Tag Archives: battletoads

FGC #591 Jay and Silent Bob: Mall Brawl

Gonna be a mall brawlI have put some thought into this, and I have come to a realization:

I am mad that Kevin Smith is happy.

I am, and have always been, a comedy nerd. Back in the dark ages of VHS tape rentals, I would always convince my dad that it was in his best interest to rent the likes of Airplane, Young Frankenstein, and Nation Lampoon’s Any Goddamned Thing. And this worked out well, as my father generally enjoyed comedies as well. After all, he was the man that introduced me to Woody Allen, and I watched the likes of Annie Hall, Love and Death, and Crimes and Misdemeanors well before I understood about 110% of the sex jokes contained therein. But, while I loved all these comedies, I had one complaint: all of this humor was aimed at my dad’s generation. Chevy Chase had never played a Nintendo, and Leslie Nielsen clearly would never have an opinion on Voltron. I could watch a thousand “80’s comedies”, but when would I ever see a comedy that had the voice of an actual 80’s kid?

Enter Kevin Smith and Clerks.

To be absolutely clear, Kevin Smith is, by all definitions, not a contemporary of my generation. He was born nearly fifteen years before this author, and his experiences are firmly those of Generation X. That said? Goddamn did his early film oeuvre capture the feeling of being a teenager in the 90’s. Perhaps something about his directing and writing was universal, or maybe my generation just happened to live at the edge of such things as “malls” and “the Catholic Church” existing, but, whatever the cause, Kevin Smith’s films spoke to me. They were vulgar, often sexist/homophobic, and generally vaguely immature, but there was a truth buried in there that I felt like only my generation would understand. I was not old enough to date someone that had sucked 37 dicks (I mean, as far as I knew), but I was old enough to hang out at the mall, hate on magic eye posters, or have substantial opinions about working at a menial job. And if you want the kind of low-key youthful rebellion that would inevitably be inspired by Kevin Smith’s films, consider the fact that my friends and I watched Dogma around midnight on gigantic screens in the sanctuary of a church. Had the damnedest time finding the remote for that DVD player…

Hey, this is relevantAnd, since we are moderately on the subject, let’s talk about Dogma. Clerks was Kevin Smith’s amazing debut, and it all but defined the mood and attitude of a generation of people that were not even supposed to be here today. Mallrats was a farcical look at the world outside the horrible fate of retail (but still firmly entrenched in that world), and, while still a comedy, Chasing Amy tried its hand at being a little more serious than other Kevin Smith fare (and, I feel it is worth publicly stating: wow, watching that movie in 2021 is a different experience than in 1997). But Dogma? Literally holy crap, Dogma was an experience. It was star-studded! It was hilarious! It was taking huge, obvious swings at “The Church”, Christianity, and religion in general! And these were topics that were generally considered taboo in polite society! Sunday school never made references to crucifixions producing shit monsters, and they certainly never acknowledged how clergy would inevitably try to pimp themselves out with bobbleheads if given the chance. This was revolutionary stuff for my teenage friends and I, and it confirmed something I had always suspected: Kevin Smith was going to be the voice of my generation for our generation. This writer/director is going places, and he is going to go places we never would have ever expected.

And then Kevin Smith’s next movie featured a character named Cocknocker.

A sack full of 'emLet’s take a step back and address Woody Allen. First of all, to be perfectly clear, fuck Woody Allen. This paragraph is likely going to sound like Woody Allen is being lauded, but, to be clear, fuck that guy. However, one can complement the arc of his works from his first movies back in the sixties (and works going back to fifties) to today. He started with generally farcical parodies, gradually moved into what would define the romantic comedy, and then made his way to something more akin to “serious pieces” that happened to have a few jokes sprinkled in. From there, there was a clear period of vaguely defensive “I liked your old, funny movies” bouts of navel-gazing, and then he finally seemed to settle on something more comedic again, albeit usually with a sort of mature (re: old man) edge to the proceedings. And, say what you will about your enjoyment of any of those movies, but it is certainly a way to see a man progress and grow and change with his own media. Woody Allen did not win an award and simply make that same prestigious movie over and over again, he, like all of us, changed, and his output reflected that. And, sure, he did eventually go back to that romantic comedy well an awful lot, but he tried to do something different, and really did produce some films that could have only come from a man that had the life experiences of someone that had been writing comedy for arguably his entire life. Woody Allen has done odious, reprehensible things in his existence, but you can also see how the art changed with the man, and thus, also with a generation.

As I write this, Kevin Smith is currently promoting his latest production: He-Man: Masters of the Universe: Revelation. What’s more, he is promoting it by saying, “Your old toys are exactly where you left ‘em, Kids – and we took really good care of them!” The potential voice of our generation is still speaking for our generation, and he is advocating for nearly forty years of arrested development. Play with your old toys again, children of the three-hour Saturday Morning Advertising Block. Do not think critically of your current situation at all! Enjoy Mer-Man!

This looks familiarAnd, in much the same manner, here is today’s game, Jay and Silent Bob: Mall Brawl. To be clear, Kevin Smith is not directly responsible for JaSB:MB. He definitely approved the project, it is all based on characters he created, and he does technically headline/star in the game, but he did not sit down to program this View Askewniverse-based adventure. That was primarily left to Tomas Guinan and Spoony Bard Productions. But does Jay and Silent Bob: Mall Brawl feel like something that was produced by Kevin Smith? For better or worse, yes, very much so. JaSB:MB is filled to the brim with references to Smith’s most popular works (like Mall Rats, Dogma, and Clerks), as well as significant nods to less fashionable productions like Clerks: The Animated Series and Jay and Silent Bob Strike Back. Or maybe they were his more popular productions with his fans? I cannot say for certain, as I have personally been quoting Plug and Leonardo Leonardo for years. And they both appear in Level 6! Wow! If you are a fan of “those Jay and Silent Bob shows”, you are going to love this trip through the mall.

But if you are not here to see Patrick Swayzee (and his horse, Road House, from that movie he was in), there is not much here for you. This is a beat ‘em up heavily inspired by the likes of River City Ransom… but without the leveling/advancement system that made that title so memorable. Or this is a beat ‘em up heavily inspired by Double Dragon… but without the precise punch/kick system and platforming that made Double Dragon and its sequel NES mainstays. This is a hodgepodge of concepts and characters from other NES beat ‘em ups (Abobo appears as a pretzel!), but ultimately something that never even pretends it is better than its original sources. There is a Turbo Tunnel! Like in Battletoads! But it is shorter and includes far less risks than the game it is referencing (come on, man, you couldn’t figure out how to implement pits into this system?). Same for the faux Mega Man fight against Cocknocker, as that simulates a robot master battle with sound effects and graphics, but not any mega-gameplay that makes that situation fun. About the only thing that really stands out as innovative in JaSB:MB is the battle against Golgothan the Excremental that requires your chosen hero wield a nearby plunger to actually do some damage. This adds an extra, previously unseen bit of strategy to the proceedings, and it would be a fascinating mechanic if the damned boss could not “camp” the one item you need to defeat it. So actually grabbing that weapon-of-choice can be a shitshow if the enemy AI decides to be crap? I know that guy!Wonderful. And that seems to be the game in a nutshell: there are good bones here, but the flesh wrapped around it is powered by about 5% good ideas, and 95% nostalgia.

