Ghostbusters (Genesis)

Another enchanted Halloween season is drawing to an end and I’m already preemptively sad. At least I’ve made the most of it. My last four weeks have been packed with costumes, haunted houses, and horror flicks. Go big or go home, as they say. And I still have time for one more ghoulish game review. This one is a special request from reader Mike Payne, who wanted me to tackle Ghostbusters on the Sega Genesis. Considering that my last reader request was Ghostbusters for the Master System, I’m noticing a odd trend here.

Genesis Ghostbusters is a very different beast than its 8-bit predecessors. It’s a wholly original work by Sega and Compile, as opposed to yet another port of David Crane’s 1984 Commodore 64 game. Great news if you’d rather gargle broken glass than drive around town dodging traffic and struggling to save up enough money to enter the “Zule building” again. Your task is to guide the Ghostbuster of your choice through an original plot that’s implied to take place between the first and second films. Paranormal activity is spiking around New York City and it seems to be linked to pieces of a mysterious stone tablet that the Ghostbusters have been discovering at various job sites. As the true meaning of the tablet becomes clear, the initially elated Ghostbusters learn that what’s good for business may not always bode well for life on earth.

Don’t expect too much from this story. While I appreciate the effort on the developers’ part, it’s rather predictable and overly reminiscent of the first movie’s. The dialog is also a missed opportunity. It’s dry and utilitarian with none of the witty banter one would hope for. It’s a serviceable justification for six stages of side-scrolling action-platforming, but only just.

Three of the four original Ghostbusters are playable here: Peter Venkman, Ray Stantz, and Egon Spengler. They’re all represented by instantly recognizable big-headed caricatures of the actors who portrayed them on the big screen. The lovingly-rendered receeding hairline on bobblehead Bill Murray is hilarious to me for some reason. Unfortunately, Ernie Hudson’s Winston Zeddemore isn’t seen or referenced anywhere. I’m not sure what the deal is with that. Winston appeared in the other two Ghostbusters games released around this same time on competing platforms. These were adaptations of Ghostbusters II specifically, however, so perhaps it all comes down to some arcane quirk of the license?

Each of the three characters is mechanically distinct, being built around a specific distribution of speed and durability. Peter is the balanced one, Ray the plodding tank, and Egon the swift, fragile glass cannon. You’re locked into your initial pick for the duration of a given playthrough, so make sure you like the way your guy handles before you progress too far. I inadvertently made the journey harder on myself by going with Egon straightway. His low health makes him better suited for experts. Newcomers are advised to use Ray instead. No regrets, though. I wanted to pay my respects to the late, criminally underrated Harold Ramis. Not to mention Egon is such a great character. It’s not often you see a total nerd presented as a strong, confident hero. He was very much written against type, especially by the standards of the day. Go, Egon!

Progression is fairly open, with the initial set of four stages able to be completed in any order. These range from a small suburban house to a downtown high-rise under attack by the famous Stay Puft Marshmallow Man. The goal of each level is to defeat (and ideally trap) a set number of mini-boss ghosts in order to unlock the door to the big boss’ room. Larger levels like the high-rise contain more boss encounters and reward your efforts with a correspondingly bigger cash payout.

Securing a healthy cash flow is paramount because of the shops you’re able to visit between levels, which are stocked with a bevy of healing items and equipment upgrades. Using the shields and weapons you acquire in this fashion eats away at a limited pool of energy. Try not to get so carried away buying fancy new gear that you forget about upgrading the energy bar itself or you’ll constantly be running low on juice when you need it most. Be sure to zap any helpful green Slimers you encounter, since they drop health and energy refills.

This is a sound enough outline on paper and Ghostbusters nails the execution fairly well. The controls are fluid and well-suited to the run-and-gun style action. Your character can fire his unlicensed nuclear accelerator in any of six directions. He can even move and fire while crouched; always appreciated in a hectic game like this. My only real gripe with the engine involves some instances of dodgy collision detection here and there. Clearing the flame columns in the burning house without taking damage is way tougher than it looks.

