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Super Double Dragon unfortunately served as the last traditional title in the series for Nintendo systems, though, so we never got to see the Lee brothers go much further than this — Double Dragon V ended up being a wholly different head-to-head fighting game like Street Fighter II, and their last actual brawler had them oddly teaming up with Rare's Battletoads.
The second of a trilogy of Star Wars film adaptations for the SNES, Super Empire Strikes Back threw bit players headfirst into frantic fights for their lives across all of the movie's most memorable set pieces.
You rode Tauntauns across the frozen wastes of Hoth, flipped and dashed your way through the bogs of Dagobah and tried not to lose your footing and fall to your death from the precipitous heights of Cloud City.
Only things here weren't quite the same as they were on the silver screen, since Hoth now had a story-tall ice beast that tried to freeze you with arctic breath, Dagobah was lorded over by an enormous swamp thing and this version of Cloud City made you actually fight against the giant freezing chamber machine that encased Han Solo in carbonite.
Playing out like a gritty, futuristic version of the classic Prince of Persia designs, Blackthorne casts you as an alien commando raised among humans who must return to his homeworld and blast everyone in sight — in order to reclaim his birthright and reign as king.
It's a wild, complex storyline that boils down into a lot of over-the-top violence. And released just before the ESRB started putting warnings of such content on game boxes.
Nintendo began to push four-person multiplayer gaming in earnest starting with the release of the N64 in , but players of the Super Bomberman series on the SNES got an early start on that kind of action — Hudson developed the Super Multitap accessory to expand the Super Nintendo's two built-in controller ports to a total of five, letting many more aspiring Bombermen jump into the arena simultaneously and try to blow each other up.
Super Bomberman 2 wasn't the first game to include this feature, but it did offer expanded options over its predecessors and a memorable single-player campaign.
And we can't really put the later sequels 3, 4 or 5 in this spot, since they sadly never came to North America. Turtles in Time, Sunset Riders was a side-scrolling brawler where no one ever got punched — just shot.
You jumped into the role of one of four different bounty hunters living in the Old West, and you hunted down bandits through dusty streets and run-down saloons side-by-side with a Player 2 partner.
Sunset Riders' SNES edition is also another classic example of Nintendo's censorship policies in action in the early '90s, though not for any violence this time around — instead, the Big N had Konami put some more clothes on some scandalous dancing girls and removed some Native American enemies.
Though he debuted on the Sega Genesis in Rocket Knight Adventures, Konami's jetpack-equipped, sword-toting, armor-clad opossum offered Nintendo owners an exclusive sequel shortly thereafter.
This game was classic Konami, taking their practiced prowess from the development of action classics like Contra, and applying it to their own version of the animals-with-attitude craze that Sonic the Hedgehog had started a few years earlier.
Sparkster could flip out, rocket-rush through the air, spin-slice his enemies and keep his rodent mohawk looking perfect all the while — an under-appreciated mascot in a great game.
Nintendo's Star Fox blew away an entire generation of gamers in , who all, at some point, seemed to stumble unwittingly into the electronics department of a local store and shockingly saw a SNES demo station running a game with actual, polygonal 3D graphics.
That graphical style — years before its time — was still impressing us in '94, when Nintendo followed up their sci-fi action flight game with a comical racing title using similar visuals.
Stunt Race FX was a little goofy and all kinds of blocky to look back on today, but its 3D cars and racetracks were sensational to behold on the Super.
What made the game even more fun was that the cars were given life and personality, too — way before Pixar dreamed up Lightning McQueen, we had the Coupe, the F-Type, and the 4WD smiling along and blinking their headlight eyes.
How do you make an even better brawler? Create one starring some of the world's most popular comic book characters — and, while you're at it, directly adapt one of the comics' biggest storylines to serve as your plot.
Maximum Carnage, a side-scrolling beat-'em-up starring everyone's favorite friendly neighborhood superhero. Following one of the early '90s most popular Spidey comic book arcs, the game let players team up as Peter Parker and Eddie Brock's alter-egos in a ceasefire truce while they tracked down Carnage, a new, murderous symbiote spawned from Venom.
