Battle Master - Kyuukyoku no Senshi-tachi
Battle Master - Kyuukyoku no Senshi-tachi is a Super Famicom fighting game released in 1993 developed by System Vision. It centers on combat encounters, move inputs, and offense-defense reads, with controls, information, and pacing arranged around television output, a directional pad, shoulder buttons, and a six-button controller.
- AI score · out of 10
- 6.5 / 10
About this game
Battle Master - Kyuukyoku no Senshi-tachi is a Super Famicom fighting release centered on combat encounters, move inputs, and offense-defense reads. 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.
Recommended games
Related game recommendations on this platform
Super Famicom / SNESAI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
Interesting airborne freedom compromised by abusive strings and passive AI.
Battle Master is interesting for what its combat permits: repeated airborne attacks, guard cancels and specials linked into other specials. Acting immediately after hit recovery creates lively reversals, while eight fighters pursuing personal wishes give the tournament a light, coherent identity. A firsthand completion account also praises the character graphics. That freedom needs stronger constraints, however. Repeated stun strings and scarce knockdowns allow oppressive sequences, while obstacle tops and ascending jumps introduce easily missed defensive exceptions. Solo play has another weakness: losing CPU opponents sometimes stop attacking, leaving you to wait for a timeout instead of finishing an engaging exchange. It suits fighting-game enthusiasts curious about early airborne systems, provided they learn the defensive exceptions and do not mistake plentiful cancels for competitive balance.
Strengths
- Air attacks and cancels offer varied counterplay
- Eight fighters and personal wishes give clear progression
- Character art and individual resolutions add personality
Weaknesses
- Stun strings and long combos weaken balance
- Obstacle tops and ascending jumps restrict guarding
- Losing CPU opponents may stop attacking
Who it is for: Fighting-game fans interested in airborne play, unusual cancels and older systems.
Play notes: This is the original SFC fighter, not the unrelated PS game or MUGEN adaptations. Ascending jumps cannot air-guard, and obstacle tops carry defensive risks.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension Eight fighters, personal wishes and a defined challenge ladder provide a light but coherent replay structure. | Reviewed | 6.6 / 10 | Not provided |
| Dimension Air actions and cancels make active counterplay, but repeated stun and few knockdowns leave abusive strings unchecked. | Reviewed | 6.5 / 10 | Not provided |
| Dimension Character graphics and an individual ending give the modest tournament personality, with emphasis on its fighters. | Reviewed | 6.5 / 10 | Not provided |
| Dimension Six-button strengths are understandable, but ascent and obstacle guarding exceptions require focused practice. | Reviewed | 6.2 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- System Vision
- Publisher
- Toshiba-EMI
- Release date
- 1993
- 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
- Categories
- Fighting · Primary genre
- Tags
- Fast-pacedWarMelee CombatReal-time Combat2D GraphicsCombosScience FictionShort SessionsPlayer versus PlayerMain Story Under 10 HoursReplayableSolo-friendly
- 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
- Super Famicom / SNESWorldwide1993
Game gallery
Sources
Not provided