Current version:Super Famicom / SNES
Battle Master - Kyuukyoku no Senshi-tachi

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
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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.

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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:

6.5 / 10Super Famicom / SNES

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
DimensionReview stateScoreWeight
Dimension

Eight fighters, personal wishes and a defined challenge ladder provide a light but coherent replay structure.

Reviewed6.6 / 10Not provided
Dimension

Air actions and cancels make active counterplay, but repeated stun and few knockdowns leave abusive strings unchecked.

Reviewed6.5 / 10Not provided
Dimension

Character graphics and an individual ending give the modest tournament personality, with emphasis on its fighters.

Reviewed6.5 / 10Not provided
Dimension

Six-button strengths are understandable, but ascent and obstacle guarding exceptions require focused practice.

Reviewed6.2 / 10Not 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
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

Sources

Not provided