This is it: the thrilling conclusion to my top fifty Super Nintendo game reviews!
#10: Final Fantasy II
a.k.a. Final Fantasy IV in Japan
1991
The original Final Fantasy and it’s two Japan-exclusive sequels may have put the series on the map, but it was FFIV that set the bar for the series and RPG’s in general. And boy, was the bar ever set high. FFIV introduced many concepts that became series staples, including the active-time-battle system, summons and airships. The story was deep and the characterization, deeper. It was an epic, tragic tale on par with Shakespeare, accompanied by an equally epic score by Nobuo Uematsu. Unlike future Final Fantasies in which the characters were always young, heroic, beautiful and blonde, FFIV’s protagonist is the complete opposite. You play as Cecil, a middle-aged dark knight and commander of the Red Wings, a fleet of airships that flies around the world slaughtering innocent people and stealing their crystals for an evil king. Talk about badass. Cecil even sleeps in his armor. Sure, he later undergoes a character arc, but it’s rare and refreshing to begin an RPG as such an anti-hero, especially one with so much power. You’re joined by a big cast of heroes, all of whom are very distinct and well-developed, and each has a designated job class with their own special abilities: the knight protects other party members, the mages have magic, the ninja has throw and steal, etc. You also get a variety of airships with their own unique abilities. There’s a very impressive attention to detail in every aspect of this game’s design. Obtaining many of the secrets require you to think “fourth-dimensionally,” as Doc Brown would say. Equipping a bow and arrow has a significant difference in power if you're smart enough to equip the
arrow in the character’s dominant hand. When prompted to answer a multiple choice question, choosing the obviously wrong answer prompts the game’s director to shout “CUT!” and order a retake. You can even play 2-player by designating different characters to separate controllers in the configuration menu. FFIV started what I call the golden years for the series. It was the first in a string of excellent titles, all of which we'll get to in due time.
#9: Lufia II: Rise of the Sinistrals
1995/6
This mix of an RPG and a puzzle game is one of the best in
both genres. Although it’s a sequel, I highly recommend playing it first. Not only because it’s vastly superior to its predecessor, but because Lufia II is actually a prequel. In fact, the opening of Lufia I gives away the ending to Lufia II. And believe you me, this is not a game you want to spoil, as the story is excellent. It’s about four evil gods, Daos, Gades, Erim and Amon, who try to wipe out life on earth so they can rule the planet themselves. You play as a young swordsman named Maxim who must lead a resistance against them. Despite being a rather overlooked RPG, Lufia II introduced many elements that were later popularized in other games, including Ikari Points (much like the Limit Breaks in FFVII), Capsule Monsters (which is sooooooo Pokémon), and The Ancient Cave (an optional, “neverending” dungeon just like those in the Gamecube Zeldas). But without question, the highlight of Lufia II are the puzzles. This game is overflowing with brilliant little mind-benders. Some are simple, while others are true chin-scratchers. They’re the best puzzles ever assembled in an RPG. You also acquire weapons that you can use outside of battle, including but not limited to a sword, arrows, bombs, and hookshot. Yeah, it may sound like a Zelda ripoff, but trust me, what this game does with the weapons during puzzles goes far above and beyond anything you’ll ever see in the Zelda series. There are plenty of fun side-quests too, including the aforementioned Ancient Cave, finding all eight Dragon Eggs (with a little help from the Jewel Sonar, of course), and a casino full of mini-games like bingo, poker, blackjack and slots. I spent days on each one of these side-quests. Lufia II seamlessly combines so many different elements, you’ll never be bored. There’s just so much to do. But beware, the American version of the game does contain a surprising number of glitches that the Japanese version did not. Feeding capsule monsters is super buggy, changing equipment often results in comical typos and there are a couple rooms that contain scrambled graphical errors (just go up). But these flaws are like tiny, forgivable dents in an otherwise beautiful automobile.
