SpriteCell’s JRPG Magazine Review Archive

This is quite a collection to look through! While it was originally posted in 2021, it was updated with some new reviews just this past Sunday. They’re sorted alphabetically by game. They go at least as far back as NES Dragon Warrior, but some of them are really recent, especially with the addition of games reviewed by WalMart’s free pass-out magazine GameCenter. Their definition of JRPG kind of goes far afield, with some metroidvania-style Castlevanias, two Advance Wars games and a good number of half-related things.

Here are a small selection of included magazine scans….

GamePro’s review of the TurboGrafx port of Cadash, which unlike the Genesis/MegaDrive’s version has all four characters from the arcade game. The review’s written by “The Pizza Boys,” and has slangy writing and goofy little cartoon faces over the review scores, because it’s in a magazine written for teenage boys from 1991. Notice, the whole review is seven paragraphs, with four section headings, and four “PROTIP” inserts that don’t offer useful advice:

The review of Dragon Warrior from Game Player’s. I love it when magazines from this era publish the address of Nintendo of America. This review doesn’t really tell you much about the game though:

I had forgotten about this phase in Nintendo Power’s history. Check out their dissing the inventory of Earthbound, Nintendo’s own product! (I disagree, BTW, Earthbound is designed around its inventory limits, and they’re an essential part of the game!)

VideoGames & Computer Entertainment has always had a place in my heart, and Clayton Walnum is one of my favorite reviewers. In its heyday it had a no-nonsense approach to their reviews that appealed to me. It was the exact opposite of Electronic Gaming Monthly, a magazine that, honestly, I never much liked because of their loud editorial style and tendency to bloat their magazine up with advertisements:

Who doesn’t love Grandia? This review reminds us that we almost didn’t get an English version of it!

Little King Story is, no lie, one of the most overlooked Wii games of all time:

“VideoGames: The Ultimate Video Game Magazine” had a redundant title, but some fun layouts. Here’s their two page review of SNES Ogre Battle:

Sega Visions’ review of Phantasy Star II, a very grindy game without much story really, but with some really great twists:

EGM’s review of the remake of Shining Force for GBA:

GamePro’s review of Suikoden II didn’t age real well:

Vay, here mostly to show off the anime character portraits:

Zelda II in a late review from The Nintendo Official Magazine, with Dr. Mario riding along:

The JRPG Review Archive (spritecell.com)

Romhack(ish) Thursday: ZIIAOL

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

Let’s get back to talking about other Zelda games than the 800-pound, battery-powered, flame-spouting, spike-studded elephant in the room.

I make no apologies for it: I love Zelda II: The Adventure of Link! It’s second only to the original game for me, and I’ve probably played it, in its unaltered form, more than The Legend of Zelda by now. Because you can play enough of TLoZ that it becomes kind of boring, but a game of Zelda II is never a guaranteed win. There’s just enough randomness in it to mess you up once in awhile, even for speedrunners, and while you can do things to account for it, you can never completely negate it. Bots, those blue blobs that jump at you, exist to humble overconfident players. They look like weak enemies, and don’t do much damage once you have some Life levels, but there is always the chance that they’ll ding you. I love that. It has a very high skill ceiling.

How does this NES game screenshot manage to be widescreen? Well….

Zelda II has long been regarded as the black sheep of the series, like how many Nintendo series have second installments that play with the formula. It’s the only Zelda with an experience system, it’s the only one with a separate combat screen, and it’s the only one with a system of extra lives.

It is also the only Nintendo-made Legend of Zelda game, released pre-Breath of the Wild, that has never been remade in any way! Zelda I had BS Zelda, the first Satellaview one; Link to the Past had both a Satellaview update and one for GBA; Link’s Awakening has been remade twice. Ocarina of Time has Master Quest and the 3D version, Majora’s Mask is also in 3D on the 3DS, and Wind Waker, Twilight Princess and Skyward Sword all have HD revisions. That leaves Zelda II.

To further heap laurels upon it, I say it’s the Zelda with the best combat! The newly-teenaged Link has a sense of weight and inertia to him that fits swordfighting well. It works so well that it seems like an obvious thing, but the fact that so few other games do swordfighting so well proves how difficult it is to get right. Breath of the Wild and its sequel have good combat, but silver-level enemies in it are just a bit too much of a damage sponge, and appear too often in the late phases of the game.

Now I’m bending the rules a bit by including this game because it’s not a romhack, it’s a fan remake. But it looks like a romhack. And the game follows Link’s movement from the NES game very closely. If he moves any differently than he did in that outing 36 years ago, I can’t point to how. Any skills you have from playing Zelda II will transfer over exactly, which is good, because they are hard won.

Unlike A2MR, the fan recreation of Metroid II: Return of Samus that Nintendo cruelly quashed, this game has only slightly upgraded graphics, it all looking like it could have been done with the original engine. It’s not, it’s made with Unity, and it pulls out just a couple of effects it’d have been hard, if not impossible, to have done on Famicom-level hardware.