It was an epic adaptation for Marvel fans, and even SNES owners who knew nothing about the source material had this cartridge catch their eye — since it was painted in a bold shade of red.
When it comes to basic sports games made available on every different platform, Nintendo has a holy trinity it commits to before anything else — baseball, golf and tennis.
Every system gets some first-party-published version of each of the three, with Wii Sports' combo of the trio serving as the most recent example and Mario starring in several in generations prior.
Super Tennis, though, was released back in the era when the sports needed no extra mascot or wild new control scheme to market themselves — they simply offered excellent, focused adaptations of their targeted athletic event.
Super Tennis was the best at what it did in its day, and its incredibly accurate and addictive racquet-wielding gameplay and enthusiastic fan reception insured that all those future games had a firm foundation to build on.
Video games bearing the Star Wars license have appeared on nearly every gaming platform released through the last three decades, but the Super Nintendo's exclusive trilogy of film adaptations are some of the most memorable ever made.
Super Star Wars started that set of three, taking the characters, settings and soundtrack of the cinematic masterpiece and reinforcing them with a fresh injection of early '90s action.
You never saw Luke flip out and blast this many monsters on the big screen — this was Star Wars with tons of extra battle sequences squeezed into every possible part of the narrative.
The difficulty level was also famously brutal, but the game was nevertheless successful enough to warrant sequels based on Empire and Jedi. This head-to-head fighter was a fusion of the best elements of its age.
It took the one-on-one combat made popular by Street Fighter II and Mortal Kombat, and paired it with a visual presentation rendered in the same computer-generated style that made Donkey Kong Country such an eye-catcher.
It also pioneered a ridiculously over-the-top combo system that let you brutalize your opponents with dozens of hits in a row, and topped it all off with memorable combatants like the ice man Glacius and cyborg assassin Fulgore.
We were blown away when it was faithfully brought to the SNES in , and though cuts were made in the porting process the final product was still strong enough that we had to honor it with a spot on our countdown.
Maximum Carnage, DC Comics commissioned Sunsoft and Blizzard to team up and bring out a counter-punch featuring their Kryptonian champion.
The Death and Return of Superman brought the most memorable Superman storyline of the '90s to interactive life on the SNES, as you stepped into the role of Kal-El and cleaned up the streets of Metropolis with his many powers.
Well, until he died. After that, you got to play as his four would-be successors from that famous story arc — The Cyborg, The Eradicator, Superboy and Steel.
Altogether it was great Superman video game. And that's an incredibly rare statement to be able to make. One of only three different launch titles available to own alongside your newly-purchased SNES back in , Pilotwings was Nintendo's showpiece for the power of the bit system.
This was 3D gaming — not 3D as we would later come to define it with polygon counts, but 3D nonetheless in that you could take to the skies here and feel the experience of free flight and sense the depth and distance of the ground below in ways the NES could never hope to present.
It was Nintendo's new Mode 7 technology that made it possible, a software technique that created the illusion of depth by taking flat surfaces and presenting them from any angle.
But few of us knew that term at the time — for wide-eyed young boys and girls seeing it in action for the first time 20 years ago, it may as well have been magic.
Jordan Mechner broke new ground in the late '80s with the release of his original Prince of Persia, a platformer that innovatively captured live actors' real-world movements to use as the basis of animation for in-game heroes.
The SNES, responding to the new technique through the following years, was then home to several "cinematic platformers" that adopted a similar style — and Flashback was nearly the best of them all.
An incredibly striking journey every step of the way, and unlike anything else on the SNES. Well, most anything else.
But we'll get to that. So far on our countdown we've seen appearances by Batman, Spider-Man and Superman — so here's one more of the Super Nintendo's best comic adaptations that evens the score between Marvel and DC - X-Men: Of course, this one wasn't as much of a comic adaptation as it was an interactive version of the wildly popular early '90s X-Men cartoon show.