#8: Breath of Fire
1993/4
You gotta hand it to Capcom. They’re easily the most versatile videogame developers, proving they could make great games in virtually every genre. They had Mega Man (platformers), Street Fighter (fighting), Resident Evil (horror), all the great Disney-licensed games (everything from action games to puzzle games) and finally, the Breath of Fire series (RPGs). The original BOF is still my favorite in the series. I absolutely love the game's setting. It's a medieval fantasy world inhabited by anthropomorphic races. Everyone is half-human, half-animal. The Dark Dragon Family, led by King Zog, are trying to take over the world with the help of an evil goddess, Tyr, and it's up to a young Light Dragon named Ryu to unite all the other animal clans against them. This game boasts fantastic storytelling. I love how every single town faces a unique crisis at the hands of the Dark Dragons -- they mail a poisonous letter to the bird-people; they cut off the water supply to the dog-people; they kidnap the ox-people to build a weapon to destroy the underwater fish-people, etc. Each teammate you recruit can use a different special ability outside of battle. Bo is a fox-man who can hunt on the world map and guide the party through forests; Gobi is a fish-man who can transform underwater; Ox is (you guessed it) an ox-man that can move or break heavy objects. My favorite character was Karn, a "human" thief who could pick locked doors and disarm traps. This game is full of secrets that require revisiting old areas with new characters to reach previously inaccessible areas. It really keeps you on your toes. I actually took notes so I would remember where to revisit. Time actually passes on the world map, which not only bathes everything in a different light, but has special effects on the towns. During the day, everyone’s awake; you can enter homes, talk to the villagers, steal their shit, etc. At night, everyone goes to bed and locks their doors. But nightfall has its perks, too. That’s when the guards fall asleep and the zombies wake up. The game's battle system is rather unique. You can switch between all eight party members in battle, though only four can be out at a time. Also, you can actually see your enemies' lifebars, although bosses always get a second wind. The last few dungeons boast some interesting puzzles. Smart players will uncover the ultimate power in any RPG: a dragon transformation named Agni who always deals 999 damage to all opponents! Getting sick of random battles? No problem. Just use a Marble3.
#7: Mega Man X
1993/4
At last we reach the greatest Mega Man game of all time. No, the X was NOT a Roman numeral for ten, it was a symbol marking the beginning of a totally new, totally awesome series of Mega Man games. The new Mega Man, now referred to as “X,” was fast, acrobatic and more metal than ever. Capcom remained true to the original series by adhering to the same formulas while wisely taking the bold new steps the series needed. You still fought eight mavericks in the order of your choosing before assaulting the arch-villain's citadel, only instead of having lame names that all ended with “man,” the mavericks were all different kinds of animal-robots, like Storm Eagle and Armored Armadillo. MMX also introduced new yet equally classic characters like Sigma, a power-hungry computer virus; Zero, Mega Man's even cooler older brother; and Vile, a purple Boba Fett. For the first time, Mega Man could scale walls, adding a whole new element to the platforming. The controls are smoother than titanium-alloy, although I always go into options and set “dash” to R, which felt so perfect to me, I'm surprised it wasn't the default. But the mechanics are so slick, a talented Mega Man vet could dance circles around the bosses and defeat them with only the regular M-buster – er, I mean, the new X-buster. The new 16-bit weapons were fantastic. My favorites were the Storm Tornado, which seemed to tear through any normal enemy with ease, the Boomerang Cutter, which could retrieve out-of-reach items, and the Rolling Shield, which, charged up, gave you a protective bubble that destroyed those pesky, flying bots upon touch. The X games were filled with clever secrets. Tracking down all four sub-tanks, all eight health tanks and the four body enhancements was always a joy. It required revisiting previous levels with new weapons to reach new areas, like in the Metroid games, but it was actually fun here since you have a level select screen instead of just one giant level to backtrack through. The MMX soundtrack is, in my opinion, the greatest metal album of all time. Finally, I'd like to conclude my tenth Mega Man review by discussing a common glitch throughout the entire series: lag. You oldschool gamers know what I'm talkin' 'bout! Lag is a phenomenon that occurs when too many things are happening onscreen at once for the game to process at normal speed. Thus, the game goes into temporary slow-motion. It's fucking awesome, because it makes you feel like Neo in the Matrix, it actually helps you dodge enemy fire, and it was a totally accidental effect.
#6: Donkey Kong Country 2: Diddy’s Kong Quest
1995
In the film industry, sequels are rarely equal. Videogame sequels, on the other hand, are usually better. That’s just one example of how videogames have become an artform, while film has degenerated to a commercial business. All the true artists are working in videogames these days, and what a work of art Rare has created here… The first DKC is one of my favorite games on the console, but the second was just better in every way. The levels are somehow better, the music is even more beautiful, Crankier is funnier than ever, there are new Kongs, new moves and new animal buddies (each with their own new special moves). This time around, Kaptain K. Rool has kidnapped Donkey, and it’s up to Diddy and Dixie to save him. Dixie is new to the Kongs, and she rocks. I love that punk faux pas thing she’s got goin’ on. Then there’s Swanky Kong, a hipster who runs a Bonus Bonanza mini-game comprised of trivia questions about the game to see how closely you've been paying attention. And the last new Kong is Cranky’s wife, Wrinkly, a schoolteacher who you can pay for tips, as well as clues to the location of each level’s DK Coin. Ah yes, hidden in each of the game’s forty levels is a DK Coin, and finding them all is great fun. There are also Kremcoins hidden in every level. Finding enough of them will afford you access to The Lost World, the hardest series of platformer levels you will ever play (post-NES). These levels aren’t meant to be beaten -- they’re meant to beat you! But fear not, for there are even more animal buddies to help you out this time around. Rambi and Enguarde return from the original, and they have new charging moves to make them go super fast. The new animals are Squawks, a parrot who can give you an airlift and spit coconuts at enemies, Rattly, a coily, spring-like snake with mad bouncing skills, Clapper, a seal who can turn lava to water and water to ice, Glimmer, an anglerfish who can light your way through dark levels, and my favorite, Squitter, a spider who can shoot projectiles and create temporary webby platforms to stand on. All in all, DKC2 is my favorite 2D platformer of all time.