But what the hell would you expect?

Jay and Silent Bob: Mall Brawl never claimed it was going to be the next Taro-esque commentary on the state of gaming. It was never supposed to be an evolution for the beat ‘em up genre, or the apparently-a-genre-for-the-last-decade 8-bit retro craze. This whole exercise was never going to be anything of the sort. This is a game that was released for Kevin Smith fans, and initially distributed on an actual, playable Nintendo Entertainment System cartridge because Kevin Smith fans are inevitably fans of the NES. This is a game wholly entrenched in its own nostalgia for media that is now old enough to drink, and a writer/director that could be a literal grandpa any day now. This is a “by fans, for fans” affair, and asking it to question its medium or source material is folly. You want to ask greater questions of the universe, you buy a different game. You buy a Jay and Silent Bob game because you want to participate in goofy antics with Jay and Silent Bob.

And you do not watch a Jay and Silent Bob movie for deep thoughts. You watch a Jay and Silent Bob movie because you want to laugh. And you will laugh, because farts are funny.

I also know this guyKevin Smith could have, at one point in his career, pivoted to becoming a “serious” creator. He could have become a serious man in a serious world that has very serious things to say about serious topics. He could have followed the same arc as so many comedians before him, and focused on his deeper thoughts. He did not. He decided to use his filmmaker clout to write comic books where Green Lantern eats out Black Canary, and Batman pisses himself (uh, to be clear, these were two unrelated events). He said his piece on religion, and then went on to create whatever the hell Tusk is supposed to be about. And the thing about all of that? He seems happy about it! He is uncritically producing a movie about a commercial from forty years ago, and he is having a blast doing it! I can barely get through this paragraph without throwing shade at Mattel, but Kevin Smith is right there, happily telling his audience that all their toys are back and better than ever.

And you know what? Good for him! Kevin Smith seems happy. And, unlike other writer/directors, we are not constantly hearing about how he is a horrible person. Maybe we need more people producing a lifetime of “light” entertainment, and significantly less “serious” directors that are currently wanted for various sex crimes. When the biggest scandal to come out of a guy is “those jorts”, we are in a good place. Kevin Smith may not have become the auteur I wanted him to be, but he seems like a good person. And if he produces a funny movie every once in a while, hey, all the better.

The world could use more Kevin Smiths. And the gaming world can have a few Jay and Silent Bob: Mall Brawls, too.

FGC #591 Jay and Silent Bob: Mall Brawl

  • System: Technically, this is a NES game. There’s a cartridge and everything! But the expanded-palette “arcade mode” is also available for the modern usual suspects, like Nintendo Switch and Playstation 4.
  • The fans are upsetNumber of players: Well, it is Jay and Silent Bob, so two players are available. Does the game get more difficult with more buddies? Or are the enemy mobs the same? I don’t know!
  • Favorite Boss: Abobo-as-a-pretzel is super annoying, but he reaches an entire other level when he is joined by some weird little pretzel baby creature. We’re in a crowded elevator, kid, I don’t need you jump kicking me over and over again while I’m trying to punch your dad!
  • A moment for the departed: Clerks: The Animated Series (which is referenced frequently across this game) is easily the funniest single six episodes of any cartoon ever produced. It was also, technically, the first DVD I ever purchased, and the first disc that ever went into my Playstation 2. Sorry, Dead or Alive 2, but I was a little more interested in finding the answer to the immortal question of “why are we walking like this?” Also, mark this one down as another animated series that made reference to South of the Border.

    Put it on the list

    I’m going to start keeping track of this.

  • Let the past be past: Back to the actual game, I could have done without the NES standard of starting every stage from the start after a continue. The fact that Jay and Silent Bob refill health as time passes is helpful, but if you get unexpectedly wrecked by a boss, it is a gigantic pain to have to repeat everything on your way back to another potential loss. And the final stage being a boss rush? Nobody wanted to play that in the first place…
  • An end: If you are curious about the secret identity of the final boss, go ahead and consider that mystery story trope about how the culprit is always the named character that is otherwise mysteriously absent. And, without revealing the shocking conclusion, I can disclose that, yeah, Jay and Silent Bob do make it back home to Quik Stop.
  • Who is Leonardo Leonardo?For the sequel: Theoretically, this game is the “Curse of the Moon” to an eventual, other beat ‘em up titled Jay and Silent Bob: Chronic Blunt Punch. It looks good! It looks like more of the same, actually, but with modern art and conventions. And that’s enough! Trading 8-bit graphics for “goofy” animation should be fun. And we need more fun.
  • Did you know? Dante was supposed to die in the first Clerks movie, but that “alternate ending” was scrapped before the premiere. This is why, in the Devil May Cry franchise, there is often a “Dante must die” mode. Some people just won’t let it go.
  • Would I play again: Probably, but purely as a novelty. This game may have issues, but it doesn’t wear out its welcome, so I could see playing it again with another Kevin Smith fan. Hey, I might not watch Dogma every other day, but I do watch it again every decade or so…

What’s next? Random ROB has chosen… Muse Dash for the Nintendo Switch! Time to run to the music! Or from the music? Something like that! Please look forward to it!

It's the turbo tunnel
This is like some kind of generational trauma, isn’t it?

FGC #569 Battletoads (2020)

There’s a moment about 75% of the way through Battletoads (2020) that… well, let’s let the GIF do the talkin’ here…


That is Pimple, and, spoilers, he is freaking the heck out. He has been generally chill and mellow throughout this Battletoads adventure, but has now been pushed too far, and the following level is going to be Pimple rampaging like a toad built only for battle. Pimple, the reliable rock of the Battletoad trio, is well and truly done, and he is not going to take this lying down.

And this moment brilliantly features exactly how the creators of Battletoads (2020) fundamentally understand the Battletoads of 1991.

