good bridge to greatness.

Score: 3.5 out of 5

Street Fighter Alpha: Warriors’ Dreams — Issue 52

 

Start­ing at the beginning

Street Fight­er Alpha sets the tone for spin­off franchise

I promise I can see the poten­tial in the orig­i­nal Street Fight­er Alpha: War­riors’ Dreams. I can look down from my high perch of love for Alpha 3 and accept that the series came from some­where. After all, every series must have a start. But it’s a long hard stretch to say it’s an all-time great start.

Street Fight­er Alpha estab­lish­es the series’ sto­ry: After Ryu wins the first World Fight­ing Tour­na­ment (as depict­ed in Street Fight­er), he returns home to find his mas­ter Gouken mur­dered and sets out to get revenge. At the same time, Chun-Li, Guile and Char­lie — along with oth­er var­i­ous mem­bers of the cast such as new­com­er Rose — work togeth­er to take down M. Bison, who is work­ing to estab­lish his empire and achieve world dom­i­na­tion. Know two things about the sto­ry: One, it’s a sequel to 1987’s Street Fight­er and a pre­quel to Street Fight­er II; and, two, its sto­ry­line is sup­plant­ed by Street Fight­er Alpha 2. Cap­com deployed this strat­e­gy with the Darkstalkers/Vampire series as well, which was coin­ci­den­tal­ly cre­at­ed around the same time as Alpha. And this isn’t the only instance of crossover con­cepts, either.

Alpha plays and feels much like ear­ly Vam­pire as well. The new addi­tions of mul­ti-lev­el super com­bos and air block­ing are here, too, and like Vam­pire, rep­re­sent an upgrade from the days of Super Tur­bo. But, as much as I like the upgrad­ed mechan­ics, I don’t like how Alpha plays. It feels clunky and slow with a molasses edge to the movesets. While the series did even­tu­al­ly improve with time and speed adjust­ments, it’s painful­ly obvi­ous here that it need­ed a speed boost.


Alpha also resem­bles Vam­pire in pre­sen­ta­tion. The graph­ics are nice and big, and the sprites are nice­ly drawn. It’s an ear­ly ver­sion of the Alpha 3 pre­sen­ta­tion that we’ve come to know and love, and it’s pleas­ing to see it here. The music isn’t at the Alpha 3 lev­el yet, but there are a few tracks that might make you tap your toe. 

What I want­ed from the first game in the Alpha series shows up lat­er in the final game, but the start isn’t ter­ri­ble. It need­ed some work and giv­en that Alpha 2 made improve­ments on this sol­id foun­da­tion in Alpha, I think it’s safe to call this the beta of the Alpha series.

Score: 3 out of 5

Street Fighter 30th Anniversary Collection — Issue 52

A mild col­lec­tion of peak ear­ly Street Fighter

There was a time when all the ear­ly gen­er­a­tion Street Fight­er games weren’t avail­able in the same place. Us old-timers had to own mul­ti­ple sys­tems and col­lec­tions on those sys­tems to com­plete the library of fight­ing street games. But then along came the 30th anniver­sary of the land­mark fight­ing game fran­chise and would­n’t you know, Cap­com thought it pru­dent to offer a bonan­za of Street Fight­er. Whether or not it’s a boun­ti­ful buf­fet is still up for judgment.

Street Fight­er 30th Anniver­sary Col­lec­tion aims to do one thing: Give you all the Street Fight­er you can shake a stick at. Includ­ed out of the box are: Street Fight­er, all ver­sions of Street Fight­er II (includ­ing Tour­na­ment Bat­tle, exclu­sive to the Nin­ten­do Switch); Street Fight­er Alpha, Street Fight­er Alpha 2 and Street Fight­er Alpha 3 Upper; and, Street Fight­er III: New Gen­er­a­tion, 2nd Impact: Giant Attack and 3rd Strike. This essen­tial­ly cov­ers all the bases for ear­ly Street Fight­er, which is great. Give me every­thing in one pack­age and let me choose what I want to play. But alas, there is a catch: All the ver­sions includ­ed are the arcade ver­sions of the games. That means, for exam­ple, with Street Fight­er Alpha 3 you aren’t going to get World Tour Mode. What­ev­er you received in the arcade is what you’re get­ting here so I hope you like the vanil­la ver­sions because that’s what’s served here. That’s not a bad thing if you love Street Fight­er, and it’s the smart solu­tion because includ­ing the home addi­tions would have pushed this col­lec­tion to dou­ble discs or more.