#5: Super Mario World 2: Yoshi’s Island
1995
I take it back. THIS is my favorite 2D platformer of all time. Yoshi’s Island is actually a prequel set when the Mario brothers were just babies, making it chronologically the first game in the entire Mario series. As the stork delivers the twins to their parents, a Magikoopa named Kamek attacks, kidnapping baby Luigi, but missing baby Mario, who plummets to Yoshi’s Island. Upon finding the newborn wearing nothing but a diaper and red hat, Yoshi becomes the ultimate babysitter as he and his pals relay baby Mario across the island to save Luigi from Kamek, who also happens to live on the isle... with a baby turtle-dragon named Bowser. The gameplay is decisively different from any of the other Mario platformers. The unique art style looks like it was made with watercolors and crayon. But there are also an array of great mode 7 effects -- many backgrounds feature 3D shapes which seamlessly interact with the foreground. And no review of this game would be complete without mention of the Fuzzies, “enemies” which intoxicate you upon contact, turning the level into a colorful acid trip. Yoshi's move selection is radically different than it was in Mario World 1. He can still eat enemies with his frog-like tongue, only now, a swallowed enemy is immediately shat out in the form of an egg, which can then be used as a throwing weapon. The dino also has a powerful ground pound, a flutter kick to give him a second jump, transformations in designated levels, and loads of special items, like watermelons, fire melons and ice melons. You can store items in a large inventory for later use, like in Mario 3, only here you can access your items anytime during levels! Except during boss battles. The bosses in Yoshi's Island are easily some of the most creative boss battles of all time. They're all regular enemies turned ginormous by Kamek. But my favorite thing about the game? The collectibles. For perfectionists like myself that adore finding every little secret a game has to offer, this is the most satisfying and rewarding game you'll ever play. Each level has eight red coins and five flowers hidden throughout, and the game grades you based on how many of the collectibles you find. Getting 100% on every level is immensely enjoyable, and even opens up difficult secret levels for the pros and mini-games where you can earn extra lives and special items. I do feel I must address one common complaint of this game. Whenever Yoshi is hit, baby Mario gets knocked off his saddle and cries obnoxiously until you retrieve him – it's widely regarded as the most annoying videogame sound effect of all time. I wouldn't know because I never get hit. But hey, at least you don't have to change any diapers.
#4: Super Mario RPG: Legend of the Seven Stars
1996
Toad:
Yo! We are gathered here today to join Nintendo and Squaresoft in holy matrimony. They are inarguably the two greatest videogame companies of all time, and today, I am proud to announce that they have decided to work together to give us a game of epic righteousness! Now onto the vows.
Nintendo:
From the moment I first played a Final Fantasy, I knew I wanted to stick my plumber in your genre. I hereby offer you all the classic Mario characters, and trust you to give them rich personalities for the first time ever (other than Mario, who will remain a silent protagonist, of course). Joining Mario’s party will be Princess Peach, newcomers Mallow and Geno, and even Bowser. I will also throw in humorous cameos from other Nintendo franchises. I have created a beautiful new style of graphics for our game. It’s a 3D platformer from a fixed, three-quarters perspective full of stunning, pre-rendered 3D objects and sprites. And finally, I give you mini-games, puzzles and sidequests galore.
Square: I solemnly swear to write you an RPG set in the Mushroom Kingdom. It will be a classic tale complete with plenty of comic relief. I have invented a whole new interactive battle system just for us. It revolves around “timed techniques.” Whenever a character is attacking an enemy or receiving an enemy attack, the player can press a button, which, if timed correctly, will double the player's attack or reduce the incoming damage by half! And instead of random battles, you will be able to see every enemy before you fight them, and can even choose to avoid them if you wish. Finally, we have enlisted Yoko Shimomura, the finest female composer in the biz, to score our masterpiece.
Toad:
Nintendo, do you take Squaresoft to be your lawfully wedded partner?
Nintendo:
I do.
Toad:
And Square, do you take Nintendo?
Square:
I doeth.
Toad: By the powers invested in me and the Kingdom of Mushrooms, I now pronounce you – oh wait. If anyone objects to this ceremony, speak now or forever hold your peace.