The wide variety of boss monsters is a major highlight. They all have unique attack patterns and can get pretty wild conceptually, often resembling things you might see in the Real Ghostbusters cartoon show more so than the films. If there’s one downside to this approach, it’s that a few of them don’t seem like they belong to any version of this particular fictional universe. Take the fire dragon straight out of Life Force or the Little Shop of Horrors-inspired carnivorous plant, for example. The game insists these are ghosts. Color me skeptical.

Level design manages to deliver the satisfaction of exploring open layouts without going overboard and forcing confused players to resort to mapping or checking guides. Every environment has its own theme and obstacles, most of which make for a good time. I especially loved trying (and mostly failing) to dodge the Marshmallow Man’s giant fists as he punched through the walls of the high-rise. I was finally able to reach the top and blast him square in his dumb face. Revenge sweeter than s’mores! The big exception to this is that burning house level. It utilizes a darkness mechanic, meaning you’re forced to use night vision goggles to see your surroundings. Problem is, the goggles are consumable items and each pair only lasts a couple minutes. If you make the mistake of venturing deep into the level with only one or two pairs of goggles in your inventory, you’re as good as dead. You’re free to exit and return to the shop to buy more goggles…provided you can find your way back to the front door in the pitch dark with enemies all around. It’s a pity, as the actual contents of the stage are fine. It’s strictly the tedious visibility gimmick that torpedoes it.

Ultimately, this take on Ghostbusters is in the same boat as Daft’s Super Back to the Future Part II for me. Here we have a beloved blockbuster movie series finally being graced with a decent video game adaptation after years of ignoble misfires. Is it truly great? Nah. It didn’t need to be. A competent side-scroller elevated ever so slightly above par by charming depictions of familiar characters and situations still felt great to beleaguered fans. It was the first Ghostbusters game they could simply like and enjoy for what it was without tacking on a whole laundry list of qualifiers and regrets. It doesn’t need to go toe-to-toe with Genesis titans like Revenge of Shinobi, Gunstar Heroes, and Rocket Knight Adventures to be worth acknowledging and it remains a largely pleasant experience for lovers of the franchise.

Thus concludes another spooky game roundup. Rest assured I’ll be back again in eleven short months with a fresh batch of classic gaming tricks and treats. As for you, dear readers, may all your Halloweens be as much fun as collecting spores, molds, and fungus.

Castlevania: The Holy Relics (NES)

Whew! I’m back from another Portland Retro Gaming Expo! The biggest classic video gaming event on the planet makes for an intense weekend, to say the least. It’s always well worth it, though. I actually took the plunge this year and tried dressing up in costume for the first time as my favorite NES hero, Simon Belmont. I went with the grotesque, buffoonish interpretation of Simon from the Captain N: The Game Master cartoon because that’s just the way my sense of humor works. I’m only interested in embodying the most despised versions of beloved characters. Good times.

While the Expo is over, the show must go on. In my case, that means a weekly game review. What better choice under these circumstances than an underexposed gem starring my boy Simon? And one I played for the first time at a past PRGE, no less? I’m talking about Castlevania: The Holy Relics, a notably ambitious 2017 ROM hack of Castlevania by Optomon , with additional graphics work by Setz, Bit-Blade, Dr. Mario, and Boneless Ivar. You may recognize the Optomon name from other first class fan projects I’ve covered, such as Castlevania: Chorus of Mysteries and Metroid: Rogue Dawn. If so, you already know this is going to be something special.

In order to to understand why Holy Relics is a such a fascinating take on the standard hack, it helps to think of it as some parallel universe’s Castlevania II: Simon’s Quest. What if, rather than infusing open level design and RPG elements into Castlevania’s divisive 1987 sequel, Konami had kept it a traditional action-platformer and incorporated elements of their arch-rival Capcom’s Mega Man instead? The result is a style of Castlevania play which simply doesn’t exist in any official form. If that doesn’t do a better job piquing your curiosity than yet another set of super challenging remixed stages, I don’t know what would.