Let's motorOur favorite toads had an ultimately brief period of fame (or… close enough to fame) for approximately three years. We saw an NES game, a Gameboy game, a Super Nintendo game, an arcade game, and one vaguely memorable crossover. There was also a rigorous comic book promotion in there, and an animated series that arguably never saw the light of day (does direct to VHS pilot even count as real?). And was there any sort of unifying Battletoads mythos in all of this? Nope! The Battletoads were “real” people that were digitized into a virtual world, or they were “real” toad people from space, or they had that whole “Thing Ring do your thing” dealy going on with magical morphing. And there was some confusion within the original games if this was happening over and over again (apparently the Dark Queen really likes kidnapping), or if this was all some manner of Legend of Zelda “the same tale retold” situation, and Battlemaniacs was basically the “grown-up” telling of OG Battletoads. And the arcade version was clearly a version of Battletoads where we finally had the technology to let a toad fight a snake! Was that supposed to happen back in the NES days? Who knows!

So, if someone were asked to distill some consistency from three years’ worth of Battletoads mythos, would it be possible? The only thing that was constant across those games was that everyone in this universe had a general 90’s irreverent attitude, and, when the ‘toads punched stuff, sometimes their limbs changed. Across multiple games, mediums, and graphical capabilities, that was all we really had as concentrated Battletoads. They have attitude, and they morph their limbs.

And it is kind of amazing that that is exactly what is displayed in that above Pimple GIF. That is what is on display in the entirety of Battletoads 2020. Everyone in this universe has an irreverent attitude, and it is animated with a rubbery, lively style that is appropriate to heroes that have always been able to stretch and contort into whatever is going to be most visually interesting/proper for the moment. In the same way that Rash can transform into a battering ram on command (forward, forward+B), he can also morph into an office drone or spaceship pilot. The Battletoads are, fundamentally, just as adaptable as the Looney Tunes of yore, and they absolutely should exist in a game/universe wherein they are just as malleable.

My baby!In a world wherein the curators of Battletoads absolutely could have based an entire game on the “meme” of Battletoads, the idea that they are all “Turbo Tunnels and NES hard”, Battletoads 2020 wound up being true to a Battletoads franchise that is more than just its internet reputation. This is a triumph beyond measure, and my hats off to the writers, directors, and producers of Battletoads.

Also, while the designers of Battletoads are listening, I have one other thing to say about the 2020 game: it sucks. It sucks so bad.

The original, first level of the initial Battletoads game, Battletoads, is a beat ‘em up. Likely thanks to first impressions, many people (including myself) collectively refer to Battletoads as a beat ‘em up style game. Unfortunately, if you play past the first level (big “if”, because this is Battletoads, and you would be forgiven for losing to Giant Walker), you’ll find the second stage is practically a different game, complete with different rules. Similarly, the third stage, the infamous Turbo Tunnel, starts with a sprinkling of combat, and is then an entirely pacifist-friendly “battle” with stationary walls (you just happen to be going really, really fast). The next levels are (in order) a 2-D platforming/snowball fight, 3-D beat ‘em/surfing safari, and 2-D platforming (on snakes). In fact, once you clear Level 7 (of 12), you never see a 3-D beat ‘em up section again, and all combat is on a 2-D plane. In short (as I have documented in detail before) Battletoads is a beat ‘em up about as much as Mario Odyssey is with its occasional forays into t-rex-based carnage. We had one arcade game that seemed capable of staying on target, but every other Battletoads game cannot stick to a genre longer than the span of a level. When you’ve got Jimmy and Billy Lee piloting spaceships, you know something has gone terribly wrong…

Get those lumberjacks!And Battletoads 2020 initially seems to lean on the beat ‘em up trappings of its forebears. As one might expect for the update of a nearly 30 year old franchise, Battletoads 2020 is a might more complicated than its ancestor. This is no longer a simple case of “punch/jump/dash”, there are now options for strong and quick attacks, charge attacks, and a few possibilities for using your toady tongue as a grappling hook. And you’ve got grappling options! Would you like to collect flies, swing your toad from the foreground to the background, or, ya know, grapple (ala Mike Haggar). It is obvious that, in the same way a lot of thought went into an animation style that seemed appropriate for Battletoads, a lot of consideration was given to creating a beat ‘em up system that not only was fun to play, but was also appropriate to our heroes. The presence of a blocking monster means you’ll be using the stylish charge moves that were previously reserved for “smash” combo finishers. The mobile “shooting” creatures will encourage jumping for a dodge, and then a new jumping attack. And tongue moves! We are featuring toads, people, let’s act like it and highlight the one thing toads are known for (aside from hopping and kissing princesses). That slurping sound should have been for more than health refills for Battletoads from the beginning!

Except… it all kind of… doesn’t feel right? Or work right? There is a lot in the beat ‘em up sections of Battletoads that feels almost wholly broken. For instance, health drains stupidly quickly, so a single punch from an opponent can drain a third of your HP. In a way, this makes sense, as a single player game allows the usage of all three of the Battletoads, so you effectively have triple the health you see on any one life bar, and a fallen Battletoad revives if you wait a whole 20 seconds. You are practically invincible! But it still feels bad to whiff a dodge and be mercilessly punished. And, speaking of which, you will be punished, because managing the Battletoads’ battlin’ is a lesson in humility. It is very difficult to find the exact timing on when any of your protagonists can exactly cancel a combo to perform a dodge, so practically any string of punches is a risk. And that is not a good look for a beat ‘em up, as it means a conservative player is likely to zoom around the screen, eternally dodging, and only throw a single punch for fear of starting an inescapable combo chain. And that works, but it also works to make each individual fight move at a Battlesnail’s pace. And if you feel like being more loose with your health, good luck refilling on available flies, as those previously mentioned tongue moves are mapped to surprisingly confusing controls, and you are a lot more likely to accidentally drag a dangerous enemy into your proximity than down a life powerup.

And if you are getting the impression that I did not enjoy the beat ‘em up portions of Battletoads, congratulations, you have reading comprehension. The beat ‘em up portions of Battletoads 2020 are the worst parts of Battletoads 2020.

So it works out that Battletoads has the same inability to focus on any one genre as its ancestors.

Here is a vague spoiler warning for those of you that want to experience the manic intensity of Battletoads in its natural, astonishing way. Stop reading if you want to experience this all on your own dime…

FGC #494 Battletoads and Double Dragon: The Ultimate Team

It's time for teams!Now let’s talk about the infamous “Wolverine” style crossover.