The pack­age is fine graph­i­cal­ly. The games includ­ed are going to look exact­ly what they way they did when they were released, which is exact­ly how they should here and isn’t the focus. What should be the focus is the sur­round­ing pack­age and it’s nice. The graph­ics look clean, and menus are invit­ing. How­ev­er, I do have a gripe with the menus: Cap­com is in dire need of a copy edi­tor. I found at least one error in the text (Aku­ma’s bio in Super Street Fight­er II X for the curi­ous), and this isn’t the first time I’ve found this type of thing (there’s an error in Super Street Fight­er IV’s text as well). 

As a for­mer pro­fes­sion­al edi­tor, this type of thing in video games gets on my nerves. Cap­com is a bil­lion-dol­lar com­pa­ny; hir­ing a copy edi­tor to spell check the menus and text should­n’t be a prob­lem. It reeks of slop­pi­ness, though I should­n’t be sur­prised as this is the same com­pa­ny that refus­es to trans­late the board game in Project Jus­tice or the dat­ing sims in both ver­sions of Rival Schools. But I digress. The pre­sen­ta­tion is good, and it looks fine on mod­ern systems.

The music is the same as the graph­ics: just as you remem­ber it and per­fect­ly fine. There is a sound test and that’s help­ful if you don’t already have any of the tracks in your music col­lec­tion. There are a few remix­es in the menus that you may not have heard before, but there isn’t any­thing note­wor­thy like say Mega Man X Lega­cy Col­lec­tion. The extras are mid, though some of the art­work and the offi­cial time­lines pro­vid­ed are neat. It’s just that there isn’t a lot of it and there should be with this many games included.

And just like the pre­sen­ta­tion, the playa­bil­i­ty is just as good as you remem­ber. I was able to fin­ish sev­er­al games in the arcade mode — once I adjust­ed the dif­fi­cul­ty, which is a god­send — and every­thing felt great even with a PlaySta­tion 4 Pro con­troller. I also jumped online to test the net­code, and it was decent. How­ev­er, with the supe­ri­or Fight­cade now in full swing, fight­ing online with 30th Anniver­sary has been made irrelevant.

This is the col­lec­tion to end all Cap­com col­lec­tions for their fight­ing games. Yes, Cap­com insists on releas­ing oth­er col­lec­tions with these games, but this is a good stop gap if you want the main­stream stuff all in one place. Come for the nos­tal­gia and the con­ve­nience and maybe stay for the extras. Three decades of Street Fight­er should be a spec­ta­cle to behold but it’s lack­ing in the knock your socks off draw-ins. It’s still a rad street fight, however.

Score: 4.5 out of 5

Ultra Street Fighter II — Issue 51

The sixth time’s the charm

Ultra Street Fight­er II needs to be the final final challenge

As a Street Fight­er fan of a cer­tain age, I can remem­ber the many jokes back in the day about Cap­com nev­er learn­ing how to count to three. It was­n’t a lie, though. Cap­com could­n’t count to three because they con­tin­ued to make major revi­sions to Street Fight­er II while oth­er fight­ing game series were start­ing and mak­ing sequels. More than 30 years lat­er, even after Cap­com learned what trés meant in New Gen­er­a­tion, Giant Attack and 3rd Strike, we’re still return­ing to the SFII well and I don’t know if this return trip with the buck­ets was worth it.

By now, we all know the sto­ry of Street Fight­er II: A bunch of World War­riors get togeth­er and fight the mega­lo­ma­ni­a­cal dictator/drug runner/supernatural enthu­si­ast M. Bison. Some­one among the based crew that is Ryu, Chun-Li and Guile got their revenge and faced him at the end of the sec­ond World War­rior Tour­na­ment until the ever-present Aku­ma showed up and prompt­ly took Bison out with a well-placed Rag­ing Demon. Except that giv­en the sto­ry events of Street Fight­er V: Cham­pi­onship Edi­tion, this no longer holds true exact­ly (see Bison’s res­ur­rec­tion in Street Fight­er 6’s DLC). Any­way, at the point of Ultra Street Fight­er II: The Final Chal­lengers, Bison is dead, on his way to hell with gaso­line under­gar­ments on for his var­i­ous mis­deeds. This has always been Street Fight­er II’s sto­ry­line in its basest form, and noth­ing notable has changed about it in Ultra. 

