Gaming History 101

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Break Final Fantasy IV (II in US) on SNES With Newest Patch

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One of the most fun things to do in the 16-bit era of JRPGs – although not exclusive to this time period – is break the basic system and do all kinds of ridiculous overpowered feats.  Of those, Final Fantasy IV (Final Fantasy II in the US on SNES) had a featured known as the “break damage limit” that forced the game to allow you to dole no more than 9999 points of damage (sounds like a lot of you aren’t a consistent re-player of the game) regardless of combos, leveling, and parties.  ROM hacker “chillyfeez” found a hexidecimal code in Final Fantasy II (specifically the North American ROM) that allowed the cap to be raised to 16383 damage.  While this is probably no big deal to many of us, Final Fantasy hardcore fans are probably overjoyed with the ability to increase damage and possibly even result in faster speedruns of the game.  Either way, if you want the ROM hack, which will work on any emulated or flash cart copy of the original untouched ROM, you can download it here.  Thank you Retro Collect for the story.

Written by Fred Rojas

March 13, 2015 at 11:40 am

Review: Super Castlevania IV (SNES)

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Console: Super Nintendo Entertainment System (SNES)
Released: 1991
Developer: Konami
Publisher: Konami
Super Famicom? Yes (as Akumajo Dracula – English Translation: Dracula’s Castle)
Instruction Manual: Not necessary – Link
Difficulty: Mild
Played it as a child? No
Value: $22.79 (used) $189.95 (new) (
Price: $20-$30 (used) $150.00 (new) and $500 for first edition (v-seam) on eBay
Digital Release? Yes – Virtual Console – $8.00

It’s pretty much understood that Super Castlevania IV is merely a remake of the original Castlevania, however for many reasons it is a significant game in its own right.  In Japan the game held almost the same name as the original (Akumajo Dracula) and in the lore and instruction manual in Japan it literally has the same plot.  For the US release, Konami attached the “IV” as well as giving a slightly different story that suggests the events of this game take place immediately following the second game, Simon’s Quest.  Even though both the developers and the fans agree it’s not a sequel, the two games have little in common with one another.  While it’s a cool experiment with many gameplay characteristics, some that would never return and others became series staples, Super Castlevania IV was also a flagship title for the SNES to show off all the things the various modes (including the overhyped Mode 7) could do to a game.  Think of it as a fleshed out action platformer tech demo that was far more interesting in retrospect than Pilotwings.

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Written by Fred Rojas

July 23, 2012 at 12:27 pm