The events of Holy Relics are set in 1693, two years after Dracula’s defeat in the first Castlevania. A set of powerful relics looted from the Holy Land by avaricious crusaders four hundred years prior has fallen into the hands of a necromancer named Lord Ghulash, who’s used them to plunge the land into darkness once more. It falls on Simon Belmont, champion of Transylvania, to recover the relics from their demonic guardians and vanquish Ghulash.

There are a six stages on offer, as per normal. Before the action even begins, however, the game hits you with its first major alteration in the form of a level select screen! Yes, you’re free to play through the first five areas in any order you choose before moving on to the final confrontation. You’re also allowed to choose a single relic to take with you whenever you begin a stage. You start with the cross already in your possession and gain another option with every boss you defeat.

These relics are no mere plot MacGuffins or symbolic tokens of success like the glowing orbs bosses drop in the base game. On the contrary, they’re mighty tools that each break the fundamental rules of 8-bit Castlevania in their own way. The mug, for example, allows you to replenish Simon’s health on demand. The crown temporarily supercharges his whip to an absurd degree, enough to take out bosses with just three hits. The bag awards massive bonus points for killing enemies, making it easy to rack up loads of extra lives. Relic activation is mapped to the Select button and is limited by the number of special blue hearts you can manage to acquire in a given stage. Usage restrictions aside, the overwhelming power of the relics makes them as vital to Simon’s success as his familiar whip and sub-weapons. So many ROM hacks are about cranking the difficulty up so high that experienced players feel like newbies again. It’s rare to find one that’s more about upgrading the protagonist into a complete beast.

Speaking of the sub-weapons, a couple of them have received potent tweaks, too. The axe now travels at a shallower angle which covers more space horizontally at the expense of some arc height. This boosts its versatility greatly. The throwing dagger has also been given a huge shot in the arm. It’s now an oak stake that deals a hefty triple the damage with only the minor drawback of slower flight speed to compensate. The enhanced axe and stake so clearly outclass the other options for me that I found myself cursing whenever I accidentally picked up the boomerang or holy water. How’s that for a shakeup?

The levels themselves are completely divorced from anything seen in the source game. The vast majority of hacks still take place in recognizable remodels of Dracula’s castle. You have the familiar entryway, underground waterway, clock tower, etc. Holy Relics tosses this all out the window in favor of diverse outdoor and indoor locations populated with a blend of reskinned and functionally new enemies. It throws its players yet another curve ball by transplanting the idea of locked doors from Vampire Killer, the obscure Castlevania entry for Japanese MSX computers. Every stage has a pair of doors obstructing Simon’s progress which require keys to open. These keys are never too far away or tricky to find, though the search often forces you to take a slightly more circuitous route than you might otherwise have.

Collectively, such sweeping changes to the structure and mechanics of vanilla Castlevania are a lot to take in. The redrawn graphics and a soundtrack featuring a mix of original tunes and covers of songs from later games also adds to the surreality. Fortunately, for all its radical reinvention, Holy Relics still comes across as Castlevania through and through. Simon’s short, stiff jumps are unchanged, as is his whip’s characteristic delay. Skillful play remains a matter of patience, timing, and grace under pressure, so veteran players won’t be left floundering.

Of course, any experiment this daring is likely to have its rough edges. In terms of negatives, I’ve already touched on the obvious one: The insane strength of most of the relic powers. Although it’s fun to play Superman on occasion, you shouldn’t need me to tell you why the ability to hoard dozens of lives, turn invincible at a moment’s notice, or slay the most fearsome opponents with three whip cracks can be a tad much. Simply put, smart relic use breaks the game. It’s technically optional, sure, but that’s cold comfort when these items serve as the game’s namesake and primary draw. In addition, the locked doors add little to the experience. The levels here aren’t long or complex enough for key hunting to blossom into a proper puzzle solving exercise, so it’s really a trifle at best. Finally, the visual design of the final boss is quite goofy. He doesn’t look like he could successfully intimidate the average Animal Crossing resident, let alone a Belmont. Bit of an anticlimax there.