And since Capcom was the company doing the development, the end result ended up feeling like these X-Men got loose in a Mega Man game, running, jumping and blasting their way through side-scrolling stages lorded over by some of the baddest villains from the show.
It all worked well, and must have sold quite a few units too — since Marvel and Capcom have continued their partnership to this day.
Far and away one of the Super Nintendo's most unique role-playing games, Shadowrun eschewed the medieval fantasy settings most prominent in the genre in the '90s and offered, instead, a sci-fi cyberpunk scenario taking place in the year You played as a man named Jake Armitage who's gunned down in the game's opening moments, only to awake somehow still miraculously alive in a morgue — with, of course, amnesia.
So Shadowrun didn't quite get away from all the common RPG stereotypes. Included in the Super Nintendo's first wave of releases was ActRaiser, a unique hybrid game design that merged side-scrolling action sequences with top-down world-building simulation chapters.
The game was bold and memorable, but you'll have to wait until a bit later for it to show up here — SoulBlazer, in the meanwhile, was a "follow-up" of sorts released one year later.
Soul Blazer wasn't a direct sequel to ActRaiser or anything, but its premise was similar — you again played as a heaven-sent angel character tasked with restoring the wholeness of the world after a demonic cataclysm.
All this mix of different elements and inspirations created one great and underappreciated game, and we're happy to offer it some fresh appreciation here on the countdown.
The long-running John Madden football franchise already had half a decade's worth of installments released by the time this particular sequel shipped to stores, but Madden NFL '94 represented a huge leap forward over those earlier games — thanks, largely, to the fact that this was the year when Madden actually got the NFL license.
No longer were you in command of generic teams and faceless players, now you could actually be the Dallas Cowboys, Buffalo Bills, or Green Bay Packers.
Madden '94 had more than just the NFL license going for it, though, as its enhancements to gameplay were numerous and you could also finally play a full season's worth of games if you liked — an impossible feat in previous years.
The end result was arguably the best Madden released in the bit era, and maybe the most retro-nostalgic installment in the entire series.
Remember Soul Blazer, placed just two spots back at 76? Illusion of Gaia was something of a spiritual sequel to it — and was done so well that Nintendo actually took notice of the game and published it as a first-party release here in America.
And took the opportunity to promote it with a new Zelda-like logo. The game put you in command of Will, a young adventurer with latent psychic abilities — and the power to transform.
He could morph himself into the fully-grown adult body of a knight named Freedan for extra fighting power, and also the alien-like lifeform Shadow late in the adventure.
Saving the world required using each version of the hero at the proper time. Any old run-and-gun shooter game can cast war-hardened soldiers or shirtless commandoes as its heroes, but it takes real guts to design a hardcore shooter with happy, smiling, cutesy characters instead.
It was a clash of softened style and hardcore action that still gets us nostalgic to this day. The third old-school Blizzard title we're featuring from the company's pre-WoW era is Rock 'N Roll Racing, an isometric vehicular battler that had you cruising around wild tracks while blaring heavy metal music blasted out of whatever tinny speakers you had your old SNES hooked up to.
Though Super Mario Kart had brought weaponry and racing together already in the previous year, Rock 'N Roll Racing's in-race combat felt more brutal and realistic — with land mines blowing up your opposition, oil slicks spinning them out of control and nitro boosts to blast past all your enemies' many traps.
Years before Activision's crazily popular Call of Duty: Modern Warfare games made defending U. Jungle Strike was the chopper-focused sequel to Desert Strike, the game that let you fly the skies of the Persian Gulf.
This game, though, had you taking to the air to defend our home capital of Washington, D. He first started on the path to those more modern success stories with one big bit hit, though — Populous.
Essentially establishing the "god game" as a genre, Populous cast you as an omniscient being in full command of a world of virtual people.
You could remake the terrain around them, trigger natural disasters and fight back against rival deities for the right to claim worshipping subjects as your own.
It sold millions, established Peter's creative mind and kickstarted the chain of events that got him to where he is today.