You may be aware, but Wolverine is a particularly popular character from Marvel Comics’ X-Men. He was originally introduced as yet another thing/Canadian/person The Incredible Hulk could punch, but he joined the X-Men roster shortly thereafter, and his reputation rapidly escalated from there. People have been trying to nail down the source of Wolverine’s overabundant attractiveness practically since his debut in 1974, but no one (least of all Marvel) seems to have a clue as to what has made Wolverine one of the most essential comic book characters of the 20th century. Is it the readily accessible weapons? His tendency to not follow orders? The fact that he’s a grizzled old man palling around (and occasionally flirting) with teenagers? That mentor thing he had going with Jubilee and Kitty Pride? The cigars? Whatever the cause, Wolverine is popular. What’s more, it is known that Wolverine is popular. This ain’t no underground “you heard that Squirrel Girl is good?” situation, this is phoenix-fudging Wolverine, and he’s the king of the world. He had a movie. Or seventeen. Wolverine sells! And Wolverine can sell anything!

So it’s only natural that “Wolverine stops by” has become a comic book genre onto itself. If you’ve got a new Marvel comic book that needs a few more sales, summon Wolverine. He doesn’t need to actually do anything, and he doesn’t need to be on any more than one page, but as long as he can be part of the cover, you’re all set! Maybe you’ll get lucky! Maybe Wolverine will actually offer your hero/heroine advice and a few zingers before he wanders off to wherever Wolverines go when they’re not on camera (I’ve always assumed Wolverine used that infinite healing factor to successfully weather course after course at the Golden Corral), but don’t count on Wolverine lingering around for too long, because he’s a very busy mutant, bub. And this trait has now transcended genres, as Wolverine appears in other movies when the X-Men need their special guy to push a few more tickets. Stan Lee may have invented the cameo trick, and now Wolverine is Stan Lee. We’ve come full circle! So, don’t worry, if you need your character or franchise to be more popular, all you need is Wolverine. Put no more thought into the process than that. Just get Wolverine on the line!

But Wolverine apparently wasn’t available for a certain collection of battlin’ toads, so Billy and Jimmy Lee are going to have to put in an hour.

BLARG!Now, it is hard to believe in this our year of perfect vision, but back in 1993, Double Dragon was a hot franchise. There were three “main” Double Dragon titles on the NES, an arcade presence, a number of spin-offs available on things like handhelds, an animated series, and a movie on the way. You know who else could be described in that exact manner? Super Mario. Double Dragon was, in the videogame realm, on the exact same tier as Mario (give or take Captain Lou Albano). Nowadays, people barely can remember Bimmy and Jimmy exist, but back when the Battletoads were trying to make a splash, they were a hot commodity.

And make no mistake, Battletoads really wanted to be on that same popularity echelon. Battletoads had an unmistakable connection to the Teenage Mutant Ninja Turtles from their initial appearance, and many people took their general “irreverent” tone as a clear parody of the other fighting amphibians. But if you were to explore the Battletoads’ initial comic debut in Nintendo Power, you’d find that these heroes were 100% serious about being the next big thing with a very serious backstory for very serious fans. Zitz is really some nerd named Morgan that got stuck in a virtual reality machine that links to an actual reality! And then that premise was dropped (or at least ignored) for an animated series where the ‘toads are plucked out of another dimension to pal around our Oxnard, California and defend us from the Dark Queen with Looney Tunes-esque attacks. Pew pewDiC produced this animated Battletoads pilot, and then went no further. DiC also ran Street Sharks to a full series. That had to sting. The Battletoads needed something to put the franchise on the map, and Double Dragon seemed to fit the bill.

So this led to Battletoads and Double Dragon: The Ultimate Team… which is a particularly misleading title. Yes, the Battletoads and The Lee Brothers unite to fight a collection of allied opponents, but there’s no actual “team” involved behind the scenes. This is clearly a Rare joint, and a Battletoads game through and through. In fact, give or take the graphics involved, this title is little more than the original Battletoads game with seemingly random Double Dragon guest stars. There’s a speeder bike. There’s a vertical ropes course. There’s an inexplicable gameplay shift where you wind up playing Asteroids for some reason. The heavies of the Battletoads brand all return for boss battles, and the Double Dragon opponents… Well… That’s where it’s most obvious that this is a Battletoads game with special guest star Wolverine Double Dragon. What’s the tell?

Willy – Double Dragon (Arcade) 1987
Willy – Double Dragon 2 (Arcade) 1988
Roper – Battletoads and Double Dragon: The Ultimate Team (NES) 1993

They couldn’t even get the Double Dragon’s main antagonist right. Okay… yes, the people behind Battletoads and Double Dragon: The Ultimate Team did correctly stick Abobo right there in the first level, and he has his proper ‘stache (depending on the port). But the boss of the third stage is “Roper”. Roper is the name of a generic mook in the Double Dragon franchise, and that ain’t him. This character, complete with his signature weapon, is most commonly referred to as “Machine Gun Willy” by the fans. According to the lore, his full name is Willy Mackey, and he’s the main antagonist of Double Dragon and Double Dragon 2 (give or take the wonky “interpretation” of the NES versions). He is the leader of the Black Warriors. He is the one that orders the kidnapping of Marian. He is the final boss of one Double Dragon arcade cabinet, and penultimate boss of another one.

And here he’s got the wrong name, and he’s the boss of the third level. Robo-Manus, the robot that is barely animated, earns a higher standing than Billy and Jimmy Lee’s greatest foe. And who is the “new” main antagonist that is capping off the Double Dragon side of this crossover? It’s “Shadow Boss”, a character that technically appears in no other Double Dragon game, but vaguely recalls the antagonist from the animated series. He also resembles a ripped version of Burnov, that one tubby guy with ill-fitting pants from the first level of Double Dragon 2.

Burnov – Double Dragon 2 (Arcade) 1988
Shadow Master – Double Dragon Animated Series / Double Dragon V 1993
Shadow Boss – Battletoads and Double Dragon: The Ultimate Team (SNES) 1993

Dudes at Rare apparently didn’t feel like getting past the first, Abobo-based level of Double Dragon, and decided to wing it from there. Who’s this guy from the arcade intro with a gun? That’s probably Roper. Let’s go with that, and see if we can devote more pixels to rendering Dark Queen’s ass.

So, yes, it’s pretty clear this is a Battletoads game that suckered Double Dragon into shedding a few more popularity points. Did it work? Of course not. The Double Dragon movie bombed, the franchise floundered from there, and the Battletoads had already hitched their dingy to a sinking ship. One last Battletoads arcade game was released shortly thereafter, and then too did the Battletoads retire from gaming for decades. Double Dragon never brought Battletoads the fanbase they so desperately craved, and only the innovation of internet memes would ever get the ‘toads any attention.

This seems wrongsBut this humble crossover did at least try. It succeeded as a shining example of a Wolverine crossover. Double Dragon stopped by a Battletoads game, and that’s all the effort anyone wanted to put into this project. Excellent stealth Battletoads 2, Rare, and good try on attempting to boost your visibility with a more prominent franchise.