The con­trols also are the same old Street Fight­er II that’s been played and rehashed to death dur­ing the past 35 years. It’s the same shoryuken, hur­ri­cane kicks, and hado­kens you’re used to, and to Cap­com’s cred­it, that’s the best thing they could have ever done. Don’t fix what isn’t bro­ken and what gen­er­a­tions have learned to cut their teeth on. That said, if you can play Super Tur­bo, you can play this because that’s all this is in terms of how to play Street Fight­er II. And to mit­i­gate the poten­tial issues, buy­ing a Pro Con­troller is a smart idea, but you already knew that if you bought this port because there is no way you’re casu­al­ly play­ing a port of a 35-year-old fight­ing game with­out know­ing you need a decent controller.

Now, the one thing that has changed is the graph­ics. Graph­i­cal­ly, this is more in line with the weird Street Fight­er II HD Remix that fea­tured ani­me style graph­ics. It’s kind of gor­geous but also kind of not. It feels a lit­tle like a rehash of that port and not too many peo­ple were clam­or­ing for it out­side of the fact that it was one of the few ports of Super Tur­bo released in the U.S. Some of the stages look great and ben­e­fit from the art style change and some of them just look rather meh. Also, one of the few things that mer­ci­ful­ly stayed the same is the sound­track. SFII has always had an excel­lent sound­track and it, too, is untouched from the Super Tur­bo version.

The new addi­tions to this are what’s going to influ­ence your deci­sion to get this or pass. On the ros­ter side of things are new­com­ers Evil Ryu and Vio­lent Ken. Why, they aren’t new you say? Exact­ly. They aren’t new at all if you care about Cap­com fight­ing lore. Evil Ryu is a main­stay evil ver­sion of the beloved Ryu who’s been hang­ing around ever since Cap­com USA for­got to ask if he was real or not in the hey­day of Street Fight­er Alpha 2. Vio­lent Ken is a lit­tle deep­er but not by much. If you played the weird SNK vs. Cap­com Chaos — bet­ter known as SNK’s attempt in the Cap­com vs. SNK series — you’d rec­og­nize this ver­sion of Ken. He also kind of made a what-if appear­ance in Street Fight­er Alpha 3 in the arcade sto­ry mode. While I get that they’re a nov­el­ty and peo­ple love these char­ac­ters for what­ev­er rea­son, I’m not sure I under­stand why we need­ed anoth­er ver­sion of Street Fight­er II to include them. Because for the folks play­ing along at home, this makes the sixth ver­sion of the game to be released as an offi­cial port. By the time this was released, Cap­com was talk­ing seri­ous­ly and mak­ing a lot of noise about Street Fight­er V, so this is unnec­es­sary quite hon­est­ly. And throw­ing in the mori­bund and extra Way of the Hado mode does not jus­ti­fy the need for a whol­ly new ver­sion of this game.

Don’t get me wrong, I love Street Fight­er II. It was instru­men­tal and paved the way for my favorite genre of video games. I’ve played every ver­sion of SFII at this point and every spin­off of it, too. But when it comes to these high­ly unnec­es­sary retreads of the same game that Cap­com won’t let loose, I have a prob­lem. As much as I have come to love the fran­chise in my lat­er years, I can’t stand that Cap­com beats the SFII horse to death while ignor­ing their oth­er viable fight­ing game fran­chis­es such as Rival Schools/Project Jus­tice and Vampire/Darkstalkers. We get it, Street Fight­er II is extreme­ly pop­u­lar. But Cap­com has released enough ver­sions of it to last a life­time and this ver­sion is not need­ed. Cap­com real­ly needs to let this be the final chal­lenge for sure.