Ten spots back at position 79, we said that the cinematic platformer Flashback was unlike almost anything else available on the SNES — this game is why that "almost" had to be in there.
Out of this World is a similar experience to Flashback, with its usage of rotoscoped live-action animation and general style of gameplay.
They were so similar, in fact, that many people thought Flashback was an Out of this World sequel.
The two stand alone as their own separate experiences, and Out of this World's story of the unfortunate physicist Lester who gets accidentally teleported to an alien world is still a tale worth experiencing today.
This one's always been an interesting situation, since it's Nintendo's version of a puzzler that also saw a Sega-branded edition launch for the Genesis.
Over there it was Dr. For Nintendo players, though, it became a Kirby game — as the happy pink puffball headlined the action.
Both games were American localized versions of Super Puyo Puyo, an excellent and addictive puzzler that deserved to be played by both sides of soldiers in the '90s bit wars.
But you can't help us if we're just a little biased toward Kirby's edition. He is so much cuter than that old fool Eggman, after all.
The last traditional side-scrolling Mega Man game to come to a Nintendo console before the franchise migrated away for over a decade, Mega Man X3 was a solid send-off for the bit era.
Like its immediate predecessors X and X2, it cast players as a more futuristic, modern Mega Man living further into the future relative to his NES predecessor — and the faster pace, emphasis on exploration and suit upgrades for the hero continued to distinguish X from the original Mega Man.
X3's major claim to fame, though, didn't come from Mega Man at all — it came from Zero. This was the first game to ever make the pony-tailed sword-wielding sidekick into a full-on playable hero.
Zero's actually gone on to outshine X several times since, getting his own spin-off series and getting picked for playability in fighting games like Marvel vs.
His solo career started here! What a wonderful phrase. And if any of you were worried about this game getting included in our countdown, allow us to reassure your problem-free philosophy by proudly shouting from the rock top that The Lion King was a surefire Super Nintendo success.
The game adapted the popular Disney movie into a challenging side-scrolling platformer that, like the film, started off presenting our hero Simba as a young cub and concluded with him as a full-grown king-in-the-making.
The gameplay differences between the two versions of Simba kept things varied throughout the adventure, while comic relief pair Timon and Pumbaa also popped up a time or two to share some foul-smelling jokes about the nastiness of Pumbaa's Not in front of the kids.
The early '90s was an era that saw the release of some sensational forced-scrolling shooters, and the SNES was lucky enough to receive an exclusive sequel in one of the most popular series of the time.
The Third Lightning gave Super Nintendo owners a refined, updated installment in the franchise that skipped over the Big N's consoles for its first two games though we did get black-and-white Game Boy versions.
The gameplay evolved and gave players a choice between multiple Force options — the Force being that floating, extra pod thing that accompanies your ship in R-Type games.
The variety offered by the new Shadow and Cyclone options gave this particular assault against the Bydo Empire a lot of replay value too.
Which is a good thing, because we're still playing it to this day. Soccer wasn't exactly America's mostly widely popular sport back in the days of the SNES, and years later here in it hasn't gained much ground — it's a pastime still much more fervently supported as "football" throughout the rest of the world.
The proud few who declared themselves as both soccer fanatics and Super Nintendo supporters in the U.
International Superstar Soccer was an incredibly thorough, detailed and accurate conversion of its sport of choice, even going so far as to base its playable teams on the active international teams of the era — drawing them straight out of the World Cup tournament.
ISS was done so well, in fact, that it inspired an entire line of sequels that have continued to this day — though now you'd know them under the Pro Evolution brand.
Neo Geo games were so prohibitively expensive compared to the other options, though, that few young fans could ever hope to afford them — meaning owning incredible fighting games like Fatal Fury was like an unattainable dream.
Shockingly, though, that impossibility became a lot more possible with the release of two Fatal Fury ports to the Super NES.