Just… maybe next time you should figure out who Wolverine actually is before you have him drop by…

FGC #494 Battletoads and Double Dragon: The Ultimate Team

  • System: This one got around. The NES and Gameboy versions are fairly impressive for their tiny bits, but the Super Nintendo and Sega Genesis versions are where you see some pretty graphics. The Battletoads did know how to feature a little spectacle.
  • Number of players: Two. And you have your choice of all three Battletoads. This is the first game where that actually happened! But I suppose you should choose at least one Lee Brother…
  • Port-o-Call: Which version should you get? Well, the gameplay is miraculously pretty much exactly the same across all versions, so if that is your concern, don’t worry about it. From there, if you’ve got the option, you probably want the Super Nintendo version, as choosing the other 16-bit version will brand you a Sega Kid, and who has the fortitude to deal with such a moniker? Though, like Mortal Kombat, the Genesis version actually includes blood on defeated opponents’ portraits, so if you’re all about the violence, head over there.
  • Art Style: It’s important to note that the NES version of this title paints the Lee Brothers as a pair of really buff 80 year olds.
    They're twins!

    They’re coming to help just as soon as their grandson gets the wireless working!
  • Secret Truth: Willy probably got renamed to Roper thanks to his level including Battletoads repelling hijinks, thus earning the stage the title “Ropes and Roper”. Always go for the easy pun!
  • Did you know? The Nintendo Power comic that gave us the origin story of The Battletoads was written by a Rare employee, Guy Millar. The cartoon adaption was written by David Wise, someone who did not have any involvement in the production of the games, but did have the exact same name as the David Wise that composed the Battletoads videogame soundtrack. Weird.
  • Would I play again: This is an easier experience than Battletoads (1), but it also feels like the game runs out of steam somewhere around the fourth level. From about Level 5 on, it feels less like the eclectic action game of earlier levels, and it becomes little more than a rote beat ‘em up. So I’ll probably just play the original or the arcade game if I want a Battletoads experience. And it doesn’t even rank as a Double Dragon experience…

What’s next? What happens when a franchise crosses over with itself? Twice? Let’s find out! Please look forward to it!

Bad Queen

FGC #024 Battletoads

Amazing cinematicsWhen I started this blog, I set down a few rules for myself. Among them:

1. No hyperbolic anger/rage. Yes, it’s fun for everybody to compare a game to an ass crapping on another ass and then the second ass eats up that crap and pukes it back onto the first ass in an infinite assplosion, but it’s way too easy to slide into that being a shtick that is applied to even the most minor of flaws. It cheapens the medium as a whole when something like Final Fantasy 13 is referred to as the “worst RPG ever” while we still live in a world that contains Hyperdimension Neptunia and its inexplicable myriad of sequels. Besides, if ROB ever chooses Beyond the Beyond, it will make my venom all the sweeter. I’ve been saving it in jars since 1996!

2. No beating dead horses. I’m coming into this video game blogging thing fairly late in the scope of the internet, so no posting the same old thing that has already been inscribed by every other blogger. Yes, Super Mario Bros. 3 is amazing. Yes, Deadly Towers is terrible. I can spend a thousand or so words saying what everyone else already has, but what’s the point unless I can provide something I haven’t seen elsewhere? Mark my words, there is a post about these games in the future, but it at least has to come from an angle that hasn’t been done to death.

Given you’re likely capable of reading the title, you probably see the issue: There’s only one thing to talk about with Battletoads, and that’s the difficulty. Sure, I could write a sonnet from the perspective of a captured Pimple, or perhaps something related to Turbo Tunnel PTSD, but it feels dishonest, as if I’m dodging an issue like so many pink walls.

So I’ve made up my mind: I’m going to talk about Battletoad’s difficulty really well.

Sit down and buckle in: I’m going to analyze this game’s difficulty curve on a level by level basis, and hopefully unearth exactly what happened here, and the why and how of Battletoads being the most difficult NES game out there.

Level 1 Ragnarok’s Canyon

This toad's got it allWhat’s going on here? This is a remarkably straight beat ‘em up stage. There are grunts in the form of pudgy lil’ piggies, slightly stronger walking robot dome things, and the occasional flying dragon thrown in for a little variety. It’s all pretty normal, and, particularly with the ability to steal weapons from walkers, feels like a fantasy/sci-fi Double Dragon.

Difficulty? Assuming you’ve played a beat ‘em up before, you’re probably not going to have a problem here. If you figure out the ramming dash attack, it’s entirely likely you won’t even take a hit. This might be the most deceptive first level in all of gaming.

Boss? The Giant Walker boss might be the first sign that this game is going to go off the rails. The start of the fight immediately changes the view to feature your toad as seen through the boss’s vision, and the secret to winning is not using your traditional punching skills, but to return the boss’s projectiles right through its glass face. Interestingly, you won’t see another boss for a while, and this is the only boss in the game that is even a remote “puzzle”. At least it isn’t that difficult.

Anything else? Rash and Zitz can acquire a club from a defeated walker, and then hop onto a dragon ala Golden Axe and fly around shooting fireballs. These stackable powerups are rather interesting, and never appear in the game again. Ever.

Level 2 Wookie Hole

Yay bonusWhat’s going on here? The Toads descend through a vertical shaft while swinging from a thread overhead. The jump button is completely unused for this sequence, and movement is available in all directions. As a lovely, never seen again bonus, a toad may squeeze against either side of the cave, transform into a wrecking ball, and one-hit kill any unlucky foes in the way.

Difficulty? By and large, this area is similarly simple compared to later challenges. The first signs of Battletoads flashing its fangs is featured here, as crows with large beaks may sever the support string and send Zitz plummeting to an instant grave. For new players, there is very little indication that these crows are as dangerous as they are, but at least your immediate respawn will allow a player to notice the difference as opposed to a simple, “What the hell just happened?” The electrical barriers toward the end of the level are difficult almost exclusively because they spawn too late for a player to really see them coming without “knowing”, but at least they only cause damage, as opposed to instant death.

Boss? None. The level just kinda ends. Battletoads in Battlemaniacs closes its similar “descent” stage with a horrendous spiked wall gauntlet (which I’m happy isn’t here) that does make the end of the stage feel more significant.

Anything else? This level is skipped if you take the warp from Level 1 to Level 3, but that almost feels like a trick, as this level is practically made for acquiring points and extra 1-ups from juggling crows. You don’t quite know why yet, but even the cheats in Battletoads are vaguely malicious.

Level 3 Turbo Tunnel

MY SPINE!What’s going on here? And here’s where half the players quit. I am really disappointed that Rare Reply doesn’t provide an achievement for completing the Turbo Tunnel, as I’d be interested to see what percentage of players start the game, and then quit after a thousand head traumas. I digress. This stage starts with some basic, Level 1 beat ‘em up enemies, a brief cameo from space invaders, and then the eponymous Turbo Tunnel, where speeder bikes are ridden and toads break their spines.