Beyond that, the game’s structure is not greatly changed. The basic map of North Hyrule is similar to the NES game. There are differences, sometimes big ones, but the game still has the same feel, enough so that people who have played a lot of it on the NES will immediately know much where to go and what to do. There’s just a new wrinkle in some places.

ZIIAOL is, I must emphasize, an even harder game than Zelda II. It’s really made for people who are familiar with the original. To pick just a few instances of its higher difficulty: you only start with three units of health and magic instead of four, you must find three Magic and Heart Containers to improve that stat, there are new subquests and places to find, and some areas are slightly randomized. (The game also has its own built-in randomizer, if you really want to mix up your game.)

Yet, of many of the enemies that had tricks to beating them, the tricks still work. I’m thinking especially of its infamous knight enemies, the Ironknuckles, which sent a generation of kids screaming away from the TV. Yet, once you know their trick, to jump and hit them high on the way down, in the helmet, they become fairly simple to beat. The same trick works here, which is a huge relief. (If only it worked in the combat Timer game on the recent Zelda Game & Watch!)

Anyway. It’s free on itch.io, and if you have any interest in the original, or NES games in general, it’s worth it to give it a shot. You’re going to die a lot, but that’s probably going to be true of the original too. But they’re fun deaths.

Why is it called by its initials, “ZIIAOL?” My guess is, it’s probably to help it stay off of Nintendo’s radar. I have used the name from their itch.io post in case it helps them in this goal.

ZIIAOL (itch.io, $0)

3D Zelda II Revisited

With Tears of the Kingdom released soon, some people have been speculating, based on leaks, that it and Breath of the Wild actually take place on the “downfall” timeline of Hyrule, the very first games to follow chronologically from the two NES Zelda games.

It’s a good time to revisit one of the weirder, and unexpectedly well-made, fangames out there, a FPS re-envisioning of Zelda II. This was originally release to the internet in 2010, but it turns out its creator Mike Johnston updated it back in 2019, to include some of the initial overworld areas of the original game. He included a couple of shops too, which are not in the NES Zelda II game, so the player can get a few aids to make the game easier. Have a look at some of these screenshots:

Sadly Johnston is a bit dismayed by Nintendo’s absurdly litigious defense of its oh-so-sacred properties, even if they are pushing 40 years old now, and has no plans to continue working on his project. I can’t blame him, and am glad for what he’s given us. Thanks Mike!

Zelda II FPS (browser playable, $0, requires Unity)

Romhack Thursday: Amida’s Curse (Zelda II)

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

For a game notorious for its difficulty, Zelda II: The Adventure of Link has a lot of romhacks, most of which up the challenge level still more. Amida’s Curse is more of a difficulty level in keeping with the original, which is nice, and has some interesting ideas in it.

The Zelda II bosses are used mostly without change, although their new environments throw in some wrinkles.

Due to controller issues (PowerA’s cheaper wired version of the Switch Pro Controller has decided to mess up in frustrating ways) I have yet to play through the whole thing, but what I’ve seen has some interesting decisions. Amida’s Curse throws out the wandering monster encounters completely; there is no reason I can see to not wander around the landscape wherever you want. In fact you definitely should try to wander around a fair bit, for the game has bunches of secret areas waiting to be found throughout the landscape, hiding heart and magic containers, experience gems (which are a reskinned version of the original game’s P-bags) and sometimes required things.

Fall off the elevator before descending to the ground and you might have to reset the room to go back up.

Amida’s Curse has a bit more terrain to cover than stock Zelda II. It’s got more towns (which are much smaller, a good change) and dungeons, and is split up more by item gating than before. In the first town you have to find a key, this lets you get the candle out of a cave, this lets you see in a cave leading to the next area, which has a dungeon with a Power Bracelet that lets you break blocks, that allows you to go through the next cave, and so on. It feels a bit like you’re being led by the nose, but that is often the style with these kinds of games, and it’s not like Zelda II itself didn’t have a fair amount of it.

If you find interesting spots in the overworld, it’s worth it to check them out!

The overworld map takes a cue from the Famicom Disk System version of the game and has animated tiles, but instead of just animating the water, most of the tiles in the overworld are animated now. Towns have smoke coming up from them, and grass blows around. The combat scene graphics have been upgraded a little bit too.

The difficulty balancing is pretty good. Romhacks that resist the urge to make you fight through gauntlets of enemies every step of the way should be lauded. It’s not perfect, I would say, there are places like where you have to jump over a skeleton on a collapsing passage, or make a big jump while being harassed by birds. And there are places where the design could use a little more work: it’s easy to get stranded in some rooms by falling off an elevator, requiring you to reset it, or in one notable case purposely die, to get yourself unstuck. And if you’re jumping water or lava that comes right up to the landing platform, make sure you clear it by a fair margin, as the game loves to kill you if your foot even grazes the perilous liquid.

Usefully, extra lives found don’t give you a one-time extra try, but increase the number you start each session with, which is a handy little improvement. I think a non-obsessive player can make it through, or at least from what I’ve managed to see. I look forward to trying to get further into this, when my controller isn’t fighting me every step of the way.

Zelda II: Amida’s Curse HomepageRomhacking.net