Famed satirist Jonathan Swift once observed, “Falsehood flies, and the Truth comes limping after it….” In the realm of classic gaming, I can think of no clearer example of this maxim in action than Hagane: The Final Conflict for the Super Nintendo. Around a decade ago now, a obscurely-sourced story began circulating online that this unassuming 1994 action-platformer was actually a rare Blockbuster Video rental exclusive title. Prices for Hagane cartridges rocketed from the $20 -$40 range to $500 and up.
You’ve likely already guessed where I’m going with this. That’s right: There’s no proof whatsoever that Hagane was ever associated with Blockbuster Video. What’s more, popular YouTuber SNESdrunk has presented plenty of evidence that it was, in fact, a normal retail release. Blockbuster exclusive games like ClayFighter: Sculptor’s Cut for the Nintendo 64 were a real thing. At this point in time, however, we can state with all confidence that Hagane was not one of them.
I’m not certain whether the Blockbuster myth originated as an innocent mistake or a despicable attempt to manipulate the secondary market, but I do know that ten years and counting of wide dissemination is likely to prevent those prices from correcting themselves anytime soon. The damage is done. It’s a shame, because the sticker shock tends to overshadow a quality ninja action game that’s often cited as the Super Nintendo’s answer to Sega’s Shinobi series.
The final conflict of the title is between two secretive ninja clans. The Fuma are mystical warriors charged with safeguarding the Holy Grail. Their foils are the evil Koma, who dream of using the Grail’s limitless power to destroy the world. A treacherous attack by the Koma results in them stealing the Grail, but they make the fateful mistake of leaving one Fuma clan warrior alive. This gravely-wounded ninja, Hagane (“steel”), has his brain transplanted into a cyborg body in order to seek revenge on the Koma and recover the Grail before it’s too late. Ninja RoboCop questing for the Holy Grail? God bless video games.
Hagane’s mission comprises nineteen individual stages spread out over five chapters. These are primarily straightforward “run, jump, and fight your way to the exit” affairs that incorporate a satisfying blend of platforming and combat challenges, along with a handful of auto-scrolling sections for variety. Each chapter also has an end boss and at least one mini-boss. None of the individual stages here are exceptionally large or involved, but there’s enough of them that the journey as a whole feels neither too long nor too short.
Like Treasure’s Alien Soldier, which I reviewed just last week, this is another game where the title hero has an incredibly wide selection of moves and attacks at his disposal. Too many, to be honest. Hagane has four main weapons that he can cycle between at any time: A sword, shuriken, bombs, and a chain. Any ninja game connoisseurs reading this probably recognize this as the same array of weapons wielded by Tsukikage, the protagonist of Irem’s Ninja Spirit. I can only assume that someone on the development team was a fan of Irem’s effort. Hagane also comes equipped with a limited-use super bomb attack reminiscent of the one seen in Contra III that damages everything on-screen and is generally best saved for bosses.
That’s not all, though! The ever-versatile metal ninja can also lash out with jump kicks and ground slides, cling to ceilings, bounce off walls, execute a strange sort of rolling double jump that covers wide distances horizontally, and pull off a variety of charged-up power attacks in conjunction with both back and forward flips. Hey, at least they didn’t let that six-button controller go to waste, eh?
Step one here is to get a feel for which of these moves you’ll need to use constantly and which you can safely ignore. The sword and shuriken ended up being my go-to weapons (with bombs a distant third) and the double jump spin proved to be the most vital platforming tool by far. The chain, jump kick, slide, super flip attacks, and the rest all turned out to be either highly situational or completely unnecessary.
Mastering a small selection of your most efficient moves as quickly as possible goes a long way toward curbing the game’s formidable difficulty. Hagane has a reputation for being one of the most challenging SNES action games. While there are many that I would personally rank higher in that regard, it’s certainly no easier than the average Shinobi or Ninja Gaiden title. The biggest hurdle by far is Hagane’s unimpressive health bar. For a guy made of metal, you’d expect him to able to withstand more than three hits by default. Healing items and the occasional health bar extension help somewhat, but you still can’t count on being able to make many mistakes. You are given unlimited continues at least, although running out of lives and using one starts you back at the beginning of the chapter rather than the exact stage you died on.
Despite a somewhat over-engineered control scheme, Hagane largely succeeds in delivering the sort of fast-paced precision action-platforming experience its target audience craves. It weds level design and enemy placement that would be right at home in any of the 16-bit Shinobi games with the weapon system from Ninja Spirit, movement that recalls Capcom’s Strider, and an extra bit of flair all its own, as in the stage where Hagane must escape a crashing airship as it spins around him courtesy of the console’s iconic Mode 7 background rotation effect.
All this solid gameplay is further bolstered by some very strong art design. Every detail of the medieval Japanese cyberpunk future on display here is compelling, from the twin pistons carved into the shapes of Buddhas that are shown to power Hagane himself in the opening cut scene to the largest of the boss enemies with their hulking robot frames topped by elaborate Noh theater style masks. It’s basically the same aesthetic that made the classic Genesis shooter MUSHA so memorable, just on a more intimate scale. The soundtrack, unfortunately, can’t really keep pace. It takes the expected route of combining samples suggestive of classical Japanese instruments with more conventional video game action beats, but the tracks themselves don’t really bring it. They’re often far too restrained for the madness erupting across the screen at any given moment. I don’t think it’s bad music by any means, merely underwhelming.
Hagane is absurdly, senselessly overpriced. It also presents as a bit of a Frankenstein’s monster stitched together from the bits and pieces of great ninja games past. It’s got it where it counts, though, and that makes me wish that developer CAProduction had tried their hands at a sequel. I suppose they’ve been too busy slaving away on every Mario Party game ever. It’s tough to argue with a sure thing like that.
Anyway, play Hagane. Just don’t pay $500 or more for the privilege. You’re smarter than that.