Difficulty? It all sounds simple, but in practice, this level is absolutely insane. Your choices are, basically, up, down, and jump. Going up avoids a low wall, going down avoids a high wall, and jumping will get you over pits, short walls, dropped walls, and help with ramps. There’s never an attack from the rear, so the fact that you can move forwards and backwards is inconsequential. You receive a small preview of your next obstacle, so you have a window of opportunity to choose your lane or jump. Jump, jump, slide, slide, the end.

Unfortunately, the reason this level is such a brick wall (ha!) for so many players is that that window of opportunity is only opened a crack, and you’re likely to lose a finger as it closes. Every incorrect move is punished with death, and causes your toad to restart from the most recent checkpoint, allowing the chance for you to fail even earlier in the race, and never even see the milestone you’d reached previously. And, while I would say you simply need good reflexes to get through the first few areas, the final lap requires you to just plain know what’s coming, and snake between walls with absolute precision. And remember, if you lose all your lives, it’s back to the absolute beginning of the stage, and every single challenge involved must be completed anew.

Boss? The final deluge of walls is all this stage needs for a memorable finale. Though a polite game would pause after all that to allow you a moment to wipe the sweat from your paws.

Anything else? As an extra special bit of terrible, the ramps in this stage work by holding down the jump button when hitting the ramp, not using any kind of special timing like hitting A right at the moment of impact like I’ve apparently been doing wrong for years. This is another place where the instant death mechanic of the level works against the game itself: it is incredibly difficult to know when you are doing something right or wrong when damn near everything results in your immediate demise. You can only learn from a mistake if you know how you made the mistake.

Level 4 Arctic Caverns

Spiny all aroundWhat’s going on here? Alright, there’s a warp in the Turbo Tunnel that you may take to avoid the final bits of Level 3 (also, you may just hit it accidentally, like everything else in the Turbo Tunnel). If you take the warp, you’ll arrive in Level 6, and skip this level and the next. So, this often-missed level is the always fun ice stage. This is also the first stage where the faux 3-D of the first and third levels is nixed for some straightforward 2-D running and jumping. There’s a lot going on in this stage, but the three main things are…

  1. Ice is slippery, so your naked heroes just slide everywhere. Additionally, ice blocks and giant spiked turtle shells slide around, potentially tripping a toad.
  2. Frosty the Snowdope appears often to initiate snowball fights. These projectile based battles are pretty easy, and just require your toad to duck or jump before returning fire. A possible hang-up here is that this, the fourth level, is the first your toad has occasion or the ability to duck.
  3. Various “gates” appear throughout the level that must be smashed by some kind of opposing force, whether it be a sliding iceblock or luring a snowman into tossing snowballs at the obstacle. While these gates are normally permanently destroyed, towards the end of the stage there are gates that temporarily “pop up” at the touch of those giant spiked shells.

There’s just a lot going on here.

Difficulty? A lot of this stage is pretty fair, though it does expect expert reactions to “traps”. The real hell doesn’t appear until the latter parts of the stage, when the slippery stage is combined with moving platforms and instant death spikes above and below. It’s the first 2-D “platforming” stage in the game, and it basically requires a masters in physics that were just introduced. And, as an added jerk move, the previously mentioned “pop up gates” will squish a toad for an instant death if your timing is just a little off. Instant respawning was left back in the first section of the Turbo Tunnel, but at least the checkpoints are generous. Basically, if you’re already a master of Super Mario ice stages, this level might be fair, but if this is somehow your first video game, this is about where you should get off.

Boss? Thankfully no, unless you want to count those snowdopes.

Anything else? This is true of most levels in this game, but it’s worth noting here: after the mastering the Turbo Tunnel, the following level utilizes basically none of the skills you would have acquired during your speeder bike tenure. And, as you may have guessed, you’ll never see icy conditions or snowball fights again. Thanks for playing!

Level 5 – Surf City

Let's go surfin' nowWhat’s going on here? Immediately after the ice stage is the summery beach stage, naturally. Half of this stage is back to level one-esque beat ‘em up rules, and the other half involves surfing, which controls similarly to the speeder bike incident, but minus the ability to jump. Hang ten with the radical toads, dudes!

Difficulty? Let’s lead with the obvious: this is an easier version of the Turbo Tunnel, and there is no reason Level 3 and Level 5 shouldn’t switch spots. The surfing segments of this level never reach even half the speed and necessary skill as the previous speeder challenge, and the general layout/setting is much more welcoming than the lava ball pit of Level 3. I guarantee that, given the chance, a Battletoads neophyte would be able to complete Surf City much faster than Turbo Tunnel. Hell, the opening surfing “walls” aren’t even instant kills! It makes all the difference!

Boss? About 75% of the way through the stage, you’ll encounter Battletoads’ second boss. Big Blag is a gigantic, ugly rat that generally attacks by attempting to stomp on a chosen toad, which will lead to an instant death. Aside from this obviously powerful move, he’s pretty straightforward, and can be juggled infinitely for an easy win. This is, in Level 5, the first boss in the game that features traditional gameplay.

Anything else? If I had to guess, I’d say this level is a “reward” for not taking the warp in Level 3 and then proceeding to complete Level 4. While it’s still likely to drain your lives, it’s the only real reprieve in the game. We won’t see a level like this again.

Level 6 – Karnath’s Lair

Jingle SnakesWhat’s going on here? The level where a toad rides a bunch of snakes. For whatever reason, the snakes are nonpoisonous, they just zoom around, defying gravity without a care in their snakey little heads. It’s your job to guide your Battletoad toward riding and climbing these procrastinating predators.

Difficulty? This one kinda depends on your own precognitive abilities. This is our second 2-D platforming stage, and it actually plays easier than Level 4, but with the caveat that you know where to jump when. It’s easy enough to guess where most of these snakes are going and then follow along, but the final area of the level gets very tricky with confusing the player as to what snake will emerge from which hole. Once you know what’s happening, it’s easy as pie, but you’ll probably lose a few lives guessing wrong. “Guessing” is a bad thing for most any skill based game, and it’s not the last we’ll see of that concept.

Boss? Another one where the level just ends.

Anything else? Karnath is not actually seen in his lair, but he does appear in the arcade version as… a giant snake. I guess he’s just hibernating during this game.

Level 7 – Volkmire’s Inferno

Missing-lesWhat’s going on here? And here’s the direct sequel to the infamous Turbo Tunnels. Much like Level 3 or Level 5, this stage has a few beat ‘em up sections, follows it with a few tricky jumps, and then sticks your toad on a vehicle for the remainder of the stage. This time, you have a plane that allows flying in all 8 directions (the first that’s been seen since Level 2), and another fun time dodging obstacles lest you experience instant death.