If you’re of a mind to forgive its glaring balance issues and the occasional strange aesthetic choice, I think there’s a very good chance you’ll agree with me that Castlevania: The Holy Relics is the single best fan-made twist on Konami’s legendary classic to date. Nothing else comes close to matching its scope, inventiveness, and replay value, not even Optomon’s own excellent Chorus of Mysteries. It’s hearty wall meat for the old school Castlevania lover’s soul; a digital holy relic that’s earned itself a permanent spot on my NES altar.

Simon Belmont, vampire hunter extraordinaire!
Simon Belmont, vampire hunter extraordinaire!

A Nightmare on Elm Street (NES)

Hey! You forgot the Power Glove!

I had such a memorable time (for better and worse) taking down the NES incarnation of Jason Voorhees last month that I see no reason to let my killer killing streak end there. Next up in my crosshairs is everyone’s favorite extra crispy child murderer, Freddy Krueger!

This is typically the part of the review where I’d question the wisdom of adapting an R-rated horror franchise to a gaming platform pitched squarely at minors. The Springwood Slasher was well into the high camp Max Headroom phase of his career by 1990, however, and not even us kids were taking him all that seriously anymore. It’s tough to inspire real life nightmares after you’ve guest hosted MTV and covered “Wooly Bully” on your novelty record, you know? That said, this relatively tame action-platformer still had the potential to be much more controversial than it was. Early builds of the game saw the player controlling Freddy himself as he bumped off hapless teenagers. It’s easy to understand why developer Rare and publisher LJN ultimately changed course and reversed these roles.

Similar to LJN’s Jaws and Friday the 13th, Nightmare presents as a more-or-less genericized version of the basic scenario that defines the movie series. Ghostly psycho Freddy is butchering the children of Elm Street in their dreams as revenge against their parents for burning him to death years back. There are no specific supporting characters depicted who would tie this game to any of the five films released prior, although several key locations and concepts appear to have been lifted from the fan favorite third installment, Dream Warriors. The player assumes control of an unnamed teen who’s looking to end this reign of terror by gathering up Freddy’s bones, which are scattered all over the neighborhood for some unknown reason, and burning them in the furnace situated in the basement of the local high school. While I tackled it alone, Nightmare actually allows up to four players simultaneously via the Four Score and Satellite multitap accessories. If there’s any other platforming game from the period that attempted such a thing, I can’t name it. Four people trying to do pinpoint platforming all at once on the same low resolution screen? Sounds like a recipe for sheer chaos to me. I’d love to try it out someday.

If you’re one of the many who despised Friday the 13th for its arcane and often poorly-documented strategy gameplay, I have good news for you: A Nightmare on Elm Street is much closer to the conventional idea of what an NES game should be. It doesn’t get much simpler than seven linear stages of increasingly difficult pit jumping and enemy bashing. The only potentially confusing element is Elm Street itself, which acts as a hub area. Fortunately, there isn’t much to it. Finish one stage and you’ll need to trek down the road to the next one and press up to enter its front door. Since only one door is ever active at a time, there’s a minor trial and error element as you try out different buildings.

Levels are broken up into multiple side-scrolling segments, each of which tasks you with collecting a requisite number of bones in order to unseal the exit. You’ll eventually reach the boss room and face off with Freddy, who assumes a variety of strange and occasionally goofy guises to combat you. Beating him earns you access to the next level. It also grants you an extra life. Make the most of these, as this is the only way you can add to your initial stock of twenty. Run out and it’s back to the title screen.

In a nod to the cinematic Krueger’s oneiric onslaughts, Nightmare includes a sleep mechanic. The red “Zzz” meter at the top of the screen represents your hero’s wakefulness. It slowly decreases with time and allowing it to deplete fully shifts the action to the dream world. The artwork takes on a darker tone here and enemy health is doubled. Level layouts and monster spawn points don’t change, it just becomes harder to kill things.

