The year is 2998 and Earth is on the verge of becoming too polluted to support life. Enter eminent scientist Dr. Gordon Bruford with a radical solution: The Earth Renaissance Project, which involves relocating the population to orbiting space stations and then bombarding the surface with a new kind of radiation to purify it. Little did the public know that Bruford had a hidden agenda all along. He used the radiation to transform himself into an ultra-powerful mutant in a bid to rule the world with his army of cloned monsters. Now needing a solution to their last solution, Earth’s leaders initiated Project Run Saber in a last ditch effort produce elite cyborg warriors that could counter Bruford. Disaster struck once again when first Saber produced, Kurtz, ended up going haywire and joining the enemy, but the remaining two test subjects, Allen and Sheena, remain determined to save humanity from the impending mutant apocalypse at any cost.
What a silly story, right? We all know our planet’s screwed well before 2998. Ah, but I kid. This is the ever-optimistic Run Saber, the action-platformer from developer Hori (of third party controller manufacturing fame) and publisher Atlus that’s mostly known for being “that one Super Nintendo Strider ripoff.” I know some of you out there are bristling already. Calling any game a ripoff or a clone, even in jest, invites accusations of bias and lazy critique. Really, though, it would require such strenuous rhetorical gymnastics to dodge that bullet that the payoff just isn’t worth it. It’s far better to concede straightaway that Run Saber is indeed an extended riff on Capcom’s 1989 classic. Allen and Sheena use flashy plasma swords to cut their way through five stages of garish creepazoids and they do it while leaping, sliding, and wall climbing in a decidedly Hiryu-esque fashion. It’s a fact, not a value judgement.
In that spirit, let’s focus on what Run Saber brings to the party that its inspiration didn’t. New moves, for example. I already mentioned the shared slashing, jumping, climbing, and sliding mechanics, but Allen and Sheena can also execute jump kicks and Metroid style spin attacks by holding down or up on the directional pad while airborne. Rounding out their repertoire is a limited use elemental super move that damages everything on the screen. Although these maneuvers are well-implemented and quite useful, the real standout tweak for me is the improved air control. I really wasn’t feeling the first Strider’s fixed jump arcs. They undermined the game’s otherwise solid attempts to sell Hiryu as this agile, ninja-like hero. Run Saber thankfully prioritizes fun over realism in this regard.
I certainly can’t overlook Run Saber’s main claim to fame: Co-op action. The designers didn’t just include two playable heroes for the hell of it. You and a friend are free to hack up mutants side-by-side. This makes it a relative rarity for the time, as most 16-bit action-platformers with a two-player simultaneous option were of the run-and-gun variety (e.g. Contra), while Run Saber emphasizes melee combat throughout. In this sense, it fills a similar niche on the Super Nintendo as Natsume’s Shadow of the Ninja does on the NES.
So let’s get down to brass tacks, then. Is Run Saber better than Strider? Creatively and artistically, hell no. There are plenty of cool/weird bits and some crazy action set pieces in Run Saber, no doubt. The boss fight at the end of the first stage that sees you battling a parasitic creature infesting a fighter jet while clinging to the outside of said jet in flight counts as all of the above. It’s all very colorful and decently rendered, but still feels like a bit of a disconnected mess; an arbitrary assortment of ’90s action game stuff. Strider’s setting, a now quaintly anachronistic dystopian future Eastern Bloc, stands out as vastly more cohesive and memorable. Run Saber’s music is nothing to get excited over, either. The short loops laden with excessive reverb and cheesy slap bass are mediocre at best, goofy at worst. They’re no match at all for Junko Tamiya’s regal, foreboding work on Strider. The only real joy I got out of Run Saber’s audio came from the little celebrations your characters do after defeating a boss. They pause for a second to twirl their swords overhead as a lo-fi sample proclaims “Run Saber!” It’s reminds me of those hilarious “I’m bad!” moments from Bad Dudes vs. DragonNinja. Beautiful.
Gameplay-wise, the victor is much less clear. Run Saber and Strider share the prominent flaw of being just a tad too short at five stages each. The biggest overarching difference between the two is the difficulty of those stages. Strider started its life as an arcade game and has the quarter munching ferocity to prove it. It took me multiple lengthy sessions over a period of several days to clear the Genesis port for the first time. I had the console exclusive Run Saber done and dusted in well under two hours and I was playing without a partner. With its more fluid movement, expanded moveset that includes full screen attacks, instant player respawns, and levels sporting far fewer bottomless pits, Run Saber was clearly made by people who knew they’d be getting all their money up front. To summarize, if you prefer your sci-fi ninja action stylish, sadistic, and solo, Strider is the one for you. If you want to shred biomonsters with a buddy or just without worrying about getting knocked into a death pit for the hundredth time that evening, you’ll likely favor Run Saber instead.
Ultimately, I can recommend Run Saber for a quick, satisfying bout of futuristic hack and slash. It’s not at all original (apart from a couple of the wilder boss encounters) and rather weak in the audio department, but it controls well, the levels are varied, and you can bring a pal along for the ride. What I don’t recommend is paying the current $70+ asking price for an authentic Run Saber cartridge. That’s a lot to ask for a game you’re likely to be all finished with in less time than it takes to sit through the average feature film. Run to your nearest flash cart or emulator instead.