Shatterhand (NES)

I came; I saw; I shattered.

Now that the (thoroughly disappointing) Adventures of Bayou Billy have come to an end, it’s time for me to treat myself a little. I’ve earned it. Luckily, I have something special I’ve been saving for just such an occasion.

I have fond memories of Natsume’s 1991 action platformer Shatterhand. I was one of the relatively few who played it back around the time of its release and it impressed me enough back then that I just had to grab a copy when I spotted it at the Portland Retro Gaming Expo last month.

Shatterhand started out as Tokkyū Shirei Soruburein (“Super Rescue Solbrain”) in Japan. This was a licensed game based on an action tv series of the same name that centered on masked sci-fi superheroes fighting crime. Power Rangers type stuff, basically. Since the game came out several years before Power Rangers mania swept the West, however, there was no way that publisher Jaleco was going to stick with the Solbrain characters for the international release.

Instead, Shatterhand is the story of Steve Hermann. A decorated cop from the Bronx in the not-so-distant future of 2030, Steve loses both his hands in a violent clash with cyborg terrorists working for the nefarious organization Metal Command. While recuperating in the hospital, Steve is approached by a representative of the top secret government agency L.O.R.D. (Law and Order Regulatory Division) and offered a brand new pair of cybernetic hands, the strongest in the world, in exchange for his help taking down Metal Command and its leader, General Gus Grover. Steve naturally agrees and is given the codename Shatterhand to protect his identity as he sets off to save the world with his bare hands.

Wow. That whole spiel is so early ’90s direct-to-video action movie that I can practically see the weathered VHS cover in my mind’s eye. Steve even sports a lime green vest and some sweet wraparound shades in-game. The whole package is like a little pop culture time capsule and I absolutely love that sort of thing.

As for the game itself: You punch all the things and all the things explode.

You want more? Oh, fine. There are a total of seven stages in Shatterhand. The first is a basic introductory level where you’re encouraged to experiment with the controls and get accustomed to the general feel of the game. After that, you’re taken to a level select screen where you can play through the next five stages in any order you like before the final confrontation with General Grover in stage seven.

Steve has all the standard NES action game moves. He can run, jump, crouch, and deal out rapid fire punches both on the ground and while airborne. The way the punching is handled is quite slick, actually. Tapping the attack button will produce three quick jabs, perfect for dispatching weak enemies, before Steve will automatically switch over to throwing haymakers that are a bit slower, but deal twice the damage and are better suited to taking down anything still standing after the initial jab flurry. It’s a great way to elegantly map both attacks to a single button without the need for directional inputs or the like. Oh, and you can punch enemy bullets and missiles right out of the air harmlessly if your timing is good enough. Rad.

In addition, Steve has the ability to cling to the chain link fences that appear in the backgrounds of most levels and use them to boost himself up to higher platforms or as perches from which to attack hard-to-reach enemies. Get used to taking advantage of this because it’s Shatterhand’s take on the “special movement ability” that most every platformer has, similar to the Ninja Gaiden wall grab or the DuckTales pogo jump, and you’ll be expected to scale fences under increasingly precarious conditions as the game progresses.

As it is, this setup doesn’t sound bad, but it doesn’t sound particularly amazing, either. Until you consider the satellite robot system, that is. Scattered throughout each level are icons with Greek alpha and beta letters on them. Collecting three of these will summon a flying robot companion that will fight at Steve’s side by mirroring each of his attacks with one of its own. These guys can be damaged by enemy attacks and eventually destroyed, but they can potentially stick around for quite a while if you manage their movements and attacks skillfully. Each of the eight possible letter combinations will result in a different robot. For example, the alpha/alpha/beta bot fires a poweful laser beam while the beta/beta/alpha one has a built-in flamethrower. Other helpers bring swords, boomerangs, grenades, and more to the party. What’s more, collecting the same combination of letters again while your first bot is still active will cause Steve and his satellite helper to merge temporarily, granting Steve invincibility and superpowered fireball punch attacks until a timer runs out. If you can manage to transform right before you reach a stage’s boss, you can usually wreck your hapless opponent in seconds flat.

This power-up system is really what secures Shatterhand’s place as a top ten NES action game for me. The variety it presents to the player is deep without ever becoming overwhelming. You can stick to a single favorite companion for the whole game, try to determine which of the eight is best-suited for each of the stage layouts, or even opt for a hardcore no bot run with just your fists. The choice is yours.

Shatterhand has a pitch-perfect “Goldilocks” level of difficulty coupled with a managable length. This combination lends the game a superb sense of flow that drives the player forward at all times. Steve can withstand eight hits before losing a life, which is enough to encourage a bit of risk taking without allowing the player to slack off completely and cruise along on auto-pilot. Each level features its own unique environments and hazards and is just long enough to provide a decent challenge without wearing out its welcome. Losing all your lives will send you back to the start of a level, but continues are unlimited.

I really can’t heap enough praise on this one. It has the crisp, detailed graphics and advanced sound design you’d expect from a late period release, solid level design, pinpoint accurate controls, a brillant power-up system, and a way cool (if also way dated) premise and hero. If Shatterhand has one major flaw, it’s that you’ll likely find yourself wishing there was a lot more of it to appreciate. It didn’t garner the attention it deserved at the time of its release due to most Nintendo fans being hypnotized by their shiny new Super Mario Worlds and F-Zeros, but its appearances on countless “NES hidden gem” lists in the years since have at least given it a new lease on life here in the far-flung, killer cyborg ravaged 21st century.


Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s