Metroid Dread — Issue 51

Metroid Dread a return to form for vet­er­an series

That fore­bod­ing sense of … dread. The antic­i­pa­tion of walk­ing into an unknown room and pos­si­bly find­ing a secret. It’s the stuff many old-school gamers and Metroid fans like me cut our teeth on grow­ing up with Metroid­va­nia games. The orig­i­nal Metroid set the tone, but Super Metroid is the house of cards that every­thing in the genre rests on. And Metroid Dread, while an admirable attempt to recre­ate that nos­tal­gic feel­ing, is a few mis­siles short.

Don’t mis­un­der­stand me: I love Metroid Dread. It’s the return to form that we all expect of a Metroid game, and you can tell that with­in the first five min­utes. The open­ing cin­e­mat­ic picks the sto­ry up after Fusion where Samus Aran, the bad­dest boun­ty hunter in the known uni­verse, has simul­ta­ne­ous­ly solved the X Par­a­site threat and ush­ered in galac­tic peace once again. Despite that, the Galac­tic Fed­er­a­tion receives ver­i­fied proof that the X are not extinct and sends EMMI (Extra­plan­e­tary Mul­ti­form Mobile Iden­ti­fiers) to the plan­et ZDR to inves­ti­gate the mys­tery of why the X Par­a­site has reap­peared. Soon after the EMMI land, all con­tact is lost with them. Ms. Aran is sent in to inves­ti­gate their dis­ap­pear­ance, and short­ly after land­ing, finds her­self in com­bat with a mys­te­ri­ous fig­ure that resem­bles a Chozo. Giv­en that the Chozo oth­er than her­self are also extinct, it’s an even deep­er mys­tery that Samus is deter­mined to solve.

The sto­ry is inter­est­ing, and I was gen­uine­ly invest­ed in learn­ing about the EMMI and what they found on the plan­et. I was even more intrigued about the Chozo war­rior because I’m well-versed in the lore of Metroid and any­thing that calls back to Super Metroid and Samus’ ori­gin sto­ry is going to have my atten­tion. It also ref­er­ences Metroid Fusion, obvi­ous­ly, and parts of Metroid II: Samus Returns — which is the excel­lent remake of Metroid II: The Return of Samus. Lean­ing on the old­er sto­ry is a smart move because you’re prob­a­bly going to go back and play the old­er games and the remake, and you’re going to buy into the sto­ry of the cur­rent game a lit­tle bit easier. 

What isn’t a lit­tle eas­i­er, even on the easy dif­fi­cul­ty lev­el, is the com­bat. Lis­ten, I’m a Super Metroid expert and I can even claim beat­ing the orig­i­nal Metroid, but the first hour of Dread is hard. I got stuck on the sec­ond EMMI chase sequence and had to go watch a detailed demon­stra­tion of what to do because I just was­n’t get­ting it. And, yes, I love this about Dread. Metroid, at its core, is about explo­ration, prob­lem-solv­ing and fig­ur­ing out things by tri­al and error. I’m doing that in Dread, though my old-man reflex­es and patience are get­ting in the way. But this is what I want out of my Metroid game to a point. The oth­er side of this, how­ev­er, is that I did­n’t care for the mad dash away from an all-pow­er­ful ene­my in Metroid Fusion in 2002, and I don’t par­tic­u­lar­ly care for the mad dash away from an all-pow­er­ful ene­my in Metroid Dread now. That fran­tic feel­ing of not know­ing what to do in a sequence that means instant death con­stant­ly is not a good one, and I had hoped that it would­n’t return 20 years lat­er, but here we are. I’ll fig­ure it out and learn to live with it, I guess, but it’s not one of my favorite parts of the game.

One of the oth­er things I do love about Dread is the atmos­phere. The music hits the sweet spot of nos­tal­gia and new with leit­mo­tifs of Super and the orig­i­nal game mixed in, and the graph­ics are gor­geous. I’ve long been a fan of the music of Metroid, and this is just anoth­er mas­ter­piece in the long his­to­ry of the series. Also, Samus has nev­er looked bet­ter. She’s more fleshed out with mod­ern graph­ics, but my favorite hero­ine is sim­ply stun­ning even in the stripped Pow­er Suit. And while ZDR is no Zebes, it’s a deli­cious­ly dark envi­ron­ment that invokes the best part of brood­ing moody dark plan­et that fits right in Metroid lore.

