BlaZeon
BlaZeon is a Super Famicom shooter game released in 1992 developed by AI. It centers on shooting and weapon use, shooting and weapon management, and positioning and evasion, with controls, information, and pacing arranged around television output, a directional pad, shoulder buttons, and a six-button controller.
- AI score · out of 10
- 5.6 / 10
About this game
BlaZeon is a Super Famicom shooter release centered on shooting and weapon use, shooting and weapon management, and positioning and evasion. Missions pace progress through enemy waves, routes, and weapon opportunities, 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. Projectiles, hits, and danger zones must remain readable within the available display, while sprite animation, scrolling, color, and chip-based audio jointly carry readability and atmosphere. The main genre-specific friction is that dense encounters, limited visibility, and continue costs amplify reaction and memorization pressure. 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 / SNESAI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
An interesting capture system slowed by long stretches of inactivity
BlaZeon's strongest idea is acquiring an enemy body rather than collecting a conventional weapon upgrade. Damaging a target before capture can remove the very guns you wanted, and a powerful large form becomes awkward in narrow passages. Those trade-offs give the shooting a distinctive identity, supported by visible damage and memorable music. Unfortunately, frequent stretches without enemies repeatedly break the five-stage campaign's rhythm. Higher-difficulty loops provide practice goals but do not solve that inactivity. Separate firing and capture functions are understandable, while the lack of saves or passwords makes another attempt a substantial commitment. Native accounts disagree about slowdown severity, so neither flawless execution nor constant technical failure should be assumed. The appeal depends on patience for its deliberate mechanical experiment.
Strengths
- Meaningful capture and weapon-preservation decisions
- Distinctive music and visible mechanical damage
Weaknesses
- Long inactive stretches undermine pacing
- No save or password support for lengthy retries
Who it is for: Patient shooter players interested in enemy capture and mechanical trade-offs.
Play notes: This is the SNES/SFC port. Native slowdown observations differ; allow uninterrupted play because there are no saves or passwords.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension Harder loops support replay, but repeated enemy-free stretches substantially weaken pacing. | Reviewed | 4.0 / 10 | Not provided |
| Dimension Capturing intact forms offers meaningful trade-offs, with weapon damage and large bodies limiting their use. | Reviewed | 6.5 / 10 | Not provided |
| Dimension Visible weapon damage and music add character, while robot animation is less convincing. | Reviewed | 6.7 / 10 | Not provided |
| Dimension Clear shot and capture inputs help, but absent saves or passwords and reported sluggishness make long retries demanding. | Reviewed | 4.6 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- AI
- Publisher
- Atlus
- Release date
- 1992
- 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
- Shooter · Primary genre
- Tags
- Science FictionLinear LevelsMain Story Under 10 HoursShootingSide-scrollingSolo-friendly2D GraphicsPlayer versus EnvironmentReplayableDodgeFast-paced
- 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 / SNESWorldwide1992
Game gallery
Sources
Not provided