You can avoid transitioning to the dream world by picking up the coffee cups present in most stages. You may want to pass on the caffeine, though. Counterintuitive as it seems, the benefits of being trapped in Freddy’s domain arguably outweigh the dangers. Only when sleeping is your rather pathetic default character able to utilize the three powered-up dream warrior forms. There’s an athlete, a ninja, and a wizard. They all offer superior jumping ability and projectiles to replace the puny punch that normally serves as your sole means of attack. Dream world baddies take more hits to kill, sure, but you no longer need to be within arm’s reach of them to deal your damage. The advantage is yours.

The designers must have realized this, so they threw in one final hazard unique to the dream world: Periodic mini-boss engagements with Freddy. These are always preceded by a chiptune interpretation of the spooky “One, two, Freddy’s coming for you…” song from the movies. They should function as potent incentives to stay awake. In practice, the fights are far too easy and hardly fit for their intended purpose. No, it’s still smarter and more interesting to remain asleep, if you ask me.

If this all sounds pretty decent, that’s because it is. I was pleasantly surprised by this one, especially considering that it’s long been dogged by the usual “crappy licensed LJN game” reputation. It’s nothing mind-blowing and it absolutely has its shortcomings. The collision detection leaves a lot to be desired at times, with some of your shots passing straight through enemies harmlessly. It punks out big-time at the end by falling back on a boss rush in place of a unique final boss. Above all, it isn’t remotely scary. If you look past the fact that it includes a few Freddy sprites, the experience isn’t any more unsettling than the average Castlevania outing. Friday the 13th, for all its clunkiness, baked some real tension into your high stakes cat-and-mouse game with Jason.

Still, this is a perfectly adequate second string contract work with a smooth difficulty curve, a fun gimmick in the dream warrior abilities, and a sublime soundtrack by David Wise of Donkey Kong Country and Battletoads fame that’s almost certainly too good for the material it supports. A Nightmare on Elm Street likely won’t set your world on fire, or even your boiler room, but it won’t put you to sleep, either. I hope….

Splatterhouse (PC Engine/TurboGrafx-16)

Burning down the house!

Of all the bone-chilling titles in this year’s October roundup, Namco’s Splatterhouse holds the strongest claim to true historical significance as mainstream gaming’s introduction to gore. Suspect I might oversimplifying there? That’s fair. 1988 does seem awfully late for such a milestone. I don’t maintain that Splatterhouse was the first gory game, however, only the first to enjoy a number of advantages that collectively gave it the edge in breaking through to the public consciousness. Unlike Exidy’s 1986 light gun oddity Chiller, it received a massive marketing push from its A-list developer/publisher. Its 16-bit graphics allowed for much more in the way of shocking detail than Wizard Video’s blocky 1983 renditions of Halloween and The Texas Chainsaw Massacre on the Atari 2600. Finally, being an arcade and console release, it had a much wider built-in audience than home computer offerings like 1987’s Barbarian: The Ultimate Warrior.

Eschewing the ancient Universal homages of many other early horror games, Splatterhouse leaned into edgier contemporary influences. Its musclebound hero, Rick Taylor, donned a Jason-esque “Terror Mask” and blue jumpsuit ensemble, simultaneously paying tribute to two of the period’s most iconic big screen slashers. And he splattered things. Loads of things. Zombies, bloodsucking worms, flying severed heads, misshapen killer fetuses, you name it, all in his frenzied rush to rescue his love Jennifer from the unholy depths of West Mansion. No wonder this 1989 port to the TurboGrafx-16 became the first game to bear a violence warning, which declared it “inappropriate for young children…and cowards.” From the makers of Pac-Man and Dig Dug came the blood-drenched beat-’em-up Evil Dead and Reanimator fans had been waiting for. Go figure.