While I love a lot of Dread, there are some things that I don’t quite love. First, as a vet­er­an Metroid lover, I can’t help but won­der why it took so long to get a side-scrolling ver­sion of Metroid again and why it fol­lowed Fusion after so many years. Dread is fan­tas­tic, but Fusion was not exact­ly Super, and Dread tries a lit­tle too hard to make Fusion work. I’d rather Dread had its own iden­ti­ty aside from the cleanup of Fusion’s mess. 

And while we’re at it, Dread tries a lit­tle too hard to lean into Super’s lega­cy. It’s well-known that Super is our favorite game of all time. That is not a secret. How­ev­er, unless you’re going to give me a full mod­ern remake of Super, don’t tease me with some­thing almost there. 

Dread is a tease, a “what if we were to remake the great­est game of all time with mod­ern con­trols” exper­i­ment. To quote the awful Ronin in Avengers: Endgame, don’t give me hope. Don’t give it to me halfway and then be like, naw, you know what? Let’s just call it Metroid 5 and we’ll revis­it that Super remake lat­er. This tech­ni­cal­ly isn’t Dread­’s fault, because it’s an excel­lent game and it’s giv­ing me, the Metroid fan who did­n’t want a first-per­son shoot­er Metroid, exact­ly what I’ve been ask­ing for since Fusion. I’m not ding­ing Dread per se; I’m ding­ing Nin­ten­do for being a tease and a ter­ri­ble one at that.

Metroid Dread does almost every­thing right: The atmos­phere is Metroid, the graph­ics are Metroid, the sto­ry is Metroid and the secre­cy is Metroid. It’s a must-play if you’re into the series and even if you aren’t, you still need to expe­ri­ence it just to see how the grand dame of Metroid­va­nia does her thing and cre­ates per­fec­tion. It’s just that if you’re walk­ing into this think­ing you’re going to get Super Metroid lev­els of per­fec­tion, you’re going to be dis­ap­point­ed. It’s not Oth­er M lev­el of dis­ap­point­ment, but the lay­ers of Super haunt the out­come. Then again, let’s face it: Noth­ing is going to touch Super’s lev­el of nuance. And Dread is still fine for it. Dread near­ly hits on every lev­el, and it’s the side-scrolling Metroid adven­ture we non-first-per­son shoot­er fans have been wait­ing for. It’s just that you must be will­ing to look past the dread­ed com­par­isons to Super Metroid to see its true finesse.

The Death and Return of Superman — Issue 51

Mid­dling return spells dooms­day for Man of Steel

Death and Return of Super­man arc dropped in 1994

Super­man has nev­er been among my favorite super­heroes. First, I’m a Mar­vel girl at heart and I gen­er­al­ly don’t care for most DC char­ac­ters. Sec­ond, if there was a DC super­hero that I love, it’s going to be Bat­man. No prep time and by him­self. So, it stands to rea­son that I don’t care for most DC games out­side of Bat­man prop­er­ties. And so, it con­tin­ues with The Death and Return of Superman.


Death and Return of Super­man fol­lows the plot of the comics well. Super­man fights his ulti­mate neme­sis in Dooms­day, and he dies in the bat­tle. Short­ly after, four oth­er Super­men (Super­boy, Cyborg Super­man, Erad­i­ca­tor and Steel) show up to claim their right­ful place as the Man of Steel. The prob­lem is, how­ev­er, these guys are not Super­man, and it shows. Coast City is anni­hi­lat­ed, and it turns out that Cyborg Super­man is respon­si­ble for the car­nage. The oth­er Super­men, includ­ing the real Super­man him­self, return to stop the cyborg men­ace. If you’re famil­iar with the comics arc, this is basi­cal­ly what hap­pened there. It’s noth­ing super com­pli­cat­ed and there are no addi­tions or changes for the game. I appre­ci­at­ed it as some­one who does­n’t fol­low Super­man that close­ly because it allowed me to learn some­thing new about a well-known super­hero and encour­aged me to learn about the comics’ ver­sion of the sto­ry simultaneously.