The chapel doors are suddenly kicked open.
Luigi:
(out of breath)
WTF?! You guys made a game together and I wasn't invited?!
#3: Final Fantasy III
a.k.a. Final Fantasy VI in Japan
1994
I always ask gamers what their favorite Final Fantasy is. The answer is usually “7,” to which I always respond, “Ah, you haven’t played 6, have you.” It’s a shame so many young gamers are too close-minded to play anything pre-3D-CG, because they’re missing out on the greatest game in the series: FF6. Imagine the original Star Wars trilogy as a post-apocalyptic steampunk RPG. Yeah, it’s that good. The story follows a group of anarchists trying to overthrow an evil empire before they unleash a deadly force on the world: Espers (the proper name of intelligent, otherworldy creatures too often stereotyped as mere “summons”). This was a dark, tragic and adult-oriented game, addressing a lot of real world issues like discrimination, death of a loved one, teen pregnancy, child abandonment and suicide. The story is full of heartbreaking moments, a true Square trademark, but the melodrama was never better. The characterization is the best I've ever seen in a videogame. There is no protagonist. It's an ensemble piece, and each and every one of the fourteen playable characters is as deeply developed as they are diverse. I could, from memory, tell you each of their special abilities, describe each of their personalities, and even hum all their musical motifs. That reminds me, back in grade school, you were only in the cool club if you knew every character’s last name, proof that you had beaten the game (as the ending revealed their surnames). The overriding theme of the game is uniting a wide variety of people together for a common cause. You can see this theme echoed throughout the entire game. You’re often prompted to divide your small army into multiple groups to navigate dungeons or complete battle mini-games. In the final battle, you actually get to use all 14 characters -- only five at once, but when one of them falls, another immediately takes their place. That’s fuckin teamwork! The game is full of multiple choice mini-games that award you based on your answers, whether it’s a dinner conversation with the Emperor or memorizing the words to an opera before performing it onstage. Nobuo Uematsu’s score is his masterpiece, capturing the drama and emotion perfectly in every scene, not to mention giving each character an unforgettable motif. I wouldn’t say this without giving it years of thought, but I really mean it: this is the greatest videogame soundtrack of all time. It even contains my favorite song -- not just my favorite videogame song; MY FAVORITE SONG OF ALL TIME: the opera, "Maria and Draco.” Most people say the world is round. Well, my world is Square.
#2: EarthBound
a.k.a. Mother 2 in Japan
1994/5
There are two types of gamers in this world: those who have never played EarthBound and those who would give their right hand for it, because it’s one of the most lovable games ever made. Also, because you can play the game entirely with the D-pad and L button. EarthBound is the most unique, quirky, trippy, funny and heartwarming game you will ever play. It was an RPG on par with the Final Fantasies, though it was the polar opposite in style. Instead of a medieval fantasy, the game's setting is contemporary America. You’ll journey from the suburbs to the country to big cities and even abroad. Instead of going for a super-serious story, it's a comedy, and the game's target audience seems to be stoners. It's full of lava-lampy imagery, Beatles references, triptacular tunes, wacky jokes, and the characters themselves actually get intoxicated many times throughout the game. The plot follows four preteen dropouts as they attempt to save the world from an alien known only as Giygas. You fight enemies like “Lord Belch” and “New Age Retro Hippie,” you’ll dig in trashcans and eat leftover food scraps to replenish HP, and you’ll have to remember to call home frequently or Ness gets the status effect “homesick,” which renders him practically helpless. And that’s just the tip of the iceberg. Despite the game’s quirky humor, it really has a heart. Out of nowhere, it will suddenly curveball you with surprisingly touching moments with the most emotionally moving songs. I especially liked the game’s battle system. You could see all your enemies before you fight them which allows you avoid them or even jump them for a surprise attack. During battles, you had an odometer-style hitpoint meter that actually gave you a chance to heal yourself from a mortal blow before your HP hits zero. And after you’ve leveled up beyond the enemies in a particular area, they would all run from you, which is so much more convenient than having to constantly battle laughably weak random encounters. Urfbownd was THE cult classic videogame. I was one of the few children who actually bought the game. But thanks to word of mouth, internet reviews and Ness's appearance in the Smash Bros. series, this game’s popularity has snowballed so much since it’s bombed release, we can’t even call it a cult classic anymore. Now it’s just classic. Fun fact: EarthBound is actually part two of the Japanese Mother trilogy, though Mother 1 and 3 were never released in the US. However, EarthBound (Mother 2) has gained such a devoted fanbase that multi-lingual hackers have actually translated Mother 1 and 3 themselves and released the ROM hacks for free on their website. In case you're wondering, both are good; neither are great.
#1: ??????
A game this epic deserves its own epic review.