Current version:Super Famicom / SNES
Bastard!! - Ankoku no Hakaishin

Bastard!! - Ankoku no Hakaishin

Bastard!! - Ankoku no Hakaishin is a Super Famicom fighting game released in 1994 developed by Team Mental Care. It centers on combat encounters, story, case, or mission progress, and local connection or multiplayer interaction, with controls, information, and pacing arranged around television output, a directional pad, shoulder buttons, and a six-button controller.

AI score · out of 10
7.1 / 10
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About this game

Bastard!! - Ankoku no Hakaishin is a Super Famicom fighting release centered on combat encounters, story, case, or mission progress, and local connection or multiplayer interaction. Short bouts use character differences and rising difficulty for variety, with progress divided into stages, tasks, matches, or growth milestones that make its immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on campaign length or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Animation, hit feedback, and readable arenas create match tension, while sprite animation, scrolling, color, and chip-based audio jointly carry readability and atmosphere. The main genre-specific friction is that button mapping, move recognition, and cpu behavior can affect match balance. In addition, password or battery saves, multiplayer accessories, manual dependence, regional language, and cartridge enhancement chips can affect original-hardware use. This description covers only this release and excludes emulator features, modern-port conveniences, and content from other platforms.

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Super Famicom / SNES

AI review

AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:

7.1 / 10Super Famicom / SNES

A distinctive spell-dueling fighter that asks players to learn its unusual rhythm.

The Super Famicom Bastard!! adaptation avoids ordinary side-view punches. Fighters move through a space with visual depth, evade incoming magic and search for openings to cast their own long-range spells. Holding R while entering a spell-sign sequence makes powerful attacks a small commitment rather than a single instant button press. That system gives the game personality and a real execution challenge, although it can feel clumsy before the commands are learned. Familiar manga characters and the unusual foreground-to-background framing help sell a grand magical duel. Story, character-select VS and team battle modes add ways to practice; a no-continue story clear offers a further mastery target. Yet the actual exchanges remain mostly projectile contests, so mode count does not translate into wide mechanical variety. This is most rewarding for fans who enjoy memorizing spells and choosing casting windows. Sources support its rules and period control impressions, but not detailed performance or audio-quality claims.

Strengths

  • Depth movement and spell signs create a unique combat rhythm.
  • The roster and perspective evoke the manga's magical clashes.
  • Several modes and a true-ending goal support practice.

Weaknesses

  • Spell commands take time to learn.
  • Combat variety remains concentrated on projectile exchanges.
  • Technical performance and music lack independent confirmation.

Who it is for: Manga fans and retro action players willing to master unusual spell commands.

Play notes: Assessment concerns the 1994 SFC game only.

View scoring basis
DimensionReview stateScoreWeight
Dimension

Story, free character selection and team battles provide several contexts for the roster, with a no-continue clear rewarding mastery. The moment-to-moment play remains a focused exchange of projectiles rather than varied stages.

Reviewed6.7 / 10Not provided
Dimension

Depth movement and long-range spell duels distinguish this from a conventional side-view fighter. Holding R to enter spell signs creates a distinctive execution challenge, even if the timing feels awkward at first.

Reviewed7.5 / 10Not provided
Dimension

The foreground-versus-background viewpoint and manga roster help evoke the source's outsized magical battles. Specific music or animation quality has little corroboration, so the score rests on style and adaptation rather than unsupported spectacle.

Reviewed7.3 / 10Not provided
Dimension

Holding R through a spell-sign sequence takes practice, though a firsthand SFC player considers it manageable once learned. The finding concerns original-controller usability, not an unmeasured claim about response latency, frame rate or stability.

Reviewed6.4 / 10Not provided

Review sources

Not provided

Core information

Publisher
Cobra Team
Release date
1994
Platforms
Super Famicom / SNES
Content kind
Game
Release state
Released
Region
Worldwide
Official website
Not provided
Offline minimum players
Not provided
Offline maximum players
Not provided
Online minimum players
Not provided
Online maximum players
Not provided
Tags
Main Story Under 10 HoursFast-paced2D GraphicsMelee CombatStory-drivenReal-time CombatPlayer versus PlayerCombosFantasyReplayableSolo-friendlyShort Sessions
Supported game languages
Not provided
Requires base game
Not provided
Standalone
Not provided
Age ratings
Not provided
Play modes
Not provided
Perspectives
Not provided

Release editions

Sources

Not provided