Difficulty? The… speed plane? Yeah, let’s call it that. The speed plane is like a more advanced speeder bike, in that your vertical movement has expanded from a third of the screen to the entire thing, and there are a number of places where your horizontal location will make an impact on your continued breathing. On the other hand, again, nothing approaches the insanity of the final Turbo Tunnel segment, so even this level could comfortably sit before Level 3. You’re going to die, of course, but it’s a lot easier to approach the traps of this stage than expertly serpentine through pink walls. Your speed plane mileage may vary, though.

Boss? Nope. The way the level trumps up the speed plane segment prior to hopping in the cockpit seems to present half the stage as a “boss”, though.

Anything else? This is the last natural “cave” stage, as everything past here is inside something manmade, whether it be one continuous structure or a series of interconnected, underground buildings. I’d say the final leg of this game has excellent geography after stuff like ice cave ➡ beach ➡ snake pit ➡ inferno.

Level 8 – Intruder Excluder

Right in the faceWhat’s going on here? Back to 2-D platforming, here’s an entirely vertical stage with a boss at the tippy top. This might be Battletoad’s most straightforward, video game-y level, and it’s only eight levels in.

Difficulty? Assuming you have some familiarity with platforming games, this one isn’t too bad. You have to jump precisely, as you’re dealing with the kind of scroll that will leave you finished if you drop slightly lower than your current altitude, but if you have those skills, there isn’t much in the way of Battletoads trademark gotcha moments to knock you back down. I mean, of course there’s blasts of gas that will just instantly kill you, and there’s fans that are meant to push you off platforms, or suck you into their whirling blades of instant death, but, overall, you’ll probably have an easier time here than in the Arctic Caverns.

Boss? The mechanized Robo-Manus stands at the top of this tower. This is the first time a Battletoads boss really feels at home in Battletoads, as his bullets will hit-stun you into death after the slightest tap, and he borrows the instant death jump/stomp of Big Blag. Assuming you don’t just ram juggle this bot into oblivion, you’re probably going to have a tough time of it.

Anything else? In many ways, this level feels like a training stage for the finale, a mere four levels away. Of course, by the time you reach that tower, you’ll have long forgotten these sunnier days. C’est la vie.

Level 9 – Terra Tubes

Gears of DoomWhat’s going on here? Welcome to hell! Battletoads pulls out all the stops for its sewer level, a 2-D platforming affair that features homicidal robots, useless propellers, gear racing, swimming, and even a murderous rubber ducky. I want to say this is the longest stage in the game, but it just might feel that way because it’s even more difficult and random than usual.

Difficulty: Here’s a detailed list of what you’re up against:

  1. This entire stage is a series of tight corridors, simulating actual sewer tunnels. There’s a number of instant kill spikes and robots that, for whatever reason, are also instantly deadly when approached.
  2. Occasionally, there’ll be a vertical segment where you descend with a dinky propeller slowing your fall. It may feel like a return to Wookie Hole style gameplay, but there’s no enemies, just spikes to be avoided and a scroll that usually doesn’t reveal the spikes until it’s too late. So, back to guessing for survival.
  3. This is the first and only stage the Battletoads encounter (non deadly) water. When waist deep, it merely slows a toad to a crawl, and disables the run (and ram) ability. When submerged, the level becomes an actual “water level” complete with precision swimming around more instant kill spikes. Also, there are a few random enemies, like fish and sharks, swimming around, and, no, the designers didn’t feel like equipping Zitz and Rash with any dedicated submerged attacks. Just punch air (water?) like usual, and hope for the best.
  4. And most fun are the horror gears, which dominate the corridors and require your toad to race ahead. The first few gears are pretty straightforward, but later gears require you not only know exactly where you’re going, but also have complete knowledge of how various minor obstacles work. So, your toad is in a puddle of water: does he move faster when “water running” or hopping? Guess wrong and die.
  5. And then toward the end of the level? All of the above.

I’m gonna go ahead and put this stage in the “difficult” column.

Boss? Oh thank God, no. Last time I get to say that.

Anything else? Oh yeah, those rubber duckies that float along simulating background elements, and then spring to life and go all Chica on you until you are very dead. Did I mention they first appear toward the very end of the level? I want to reiterate that I have no idea how anyone ever got through this game with their sanity intact.

Level 10- Rat Race

Giblets 'n gravyWhat’s going on here? On paper, it’s very simple. This is another 2-D stage (actually, they’re all 2-D starting with Level 8, just noticed that) where Mr. Toad has a wild ride trying to outrace a giant rat named Giblet. It’s a vertical descent, and the “trick” is that you’re trying to touch the ground as little as possible and “fall” through the stage to your goal. Complete with the palette swap decorating, it’s like Level 8 in reverse. Except…

Difficulty: … This is a dreadful level. The first two races are, at best, deceptive. Yes, you may lose at first, but you’ll eventually win, likely without noticing the nuances of the race, like that your Battletoad will automatically run, unlike the entire rest of the game where running requires the ol’ double tap. This is essential knowledge for the third and final race, where the slightest error will result in Giblet far outracing Zitz and, sorry mate, you may as well give up five seconds after the start if you hit the wrong wall.

This creates an interesting quandary: what’s worse? Instant death upon the tiniest failure, ala the Turbo Tunnel, or entering a failure state seconds into a sequence that can take minutes, and having to wait out your inevitable demise? I’m fond of the Turbo Tunnel, as it doesn’t waste any time indicating that you suck, but the advantage of the Giblet race is that if you fail early, at least you have the time to “explore” what’s coming, so maybe you’ll get past what killed you the first time and avoid issues that you never knew existed down the line. Battletoads: how would you like to die today?

Boss? Oh and on top of everything there’s a boss, General Slaughter, whose sprite appears to be a rhino, but he was a bull in the animated series, and then popped up as a total boar in later Battletoads games. What’s important is that he’s got horns, and he’s the first enemy to turn the Toads’ ram skill against them. Aside from having to avoid a frontal assault, he’s basically the same as Robo-Manus, minus the gun, so he’s not a trying fight. Though the idea of beating every last race and then having to repeat it all after falling to an ill-timed stomp attack… shudder

Anything else? This stage features the first of two game breaking bugs: on rare occasions, you may beat Giblet in his infernal race, but the sore loser never makes it to the finish line himself, and your poor toad will wait dutifully in the now empty room forever, and, with no timer or enemies around, the game must simply be reset. I cannot even imagine getting this far back in the 90s and then having to start over thanks to some improperly placed code. Like, I’m pretty sure you’d be legally allowed to murder the design staff at that point.