Ram­pag­ing through the streets of Metrop­o­lis to stop crime and Cyborg Super­man is a no-frills affair as well. There is absolute­ly noth­ing note­wor­thy or spe­cial about the envi­ron­ments and the pre­sen­ta­tion. Noth­ing stands out, though the char­ac­ter mod­els and designs look nice. The sprites are nice­ly drawn and rather large, so they will catch your eye. How­ev­er, noth­ing else will. The back­grounds are just there, sta­t­ic and unchang­ing, and noth­ing looks par­tic­u­lar­ly inter­est­ing. The music is the same. The intro theme is kind of a toe-tap­per but noth­ing about this is going to make you search it out online to add to the collection.

The con­trols aren’t any­thing spe­cial, either. They’re just stan­dard beat-’em-up con­trols. There are your stan­dard attacks, a throw, a fire­ball some­times, and an ulti­mate screen-clear­ing attack that requires ener­gy. While the pay­off is the same for all the Super­men, the attack ani­ma­tion is dif­fer­ent. It’s kind of cool to see what each char­ac­ter is capa­ble of but it’s by no means any­thing excit­ing. And, as is the prob­lem with most beat-’em-ups like this one, you’re going to run into quar­ter-munch­er syn­drome. The hits are always unfair, espe­cial­ly with mul­ti­ple ene­mies on the screen, and health isn’t exact­ly plen­ti­ful. The boss­es par­tic­u­lar­ly are bad about this, and it’s infu­ri­at­ing to no end that you can’t get clean hits against them with­out tak­ing a bru­tal beating.

At the end of the day, Death and Return of Super­man goes about as well as you’d expect: You fight Dooms­day, you play as pre­tenders to the throne, and you res­ur­rect to stop a greater threat. It’s not ter­ri­ble but it isn’t great, either. Giv­en that we know how this end­ed in the comics, is there real­ly a need to play through a mid­dling game that does­n’t do any­thing spe­cial with the Super­man name? No. Let this death cycle play out and remain in its grave, respectfully.

Legend of the Mystical Ninja — Issue 50

Leg­end has it Mys­ti­cal Nin­ja ori­gin is great

The quirky nin­ja series had a rous­ing start on the Super NES

Every­one must start some­where, even video games. Even the most suc­cess­ful video game series have hum­ble begin­nings, where new ideas are brought to the table to estab­lish a hope­ful­ly suc­cess­ful series. So, it goes with one of my favorite series, Mys­ti­cal Nin­ja. While it’s not super pop­u­lar here in the West, Leg­end of the Mys­ti­cal Nin­ja opened the doors for the series to make an impres­sion on me in the late 1990s. It’s debat­able, though, if it cleared up the mys­tery sur­round­ing the appeal of the series for me.

Leg­end of the Mys­ti­cal Nin­ja is weird and anachro­nis­tic in every­thing that it does. Set in an alter­nate feu­dal Japan, Goe­mon and Ebisumaru (Dr. Yang and Kid Ying renamed in game) real­ize there are some strange hap­pen­ings going on in Oedo. After some inves­ti­ga­tion, they dis­cov­er that Princess Yuki has been kid­napped and they set out to res­cue her. Along the way, they meet up with an ally in fel­low nin­ja Yae, fight future ally Sasuke and trav­el to dif­fer­ent his­tor­i­cal­ly accu­rate loca­tions in Japan. This should sound famil­iar because it’s basi­cal­ly the plot of the excel­lent GI favorite Mys­ti­cal Nin­ja Star­ring Goe­mon. Swap some ele­ments and char­ac­ter names and you’ve got the basics of that game. 

But what sets it apart from some of the lat­er entries is the pre­sen­ta­tion. Leg­end, unlike Star­ring Goe­mon, is a side-scrolling affair. The health meter and the pur­chase of dam­age-negat­ing items are the same, but instead of being an over-the-shoul­der 3D romp, this plays more like The Leg­end of Zel­da: A Link to the Past. And that works well in its favor. The game looks nice and has charm. It’s bright and col­or­ful with big sprites and inter­est­ing ani­ma­tions. For an ear­ly Super Nin­ten­do title, you can’t go wrong with look­ing like a nice hop ‘n’ bop. The sound­track is suit­ably nice as well. It’s no Star­ring Goe­mon but it has a few decent tracks that will remind you of the sound the lat­er games are known for.


