CB Chara Wars - Ushinawareta Gag
CB Chara Wars - Ushinawareta Gag is a Super Famicom action game released in 1992 developed by Almanic Corp.. It centers on shooting and weapon use, movement and immediate actions, and enemy and hazard responses, with controls, information, and pacing arranged around television output, a directional pad, shoulder buttons, and a six-button controller.
- AI score · out of 10
- 5.8 / 10
About this game
CB Chara Wars - Ushinawareta Gag is a Super Famicom action release centered on shooting and weapon use, movement and immediate actions, and enemy and hazard responses. Stages build pressure through routes, enemy patterns, and changing objectives, 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. Readable animation, hits, and hazards determine whether feedback remains dependable, while sprite animation, scrolling, color, and chip-based audio jointly carry readability and atmosphere. The main genre-specific friction is that period-specific collision rules, limited guidance, and repeated ground after failure can raise the entry barrier. 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:
Distinctive underling management with demanding long-session friction
CB Chara Wars mixes crossover brawling with exploration and an unusual underling economy. Recruits work, run errands and buy upgrades, while overworking them changes their expressions and can make them leave. Damage sounds and music cues also communicate useful information. Wall climbing, keys and conversations offer more structure than a simple procession of fights. The balance is less convincing: defence dominates many encounters, and readily replaced early recruits reduce the weight of managing them. Later missile-jumping sections create sharp difficulty spikes, with falls costing lives and forcing retries. The lack of saves or passwords is especially inconvenient in a substantial adventure, and excessive stat upgrades can overflow. Its eccentric systems reward investigation, but demand preparation rather than promising an easy casual session.
Strengths
- Distinctive errands and crossover humour
- Expressions, sound cues and varied exploration
Weaknesses
- Defence-heavy balance and replaceable recruits
- Harsh jumps, no continuation records and stat overflow
Who it is for: Crossover fans willing to investigate unusual resource systems and difficult action routes.
Play notes: Allow uninterrupted play: there are no saves or passwords. Keep non-HP stats below 128, and expect retries in missile sections.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension Conversations, keys and area exploration add variety, while harsh missile-platforming spikes interrupt progress. | Reviewed | 5.3 / 10 | Not provided |
| Dimension Underling errands give combat an unusual economy, but easy replacement and defence-heavy balance limit richer choices. | Reviewed | 6.2 / 10 | Not provided |
| Dimension Expressions and audio communicate state, with the sixth-stage music adding a distinct highlight. | Reviewed | 6.4 / 10 | Not provided |
| Dimension Defined climbing inputs help, but missing continuation records and stat-overflow risks burden lengthy sessions. | Reviewed | 4.7 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- Almanic
- Publisher
- Banpresto
- 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
- Action · Primary genre
- Tags
- Solo-friendly2D GraphicsReplayableSide-scrollingReal-time CombatLinear LevelsPlatformingFast-pacedMain Story Under 10 HoursDodgeWarShooting
- 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