Level 11 – Clinger-Wingers

WeeeeeWhat’s going on here? The toads must ride motorized unicycles called clinger-wingers along an oddly shaped course while outrunning the Hypno Orb. All glory to the Hypno Orb!

Difficulty: This is Battletoads: Master Class. The way this vehicle works is that you must, at all times, be holding the proper cardinal direction on the control pad, else the Hypno Orb will catch you, and it’s life over. No jumping, no dodging, just hold the right…err… correct arrow at all times (and no diagonals to try to fudge two direction at once, that will just get you killed). If you fail, even inches from the finish line, you’re back at the start all over again. And, like Rat Race, you can have a bad couple of opening seconds, perfectly take every twist and turn afterwards, and you’re still pushing up daisies inches from the goal thanks to youthful transgressions. Oh, and the final area deliberately burns any “lead” you might have on the orb before throwing you the most successive turns in the course. Good bloody luck!

Boss? Oh, and at the end of it all, you must fight the orb in hand-to-hand combat, presumably because the boss budget ran out a long time ago, so Proto-Ozma is all anyone could come up with. This fight is very similar to the previous battle against General Slaughter, except Hypno Orb has a wonky hitbox that means you’ll be taking damage if you touch it at juuuust the wrong angle. What is that angle? Who’s to say?

Anything else? And here’s the second completely absurd, game-breaking glitch: it is completely impossible to beat this level with two players. Player two just immediately fails upon entering this stage, and that’s all she wrote, you won’t be seeing the Dark Queen tonight, toads. This is, if you think about it, fascinating, as such an obvious glitch means that not a single playtester team ever got to Level 11 with two players. Ever. Either that, or it did happen, the designers were aware of it, and they just ignored it, because what are the odds of two people that are that good at Battletoads ever being in the same room? The world just isn’t big enough for that kind of coincidence.

Level 12 – The Revolution

Fabulous graphicsWhat’s going on here? The finale, the coup de grâce, the… golden… fly? I don’t know, this game is kind of exhausting in body and soul. As far as I’ve ever cared, this stage is a victory lap after the true final challenge that is Clinger-Wingers. Here’s a pretty straightforward ascent up the Dark Queen’s tower to a final battle with the mistress herself. The graphics are pretty impressive for a NES title, which is a shame, as probably a whole six people saw this level before the advent of emulators. Hop, skip, and jump up the tower of death, traversing disappearing platforms, springs, and occasionally grabbing poles to hang on for deadly hurricane force winds. Also, fight a cloud every once in a while. Weirdly, the whole thing feels like it was built for Wizards and Warriors.

Difficulty: It’s really not that bad. Sure, that statement is relative at this point, but it’s still a fair kind of difficulty, where even the disappearing blocks don’t feel as difficult as trying to guess snake trajectories earlier. The only major Battletoads jerk move I can see is the occasional appearance of the instant kill winds, but usually you have a little warning by seeing the poles you need to access ahead of time, so, generally, survival is assured.

Boss? The evil Dark Queen herself challenges the Battletoads at the apex. At this point, you should be pretty good at Battletoads bosses, as they’ve all been the same since Level 5, just make sure you don’t get too close when she inexplicably turns into a human tornado (unless you brought along Kain, who should just use Jump), and use your ram attack and juggle to your heart’s content. She’ll sully your victory by escaping, but at least you’ll have rescued Pimple and Princess Angelica, about whom we know nothing.

Anything else? Some cultures believe completing Battletoads is a rite of passage: a time when you are no longer a child, but have become a neo maxi zoom dweebie. Wear your newfound standing with pride, and let no one tell you that you know nothing of hardship.

I’ll Get You Next Time, Toads! (Conclusion)
She's just unpleasantNo one ever had a chance. Battletoads may as well have been created, published, and then placed in a little box labeled “do not open until save states”. The rules change too often, the gameplay is all over the map, and entire levels require amazing luck or rote memorization. Skills are learned, honed to perfection, and then discarded, never to be seen again. The very idea that someone could complete this game in less than a year’s time and without dedicating 100% of their brain to the task is laughable. Achieving seeing just a quarter of this game on its original hardware would require a level of effort akin to torture.

But, oh man, does it feel good when you cross that finish line. I’ll see you in Hell, Giblet.

FGC #24 Battletoads

  • System: NES and Xbox One. It’s got a variety of quasi-sequels across other systems, but right here is the real McCoy.
  • Number of players: Two, right up until Level 11. I suppose this glitch was fixed in international and modern versions, but I’m standing by the idea that no two people are going to beat Level 11 simultaneously anyway.
  • Would you say this game is well done? Nah, I think it’s pretty Rare.
  • You mentioned an arcade version? Yes, and it features The Great Karnath in all his nightmare fuel glory. Take a look!
    Chomp chomp

    The arcade version is also, to my knowledge, the only pure Battletoads game where all three toads are actually playable. Hey, Rare, why create a trio when you know all the systems you’re designing for have only two controller ports?
  • You mentioned an animated series? Well, more like animated serie. Is that a thing? It was only one episode (the failed pilot, I suppose), and it features three random teens that are transformed into The Battletoads in an effort to appease a cranky bird and rescue a princess from another dimension. The Dark Queen, in all her dom glory, is pretty much unchanged, and The Battletoads all retain their “wacky” combat skills, which is appropriate for an animated series. The show’s tone seemed to be very similar to the Sonic the Hedgehog cartoon of the time… the daily, silly one, not the deathly serious one that aired on weekends. God, that was a weird time to be watching cartoons. Oh, and I obviously own a VHS copy. Why the hell wouldn’t I?
  • Battletoads to the Future: Will we ever see the Battletoads in a game made after the 16-bit generation?
    C-C-C-C-Combo Breaker

    The world may never know.
  • Did you know? Geez, haven’t we covered enough Battletoads trivia at this point? Fine, let’s squeeze some blood out of this stone… oh, I know: The original Battletoads origin story, as seen in Nintendo Power, paints the Battletoads as three humans who were playing a virtual reality game, and then whooooa got sucked into the game and, like, it’s totally real, man! Nowadays, that would probably be seen as charmingly meta, but back in the 90’s, I’m pretty sure this was the plot of every third game. There was a lot of fear about being sucked into video games back in the day…
  • Would I play again? I beat Battletoads frontwards and backwards to write this little screed, and I am glad to be rid of it. Never again. Except if someone wants to play two players, in which case, just give me a ring.

What’s next? Random ROB has chosen… Dinocity for the Super Nintendo. That’s… that’s like Jurassic Park, right? Yeah, it’s probably just like that, but I guess we’ll confirm it. Please look forward to it!