It was an unexpected but welcome turn of events, as Nintendo loyalists could now experience the fighting styles of Terry and Andy Bogard on their system of choice, and without having to shell out the hundreds upon hundreds of dollars the Neo Geo home machine demanded.
Kirby's kind of got a thing for being the last guy left at the party. His debut console game, Kirby's Adventure, didn't ship for the original NES until — well after its Super successor had been introduced.
His upcoming Wii game, too, is currently positioned to be one of the last notable first-party game released in America for Nintendo's current console.
Back in , after everyone had already migrated over to the N64, Kirby hit the aged SNES with this platformer sequel.
Kirby's Dream Land 3 was pretty tried-and-true Kirby, pairing the little pink guy up with an array of animal buddies both old and new. He also got a slack-tongued, doe-eyed sidekick named Gooey who's never been seen again — probably because the Kirbster wisely just left him behind on the Super when he finally turned the lights out there and moved on to the next gen.
Incredible single-player action was widespread across the SNES library, but there were a couple of great two-player co-op classics to come from the system too — like this cartoonish adventure starring a pair of cavemen.
Not just cavemen, though. Joe and Mac are Jurassic-era, club-wielding shinobi who flip out and bash the snot out of any and all dinosaurs they see.
And they do in wildly colorful environments, all while wearing big, silly grins — grins that attract the attention of some prehistoric hotties.
Because of some complicated circumstances surrounding the rights to Disney intellectual properties around the time of Aladdin's film release, the movie adaptation that SNES players got was entirely different than the game of the same name launched for Genesis owners.
Luckily, though, both games were amazing. Capcom's Nintendo take was a tight and focused platformer that put Al through his paces in Agrabah, the Cave of Wonders and beyond — and featured inventive hand-spring, ledge-grabbing and slow-falling mechanics.
It also looked absolutely amazing, faithfully translating the film's over-the-top magic into magical bit form. Home to hockey gaming's most devastating one-timers, NHL '94 was the game that truly defined hockey adaptations in the bit era.
And even beyond then — this game was so well-received and refined its predecessor's gameplay so thoroughly that many modern versions of the sport are still trying to clear the bar it set.
Four-player gameplay was the huge draw, as you could finally play simultaneously against more than just one of your friends. Even as a single-player experience, though, the fast and frantic pace of skating and slap-shotting here felt utterly unrivaled.
Though, sadly, this sequel did remove the ability to brawl with opposing players. The last and most overlooked of the original Donkey Kong Country trilogy, DKC3 was a late SNES release that unfortunately went ignored by a lot of Nintendo fans — since it first shipped to stores two months after the N64 had debuted.
People were too busy jumping Mario around in 3D to pay much attention to the old 2D fare any more. More varied environments, a new playable character the roly-poly Kiddy Kong and a deeper amount of side quest content kept true Kong aficionados busy here for hours on end.
You can't get too deep into digging up memories of the bit era before you unearth the age's most amazing annelid, the mutated, cyber-suited superhero Earthworm Jim.
His debut was the stuff of perception-altering legend, as his game was filled with off-the-wall environments, mind-bending music and enemies with really, really odd names.
Seriously, that was the main villain. They really don't make 'em like Jim any more, and though subsequent generations have tried to revive him, it's always been with limited success — his unique brand of oddness was just more at home back in the oddball '90s.
A movie-licensed tie-in game that ended up being a whole lot cooler than most every other movie-licensed tie-in game released in the same era, Alien 3 for the SNES was the definitive playable version of Ellen Ripley's quest for xenomorph xenocide.
It paired the appeal of Nintendo's Metroid series with the mature sensibilities of its source material and wrapped the whole thing up in a dark, frightening presentation that expertly evoked the atmosphere of the films.
Axelay was a visual stunner on the SNES. Using a unique application of the system's Mode 7 capability, the game rendered its environments in such a way as to make them look like they were rolling up over the horizon to meet you — a bold and memorable graphical technique.
That technique was only employed in three of this shooter's six stages, though, as the other thing that Axelay did differently was alternate back and forth between perspectives.
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