Because it’s like Link to the Past in looks, it’s a lot like that game in playstyle as well. The con­trols work well with the SNES lay­out, and it’s easy to get things going when you want to move around the play­field. My only gripe is that it’s a lit­tle hard to remem­ber which but­ton con­trols spe­cial moves. Oth­er­wise, it’s a stan­dard action plat­former for the SNES, which means it’s going to play clean­ly and make no fuss about its mechanics.
Leg­end of the Mys­ti­cal Nin­ja is a decent West­ern begin­ning for the Goe­mon fran­chise. It has a lot of charm, it looks good, plays well and does­n’t for­get its roots. As the intro­duc­tion to the series in North Amer­i­ca, it made a good first impres­sion with its quirky sen­si­bil­i­ties and gave birth to a legend. 

Goemon’s Great Adventure — Issue 50

Lat­est, great­est adventure

Goe­mon’s Great Adven­ture has always had the unfor­tu­nate posi­tion in gam­ing of com­ing after the excel­lent Mys­ti­cal Nin­ja Star­ring Goe­mon. It can’t help but fol­low in the shad­ow of the game as its direct sequel, and it’s nev­er going to stand up to make itself the pre­mier entry in the series. What it does have going for it though are two things: Rar­i­ty and some improve­ments in areas where the oth­er entries struggled.

Based on real-life fig­ure Goe­mon Ishikawa, the tit­u­lar hero stays sav­ing the day in an alter­nate Edo with his allies Ebisumaru, Yae and Sasuke. In this tale, the gang wit­ness­es an Ebisumaru looka­like steal the Old Wise Man’s new dead-res­ur­rect­ing device and wreak hav­oc on the land. It’s a cute set­up and it does­n’t take much to get into the sto­ry of the two zany nin­jas. Where this entry excels is the much-improved inter­face. Though it seems less per­son­al and plot­ted out like Super Mario World with a world map, it’s a wel­come relief from the some­times-con­fus­ing lay­out of Mys­ti­cal Nin­ja Star­ring Goe­mon. It’s nice to just choose a loca­tion on the map and go there with­out hav­ing to remem­ber how to get there.

Also improved are the mechan­ics. The biggest change in the game is arguably the switch from over-the-shoul­der view la Mario 64 back to a side-scroller in the vein of Leg­end of the Mys­ti­cal Nin­ja. Despite how jar­ring it may have seemed at first, even­tu­al­ly I came to love the fact that it’s slight­ly eas­i­er to move around and get a feel for the char­ac­ters than it was in Star­ring Goe­mon. Move­ment seems more sub­stan­tial and there’s no more fight­ing with the wonky cam­era that won’t cooperate. 

The way it looks is bet­ter also in Great Adven­ture. Every­thing is cleaned up and less polyg­o­nal, though some char­ac­ters retain that blocky look no mat­ter what. How­ev­er, the glow up is most notice­able in the envi­ron­ment. Edo looks fan­tas­tic, with the beau­ti­ful recre­ation of feu­dal Japan­ese archi­tec­ture stand­ing out the most. I was always impressed with the Mys­ti­cal Nin­ja series in what it tried to do graph­i­cal­ly, and this is a sol­id-look­ing entry.

Just as good as the graph­ics is the sound. Mys­ti­cal Nin­ja, as a series, is known for its sub­lime sound­track and Great Adven­ture does­n’t dis­ap­point. We’ve cov­ered this in our review of the game’s tracks (Edi­tor’s Note: See Issue 39) for Beat.Trip.Game, and it’s so good it’s worth men­tion­ing mul­ti­ple times. 

Though it’s an improve­ment in most areas, there are some spots where it could be pol­ished a lit­tle more. Some of the trans­la­tion is rough and there are fre­quent gram­mar errors in the text. For a game that relies on text to get the point across, that’s too jar­ring and takes me out of the expe­ri­ence. Anoth­er gripe is that, while most of the mechan­ics are improved, some of the new mechan­ics — such as the pole vault — need some work. It’s not hard to do — once you fig­ure it out. The prob­lem is that it takes much too long to fig­ure out. If I have to watch a playthrough video to get the con­cept, it’s doing too much.
Goe­mon’s Great Adven­ture is a tech­ni­cal­ly sound and com­pe­tent entry in a much-loved series. Despite my ini­tial annoy­ance with it 25 years ago, it’s grown on me with anoth­er replay. While it’s not as great as the stel­lar Mys­ti­cal Nin­ja Star­ring Goe­mon, it’s defin­i­tive­ly a wel­come entry in the series. One thing we’re going to do is let Goe­mon be great, and he achieves it with this sol­id entry in the franchise.

