

Dark Halfダークハーフ
English Release: none
Release Date: December 26, 1986
Publisher: Enix
Developer: Westone Bit Entertainment
Genre: RPG
Console: Super Famicom


Dark Halfダークハーフ
English Release: none
Release Date: December 26, 1986
Publisher: Enix
Developer: Westone Bit Entertainment
Genre: RPG
Console: Super Famicom
At 8 years old I was too young to actually have seen any “scary” movies, but I was certainly intrigued by them. This was the late 1980’s and Freddy Kruger mania was at an absolute fever pitch, coming of off a string of highly successful and equally schlocky sequels.

Every kid in my neighborhood knew about Freddy Kruger, Jason Voorhees and Michael Myers even though none of us had been permitted to actually watch any of their movies; the knowledge of these characters and the movies that made them famous existed as a kind of suburban lore passed down from older brothers and absorbed through osmosis via tattered communal issues of Fangoria.
There was a 7-11 near my house that was a frequent Slurpee stop and it had a few arcades tucked way in the back (what a magical time…). One of the arcade machines was Splatterhouse. I was instantly intrigued. This took everything I was so curious about but was restricted from partaking in and made it into a dumb video game. My parents had no concept of video games, so every “video game” was just as innocent as the pong consoles they had messed around with in the 70’s, so I was always able to beg a quarter or two and enter the Splatterhouse.

By the time I was 12 I had become somewhat obsessed with scary movies, especially the glut of 80’s slasher flicks that flooded the huge Horror section of my local Acme Video. Our parents worked, so over the summer months I was charged with watching my brother who was four years my junior beginning the summer after I turned 12. To placate us, and to keep us from killing each other, my parents would let us rent movies. Acme Video’s 10 movies for 10 days for $10.99 opened the doors to the world of obscure horror movies.
Sometime before this I had graduated from my NES and “matured” into a Sega Genesis. I never really had too many Genesis games, but I did rent quite a few. One of my favorite perennial rentals was Splatterhouse 3. Everything about the game hit everyone of my spots- the blood, the violence, the beat ’em up gameplay… it was like a game made just for me.

There was a time when I did own the Sega Genesis version of Splatterhouse 3, but with my entire Genesis collection many years sold, I stumbled upon a shockingly cheap complete copy of the Mega Drive version, titled Splatterhouse Part 3. I actually imported a Mega Drive just to play this game that I purchased sight unseen. It was totally worth it.

I recently started getting into Human’s stellar Fire Pro Wrestling Series, specifically some of the Super Fire Pro Wrestling games.

Why these game were never ported to Super Nintendo and re-skinned by the WWF I have no idea. Instead we got a glut of mostly heinous and forgettable 16-bit wrestling games.

Shorty after completing work on the excellent Famicom Disk System title ‘Pro Wrestling” (which was later ported to the NES under the same name), game designer Masato Masuda left Nintendo’s R&D3 and joined TRY, which later became Human Entertainment. It was from within Human Entertainment that Masuda refined the wrestling video game thus birthing the FirePro Wrestling series, which is still releasing new games to this day.

The series includes entries for nearly every single video game console since the first Fire Pro Wrestling game, Fire Pro Wrestling Combination Tag was released for the PC Engine in 1989, with the most recent game being 2017’s Fire Pro Wrestling World which received a world wide release for the PS4.

The Super Famicom saw a whopping 8 Fire Pro titles released for it in the span of just 5 years. The series remained a Japanese exclusive series until the release of Fire Pro Wrestling for the Game Boy Advance in 2001.

Other than Symphony of the Night, Castlevania III: Dracula’s Curse is my favourite game in the Castlevania series. It was one of the six NES games I owned as a kid, so it’s pretty safe to say I know the game backwards and forwards.
I also have a unquenchable love for all things Famicom. It is these two factors that lead me to Akumajou Densetsu, which is the original Japanese release of the game we all know as Castlevania III: Dracula’s Curse.
There are several differences between the Japanese release and the version we got over here, most notably the music. The Japanese cartridge contains a special sound chip developed by Konami, and the game takes full advantage of these enhanced capabilities. There is no such chip on board in the North American release of the game however, so instead we got a compeltely reworked (and arguably superior) soundtrack all to ourselves.

Beyond how the game sounds, there are a few game play mechanics and graphical differences as well. The most noticeable game play difference is with the first sub-character you receive Grant DaNasty. In the Japanese version Grant’s standard weapon is a throwing dagger which acts just as the dagger sub weapon. Grant can also throw these daggers while on walls and ceilings. In the North American version Grant instead has a stab attacks and cannot use it while on walls or ceilings.
As far a graphical differences, all the nude statues in Akumajou Densetsu had dresses added in Dracula’s Curse. the crosses, while present in Dracula’s Curse, are graphically different in the original release.
When you have a game completely memorized via uncountable hours of repetition, it’s pretty awesome to play a version that has some surprises sprinkled through-out, no matter how insignificant they may seem.
Two complete Famicom Disk System games showed up in my mailbox this week; Märchen Veil and Super Lode Runner. Most of my Famicom Disk System games I order from an online shop called Japan Retro Direct
( https://japanretrodirect.ocnk.com ).


Märchen Veil is an action adventure game that incorporates traditional top-down hack and slash game play with text-heavy visual novel sections. The title was initially released for several Japanese home computers such as the MSX, the PC-88, the PC-98, the X1, and the FM-7 and was later ported to the Famicom Disk System in 1987.


Another port, Super Lode Runner was released for the Famicom Disk System in 1987. The original Lode Runner appeared on everything from Apple II, Atari 8-bit computers, and Commodore 64 to name a few. This version is actually a compilation of levels from Irem’s arcade version of Lode Runner and was simultaneously released on Famicom Disk System and MSX computers.