So, having established Splatterhouse as very important and very cool, how does it play? Well, what you see really is what you get with this one. Even by 1988 standards, the gameplay here is basic. At a point in arcade history when Double Dragon’s eight-directional movement represented the cutting edge in beat-’em-up design, Splatterhouse confines Rick to a single horizontal plane and thus more closely resembles Irem’s Kung-Fu Master from 1984. Simply walk to the right, hop over the occasional spike or other ground hazard, and smack down every twisted monstrosity that gets in your way. Persevere through seven stages of this of this without running out of lives and you win. A couple stages do offer short branching paths to the boss room, but this idea is sadly underutilized.

Rick’s rampage is as brief as it is straightforward. After you’ve come to grips with the level layouts and enemy behaviors, an entire playthrough can be wrapped up in under twenty minutes. This makes Splatterhouse a rare example of a “hot tea game” for me. See, I’ve unintentionally developed a tradition over the years of brewing up a piping hot mug of tea at the start of a gaming session. I then immediately get lost in the flow, forgetting all about my poor beverage until hours have passed, by which time it’s ice cold. Imagine my surprise when I cleared the TurboGrafx Splatterhouse for the first time and had a nice, warm mug awaiting me for a change! I had so much play time to spare that I threw on the Japanese PC Engine version and ran all the way through it, too. Turns out the two are almost identical. The North American edition merely changed Rick’s mask from white to red (presumably to head off any Paramount Pictures lawsuits) and took out all the crosses. Because shredding zombies in twain with a wooden plank is fine, provided you leave Jesus out of it.

Pointing out that these home editions of Splatterhouse are dead simple and light on content shouldn’t be construed as condemnation. On the contrary. As they’re intended to be faithful adaptations of the arcade original, they must be reckoned great successes. Every key location and play element is present and accounted for. The graphics, particularly the backgrounds, are scaled back somewhat, yet still convey the same hellish effect. The eerie music holds up equally well. This series in general has a reputation for style over substance, which is both technically true and frequently unfair. The entirety of Splatterhouse is positively bursting with ghoulish ambience and diabolic verve, resulting in an unforgettable experience for any classic gaming or classic horror enthusiast. What’s the sense in glossing over that as if it’s some small thing that comes standard with any random game?

Splatterhouse made enough of a splash to warrant two direct sequels on the Sega Genesis and a delightfully silly Famicom spin-off (Wanpaku Graffiti). As of this writing, an ill-fated 2010 reboot attempt is the last we’ve heard from Rick, Jennifer, and the eldritch Terror Mask. Perhaps that’s for the best. Splatterhouse’s once transgressive grue factor comes across almost naive in an age of fully-voiced interactive torture scenes (Grand Theft Auto V) and near photorealistic dismemberment (Mortal Kombat 11). Shifts in popular culture and the inexorable march of technology have rendered this former controversy magnet quaint as a caped Bela Lugosi in its own way. Its infectiously likable pick-up-and-play action, on the other hand? That’s timeless.

Majyūō (Super Famicom)

October is here at last! All hail the triumphant return of long nights, creeping fog, and, best of all, horror gaming! As is my custom during this most morbid of months, I’ll be taking on five spooktastic titles for a variety of systems. There’s a malevolent mix of obscure oddities and well-loved standards headed your way, all united in their shared fixation on ghosts, demons, zombies, and other manic manifestations of the macabre. Let the terror commence!

First up is Majyūō (aka Majyuuou, “King of Demons”), a 1995 Super Famicom action-platformer by KSS. Who’s KSS? No one could blame you for asking. Primarily an anime production company, they also managed to turn out a half-dozen Japan-exclusive games to no great success before their 2005 bankruptcy. Majyūō has acquired a reputation as the standout KSS effort and presumably had a limited print run in its day. Accordingly, you can expect to drop hundreds or thousands of dollars for the privilege of owning a vintage copy. A saner option as of this writing is the authorized 2018 re-release by Columbus Circle at around $60.

