Reflection: “Last Battle” (SEGA Genesis)

With the release of SEGA’s Fist of the North Star: Lost Paradise this week, it seemed like a good time to reflect on SEGA’s previous take on the franchise: Last Battle for the Genesis/Mega Drive. How are Fist of the North Star and Last Battle related? We addressed the connections last week, which you can read here if you want to catch up. For now, let’s just focus specifically on Last Battle as a game in its own right.*

On first glance, Last Battle is very much in the tradition of two dimensional brawlers that, in a way, both begins and ends with Karateka. Trudging through each stage, you punch and kick your way through fodder enemies until you reach a much more difficult end boss. However, Last Battle changes up the formula a little bit in that instead of being forced along a set of stages in a predetermined order, you’re given an overworld map and can progress along it on any path you so choose.

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No, Aarzak! Don’t go to the arena! You’re not ready! Aaaaaaarrrrrraaaakkkk!

These alternate paths are critical to advancing in the game, however, because you upgrade Aarzak’s power levels as you progress through the game and perform certain actions in the stages. If you take the wrong path and fight a much more powerful boss before you’re fully prepared, you’re going down for the count. Hard. Through trial and error, you can determine the “optimum path” (stealing your words, Sean!), or you can go online like I did and hunt down a guide.

The story is fleshed out as you play… sort of. Aarzak meets allies along the way who power you up a bit and, I think, are supposed to advance the story at the same time. Unfortunately, these plot developing moments don’t really make any sense. They don’t really intrude on the game either, so their inclusion is more quaint than annoying.

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Yep, that’s pretty much the plot of the game. Thanks for summing that up, guys.

A Last Battle for Your Fists

Many modern gamers may be taken aback by the simplicity of the gameplay in Last Battle. Other than the aforementioned re-release of Karateka, purely two-dimensional brawlers and their simplistic style of play have been largely abandoned by modern developers. Even the 2.5-D ones (for lack of a better term) like Streets of Rage or the  TMNT arcade games are only revisited in classic collections or in “throwback” form. So yes, the fighting mechanics in Last Battle are simple, but certainly functional enough. The jump kicks are a little overpowered, which was a typical phenomenon from brawlers at the time. Still, punching a dude in the face and watching him fly offscreen is satisfying, so the majority of the game when you do just that is a lackluster but enjoyable experience.

And you will indeed do a lot of punching stuff. In fact, once you power up enough and punch a sufficient number of bad dudes, you’ll tear off your shirt in a lady-pleasing display of the Y chromosome, making your punches even manlier. In addition to the battered faces of thine enemies, you will also punch your way through traps and projectiles within temple mazes. Sword falling from the ceiling? Punch it. Boulders rolling at your feet? Kick ’em. Arrows and axes flying at your face? Don’t be timid! Punch that shit right out of the air!

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Great. A pirate boss. I hate pirate stuff.

That brings me to one of my most appreciated design choices in the game. While most stages have a running clock which will begin to tick away at your life bar if you let it reach zero, thankfully the timer is dropped inside the temple mazes, so you are free to screw up ad nauseam. It’s still a maze, though, and we’ll investigate that a bit more below…

Boss battles are where the game is at its most difficult. You can advance along the most advantageous path and still get annihilated by the bosses pretty quickly. If you pay close attention to their patterns, you will eventually find a good technique to whittle away their life bar and defeat them, but make no mistake, this is in no way an easy task. The final boss of the game will seem extremely unfair, although if you do everything right as far as powering up is concerned and stay on the offensive, you might get lucky like I did and squeeze out a victory.

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64 onscreen colors? I’m only counting about six in that background.

While the larger sprites are rather appealing, especially considering other games in 1989, none of them animate particularly well, and the backgrounds consist of mostly dull, drab, nearly monochrome environments, several of which are just palette-swaps of another. You want desert tan? Now it’s a dusty gray. Congratulations, you arrived at a new stage. The music ranges from passable to pretty rough. Trust me when I say that you will have incentive to pick your next path on the map as quickly as possible.

