In September 2017 the dreams of retro videogames fans around the world were realised once again. The successor to the sold-out NES Mini, the Super NES Mini, hit stores worldwide. The Super NES Mini will follow the mould of the NES Mini by including 21 of the most classic games the platform has ever produced.
Parts 1-4 covered the 16 games available in all regions worldwide. This edition will cover the 5 Western exclusives. Children vs aliens, boxing, street fighting (wink wink), horror, even golf (of a sort). Talk about variety, eh?
Western Releases (17-21):-
Developer: HAL Laboratory
Original Sales: 0.44 Million (Unconfirmed)
My experience with Earthbound is limited. It was never released in the UK until 2013, so that’s my excuse. Oh wait, 4 years already? Jeez. Time does fly when you have too many games to play.
Earthbound (or Mother 2 in its native Japan) is the story of Ness, a young boy whose merry band need to save the world from impending doom. Sounds simple? Well, for the most part it is, but there is something wonderfully left-field about Shigesato Itoi’s RPG.
The world needs saving, and Ness, armed with baseball bats, slingshots and yo-yo’s, is an unlikely hero, but one that can be related to. He eats burgers to regain health, catches colds easily and also gets homesick rather easily. Just like any 13 year old, right?
Such RPG nuances must have felt too much for Nintendo to release into Europe back in 1995. It wasn’t the only RPG to miss the European cut of course. But given it sold less than a million copies Nintendo clearly heeded on the sign of caution with Earthbound.
But for me, and with the progress i have made so far, its those aforementioned nuances that make it stand out. RPG’s don’t get more niche than this. And the SNES Mini gives Earthbound a new home it deserves.
Kirby’s Dream Course
Developer: HAL Laboratory
Original Sales: 0.59 Million (Unconfirmed)
Kirby’s Dream Course is a Kirby game in the loosest way. In Japan it is entitled Kirby Bowl, which for what is ostensibly a golf sim adds to the identity crisis Dream Course suffers from.
Visually it is akin to the isometric Sonic 3D on the Genesis; bumps, hills and obstacles make up the multiple Dream Land golfing landscapes. And like its visuals, that Kirby style is also successfully transitioned into a golf game.
With just 21 games to place on a SNES tribute console – one already lacking in decent sports titles – why this?! The inclusion of this isometric miniature golf sim is a strange one. Kirby is of course one of Nintendo’s top characters. No doubt redeveloping the once-named Special Tee Shot to represent the world of Kirby will have boosted sales. It’s by no means a bad game by any stretch, it looks and feels a little out of place on the SNES Mini.
Street Fighter II Turbo: Hyper Fighting
Original Sales: 4.10 Million
Capcom’s definitive 16-bit fighter is a true gem of the genre. The twelve most recognisable fighters in the world take each other on in The World Warrior tournament. Your chosen fighter has his/her own reasons, but all want to be the best. Which is what Street Fighter II Turbo is: The best. Some may say it is one of the best fighting games ever made. Even some say the best. But one thing is for certain: it is definitely among the best the SNES has to offer.
Sure, if you were to judge SFII Turbo against the test of time it has been surpassed repeatedly. Mostly at the hands of its own maker, Capcom. But if nothing else it serves as a perfect nostalgia trip. With the SNES Mini ROM running as the US 60Hz version, something that was often but a dream in the PAL regions of yesteryear, plus the added ‘turbo’ adjustable speed, it still serves as one of the purest one-on-one fighters in existence.
As a package however, i would have preferred to see Super Street Fighter II, which is on the Japanese release. It is also a fighter that has been previously made available via eShop. But nonetheless, Street Fighter II Turbo is still up there with the best the SNES has to offer for a fighting fix.
Super Castlevania IV
Original Sales: 0.50 Million (Unconfirmed)
First off, i need to proclaim that I’ve never been on the Super Castlevania IV bandwagon. It is critically acclaimed, but i find it dull, slow and simply annoying to play. Its a series that was yet to find it’s identity until Symphony of the Night 5 years later. But while it’s a title that simply isn’t for me, it does have endearing qualities that have stood the test of time.
Firstly, it is one of the few adult-themed games for the SNES. It’s distinct horror setting captures the doom and gloom in particularly detailed fashion; vines on railings in the background and the haunting shipwreck of stage 2 are still impressive. The use of Mode 7 also adds a level of disorientation to the already-increasing difficulty. The soundtrack is also excellent.
Super Castlevania IV is no pick-up-and-play retro paradise. It ranks among both Super Ghouls & Ghosts and Contra III in terms of difficulty, possibly even a level above that. It will take many a play-through to master the pixel-perfect requirement for both jumping and attacking – 2 of the games most basic and common actions. It’s a deliberately rigid and unforgiving experience that only applies to the hardcore.
Super Punch Out!
Original Sales: Unknown
Finally, a sports sim! And yet, not a true one. Like many a NES to SNES sequel, the goal was refinement, not reinvention or revolution. And Super Punch Out! is a perfect example of that.
Your fighter is the average Joe going up against a series of increasingly ridiculous opponents. Each of which requires their pattern or style to be discovered in order to lay some serious smackdown yourself. It’s a simple formula that gets increasingly difficult and ridiculous as it progresses. Beating all four circuits is a bit of a challenge, and once that’s done it’s a case of breaking your own records and honing your timing skills even further.
It may be title that’s a little lost in time by today’s standards but Super Punch Out! is heaps of fun. It’s a shame it isn’t supported by any other sports titles on the SNES Mini, but is a welcome addition nonetheless.
Now we’ve seen what the east is missing, the next (and final) part will look at the Japan-exclusive titles to see what we’re missing out on.
Previous entries: One Two Three Four