The central figure in Majyūō is pistol-packing family man Abel. One Bayer, a former friend of our hero, sold his soul to demons, murdered Abel’s wife, and then kidnapped his daughter to serve as a sacrifice to revive the demon king, Lucifer. What an ass. Now Abel, with a weird assist from the spirit of his dead wife in nude pixie form, is out to storm the very gates of Hell and get his daughter back before it’s too late.

Not a bad setup, honestly. Bonus points for going darker than usual in a Nintendo game with the whole murdered spouse/human sacrifice angle. I would have preferred a little more mid-game development, however. All the plot elements here are concentrated at the beginning and end. Even when Abel comes face-to-face with the traitorous Bayer for the last time, no words are exchanged. I suppose this terseness does keep Majyūō accessable to a non-Japanese audience. I made use of the Aeon Genesis fan translation patch because I could, not because it was necessary.

Abel’s demon slaying odyssey is a compact one, made up of six modestly sized stages. In truth, it’s closer to five capped off by a low effort boss rush. This is undoubted the game’s biggest sticking point for me. Platforming fans in the mid-’90s had already grown accustomed to much longer adventures. Super Castlevania IV, for example, had over three times this amount of content to plow through and didn’t have to skimp on the quality to get there. Poor Majyūō is nearer to the original NES Castlevania in this respect.

Apparently aware that length was going to be an issue, Majyūō’s designers settled on another method of extending play time: Demonic transformations. Taking a page from Go Nagai’s Devilman manga, Abel can merge with the souls of vanquished boss monsters (represented by colored gems) in order to assume three different human-demon hybrid forms. Utilizing all three before reaching the fifth stage of a given playthrough will unlock a superpowered fourth transformation required to see the better of the game’s two endings.

Note that you don’t need to transform if you don’t want to. Beating the whole game as a puny human is definitely possible. Abel’s default health and damage output leave a lot to be desired, as do his stiff, plodding movements. On the plus side, he does have a robust moveset which includes a double jump, evasive roll, charged super attack, and descending jump kick. The various demon forms just happen to do all these same things better, making them a difficulty select of sorts. In light of this, it’s a bit odd that the best ending is reserved for Abel’s most powerful incarnation rather than his least.

Try as they might, I don’t think these alternate forms succeed in making up for the blink-and-you’ll-miss-it run time and often clunky action. That leaves the presentation to hopefully take up the slack and earn Majyūō a mild recommendation. Thankfully, it doesn’t disappoint. The vision of Hell the artists conjured up here is a memorable one, sometimes for unexpectedly silly reasons. Take my favorite level, the speeding demon train. As if the very idea of Hell having its own rail system wasn’t strange enough, this particular train is loaded with explosive crates marked “danger.” Who’s in charge of that? The Abyssal Safety and Health Administration? Oh, and some infernal joker spray-painted “fuck” onto the side of one of the rail cars, so the underworld has its own population of cheeky graffiti taggers, too. I don’t know if the creators intended their implied world building to be this absurd and I don’t care. I’m too busy being delighted. The remainder of the stages skew more normal. Well, normal for Hell, anyway, with plenty of fire, ice, fleshy organic corridors, etc. They’re complimented by some suitably deranged enemy designs and up-tempo action tunes. The weakest links are the sprites for Abel, which are small and lack detail. He looks more like an NES protagonist than a SNES one.

As an action-platformer in the Castlevania mold, Majyūō never rises above average and occasionally struggles to get there. It’s criminally short and the combat isn’t as fluid or fun as it could have been, major flaws that are scarcely mitigated by the cool premise, trippy artwork, and ability to transform Abel himself. If I’d paid full price for this one back in 1995, I’d have regretted it. If I’d paid a king’s ransom in the present day, I’d have really regretted it. Fortunately, getting to play it for free is another story altogether. This is a prime example of a game that had to wait patiently for the age of flash cartridges and emulators to finally come into its own. You may end up damned to Hell for your brazen software piracy, but at least you’ll know what to expect when you get there.