I Go Crazy and Lose Control

Let’s get into the nitty-gritty of the controls for a bit. Your buttons are mapped as A=punch, B=kick, and C=jump. There is no controller configuration, so I hope that suits you. Personally, I felt that jump-punching would have been far easier to execute if you were able to swap B & C, as shifting your thumb all the way from C to A is a bit of a reach to make quickly. Even an option to jump by pressing up on the d-pad might work well for this game. This of course is less of a problem if you are playing on an emulator or a clone console like the Retron 5, but for those of us rockin’ the old school cartridge, we’re stuck.

The most critical sin committed by the game’s designers is this: to make longer jumps, you don’t push C while pushing forward, you actually have to jump straight up in the air and then push the d-pad in the direction you want to go.  Thankfully, there isn’t very much actual platforming in the game, and the only time it matters is when you are jumping over chasms in the temple stages. However, it’s still completely unintuitive, and any time you have to carefully consider the process behind an action as simple as jumping forward, it takes you out of the experience.

A Last Battle for Your Controller

You know what else takes you out of the experience? Screaming at the television and pounding a throw pillow with your fist because you don’t know where to go. I can tell you where to go… to the refrigerator to grab another Sam Adams, because you are stuck in a maze stage with no in-game assistance helping you determine the proper path.

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Watch out for that really big rock, Aarzak! It’s really big!

I’m more than thrilled that maze stages have largely been left on the dust heap of video gaming history, but these are even worse in that they all look pretty much the same, both between the different temples themselves and internally, making them ugly and boooorrrrring. To be fair, none of them are really all that long, but it is still very annoying to take your final hit from an axe flying down a hallway that you have already traversed three times before.

And when you take that last hit? You are dead, my friend. Aarzak gets one life. That’s it. Add that simple fact to the overall difficulty of the game, and I hope you have a hardy controller, because you may be tempted to crush it with your bare hands. Your only option to continue is hidden away in a cheat code, which I suggest you track down. Oh, fine! I’ll do it for you: Hold A + B + C when you see the words “Legend of the Final Hero” appear on the screen, then push Start. You can then press up and down to select from any chapter completed in your last play through. You’re welcome, you lazy, ungrateful sloths. (I can hear a capitalist angel whispering in my head reminding me to not insult our readers, so of course what I meant to say was that you guys are great!) 

A Last Battle in Your Pants

I’m certainly not going to hold the high difficulty against the game. I’m not even really going to hold the presence of maze levels against it either, because I realize that my desire for them to be removed is more a question of preference than principle. However, Last Battle is really only an average game at best, and considering the vapid background designs, and especially the static and unintuitive controls, I have to knock it down a notch.

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…or don’t.

If you are a fan of 2D brawlers, you can definitely still have fun with Last Battle, and at a low price (I recently got a complete copy for about ten bucks). It’s never been available in any retro collections nor via digital download services either, and I doubt any SEGA fans have really noticed. However, if you are looking for a similar experience on the Genesis, I suggest Splatterhouse 2 (yes, I know this means throwing down more cash, but you cheap, thieving bastards are all just playing on emulators anyway, am I wrong? (…Ugh. Right. I love our readers!) Oh, and if you haven’t played it, I will again plug Karateka as one of the best in the genre. It’s great, it’s on Steam, Xbox Live and PSN, and nearly nobody bought it.

Last Battle was a launch title for the SEGA Genesis back in 1989. Launches back then, like today, typically included games that are very rough around the edges, so cutting the game a little slack for that reason is probably warranted. Still, if you were one of those kids who convinced mom and dad to buy you SEGA’s 16-bit marvel at launch, I hope you were fortunate enough to get Thunder Force II instead of Last Battle. 

*Much of this post originally appeared as a retro review on SEGAnerds.com. Reposted here with permission.

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