Samurai Shodown — Issue 50

Samu­rai Shodown has mag­nif­i­cent origin

The leg­endary fight­ing game series has impres­sive start with SNES adaptation

Fight­ing games were built a lit­tle dif­fer­ent­ly back in the day. They were expect­ed to be an exact copy of the arcade ver­sion they were borne from, they need­ed to play just as well as their arcade par­ents, and they need­ed to set up the next arcade ver­sion. The Samu­rai Shodown series was no stranger to these expec­ta­tions. And it could rea­son­ably meet them with the Neo Geo arcade sys­tem. But the debut 16-bit ver­sion of the beloved Sam Sho is a dif­fer­ent tale of the tape.

Samu­rai Shodown tells the sto­ry of revenge wrought by the res­ur­rect­ed Amakusa in 1787 and 1788 as he sought to avenge his exe­cu­tion by the Shogu­nate in 1638. Amakusa made a deal with the demon lord Ambrosia and drew oth­er fight­ers to him. Now-famil­iar faces dot the cast: Naoko­ru­ru and Haohmaru (from Cap­com vs. SNK fame), Gal­ford, Char­lotte, Earth­quake, and Jubei. It’s a fight­ing game with an inter­est­ing cast and sto­ry based on a few real fig­ures in his­to­ry, so it’s bound to draw interest. 

How­ev­er, what should real­ly send you is the pre­sen­ta­tion. Samu­rai Shodown — as not­ed in our review of the 2019 remake (Edi­tor’s note: See Issue 39 for the review) — is one of the most beau­ti­ful fight­ing game series ever cre­at­ed. And while we ini­tial­ly heaped that praise on the mod­ern ver­sion, it also extends to the retro ver­sion as well. Begin­ning with the intro­duc­to­ry screen, Samu­rai Shodown does not dis­ap­point in the visu­als. The lush, beau­ti­ful graph­ics go a long way in set­ting the scene of the vio­lence and beau­ty of the Edo peri­od of Japan­ese his­to­ry. Sim­i­lar­ly, the sound­track does­n’t dis­ap­point, either. Every­thing about the pre­sen­ta­tion is invit­ing if you’re into this sort of thing; spoil­er alert, I am, which should be obvi­ous by now with­in the con­text of Gam­ing Insur­rec­tion. It’s just that there is so much gor­geous to go around, and it should be praised because this is game graph­ics at its best, even in the 16-bit era.


Slight­ly less praise­wor­thy are the con­trols. Retro Samu­rai Shodown is noto­ri­ous­ly hard to nav­i­gate, and that’s on full dis­play here. Some­times I could get moves off clean­ly; some­times I strug­gled just to get a com­mon pro­jec­tile motion to work. It’s easy to pick up, but there is strug­gle, and it’s worth con­sid­er­ing if you can tol­er­ate that enough to con­tin­ue through the game. Also, real­ize now that in Arcade Mode, you’re going to fight every­one in the cast. There is no “let’s select six to eight oppo­nents from this very full cast;” no, you’re fight­ing every­one before you even sniff Amakusa so you will get lots of prac­tice with those hard movesets. How­ev­er, it is bro­ken up with pro­gres­sive­ly hard­er mini games, so this isn’t unfa­mil­iar ter­ri­to­ry. The Count­down Mode, a sort of ear­ly sur­vival mode, is a decent chal­lenge that also gets pro­gres­sive­ly hard­er. There is replay val­ue there, so that adds to the charm of an oth­er­wise bare­bones game.

If you can move past the so hard it’s a good hurt men­tal­i­ty of the orig­i­nal Samu­rai Shodown, there is a crown jew­el wait­ing to be played and dis­sect­ed. The death poem that is the dif­fi­cul­ty and con­trols in con­cert may be a detrac­tion but know that it remains beau­ti­ful lat­er down the fight­ing game road with improve­ments. It must start some­where, and this is a good start.