[JPN RetroAd Archive] Prince of Persia,Shining Force, Syvalion,Crude Buster

 A series exploring Japanese video game magazine advertisements

Armor, Flame, and Street Chaos — Genre Shapeshifting in Real Time


1. Prince of Persia (SFC)


A Persian Palace Reimagined in Full Color, Its Traps Sharpened Further

The Western original had a spare, angular look to it. This ad throws that out entirely and goes dense, ornate, full Japanese fantasy illustration, courtesy of Katsuya Terada, who at this point barely needs an introduction. Flame and gold ornamentation sit against the trailing blue afterglow of magic, and somehow that contrast alone is enough to get your imagination moving before you've read a single line.

The ad caused a real stir when it ran. Anyone who remembered the blocky, primitive dot-graphics of the Apple II version had no frame of reference for what the Super Famicom port turned out to be. The extra horsepower let the team sharpen the game's signature rotoscoped animation, motion traced from real footage, until it looked smoother than anyone expected from a cartridge. They also stretched the original's punishing 60-minute clock out to 120, then used that breathing room to nearly double the stage count to twenty, filling the extra space with new bosses and traps that weren't part of the original at all. Some of those new traps, longtime players still argue, were crueler than anything in the source material.


2. Shining Force: Ancient Sealing War (MD)



The Weight of Full Plate Armor, and Tactics That Rule the Battlefield

A knight and a swordsman are locked in a standoff across the frame. The knight's shield is enormous, rendered with a cold, heavy texture you can almost feel, and behind them both, a set of crumbling ruins hints at just how much backstory this world is carrying. The Mega Drive's palette tends to run a little rough and shadow-heavy compared to its rivals. Here that limitation works in the game's favor instead of against it.

That same rough-edged, forceful look carries straight through into what eventually became the system's defining tactics RPG. Turn-based combat can get monotonous fast, so Shining Force gave every attack its own short battle animation, shot from behind the attacking unit in a dynamic first-person angle. Fire-spitting spell effects and sprite work with real individual character gave the game a sense of scale that few Mega Drive titles matched at the time. All of it sat on a hefty 12-megabit cartridge, packed with a sprawling story, hidden recruitable characters, and a class-change system that took most players a second full playthrough to fully explore.


3. Syvalion (SFC)



Steel Against Fire, a Mechanical Dragon Roars Across the Page

A golden mechanical dragon fills the frame edge to edge, breathing red plasma straight out toward the reader. It's an overwhelming image, and it's meant to be. Tightly rendered screw threads and scattered armor plating churn against a cold blue future-city backdrop, and the whole thing has the texture of an oil painting, brushstrokes still visible under the ink. Dystopia and destruction, laid on thick.

Toshiba EMI published this one, and the shooter underneath the artwork turned out to be just as unusual as the pitch suggested. Players control the dragon directly, working an eight-directional tail alongside a mouth that spews continuous fire. Down near the bottom of the ad, there's a mention of a "multi-scenario system," which changes stage layout, story branches, and even the music depending on how skillfully a player clears each section. Koichi Sugiyama supervised the soundtrack, and Hayato Matsuo handled the composition itself.


4. Crude Buster (MD)


Punk Energy, Unfiltered, Musclebound Brawlers Hurling the Street Itself

Two hulking men stand against a backdrop that looks like the end of the world. Flame-styled mohawks, sunglasses, muscles straining against studded leather vests. This is early-'90s arcade sensibility with nothing held back. "The rough ones have arrived," the copy reads, and it means it. There's no polished hero archetype here. What's being sold is rebellion, staged as hardboiled action and nothing else.

Data East's trademark unhinged streak is all over this game, and the core of it comes down to one idea: throwing things is fun, and throwing everything is more fun. Motorcycles, streetlights, tanks, even helicopters. All of it fair game to rip out of the ground and hurl at whoever's in front of you. The Mega Drive port kept the arcade's punchy hit-feel and the bulk of its sprite work mostly intact. Whether that counts as faithful preservation or just an excuse to break more things at once is probably the wrong question to be asking about a game like this.




All promotional images used in this review are sourced from 1990s video game magazine advertisements for review and commentary purposes.

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