![Chou Aniki - Bakuretsu Rantou-Hen [Model SHVC-AANJ-JPN] Chou Aniki - Bakuretsu Rantou-Hen [Model SHVC-AANJ-JPN] screenshot](images/game/61136_2.png)
超兄貴 爆烈乱闘篇 © 1995 Masaya.
(Chou Aniki - Bakuretsu Rantou Hen)
Chou Aniki: Bakuretsu Rantou Hen is a 2D fighting game based on the surreal, muscle-obsessed Chou Aniki (Super Big Brother) shoot-'em-up franchise. Moving away from the series' traditional horizontal scrolling shooter roots, this title features one-on-one combat between iconic series characters such as Idaten, Benten, and Samson, utilizing a health-bar-based fighting system with specialized "bodybuilder" movesets.
GAME ID: SHVC-AANJ-JPN
Released on September 22, 1995 (Friday) in Japan at a retail price of 11,800 JPY.
Genre Shift: This is the only entry in the Chou Aniki series to adopt a fighting game format. It utilizes a two-plane combat system, allowing players to move between the foreground and background, which was a mechanic designed to mimic the feeling of depth in the original shooter series.
Visual Style: The game retains the series' signature "Bishounen-meets-bodybuilding" aesthetic. The sprites are notably large and detailed, utilizing the Super Famicom’s color palette to replicate the highly flamboyant and grotesque artistic direction characteristic of the series’ creators.
Combat Mechanics: Players select from a roster of four primary characters (plus boss characters playable via codes). Each character features unique special moves that involve posing, muscular displays, or summoning bizarre support characters, consistent with the Chou Aniki brand of humor.
Soundtrack: The game features a high-tempo, idiosyncratic score that blends elements of industrial, synth-pop, and orchestral music, heavily emphasizing the campy and dramatic atmosphere for which the franchise is renowned.
The game came with a mini CD with remixes of the game soundtrack by Koji Hayama.
Technical Limitations: Despite its visual flair, the game is frequently noted for its unconventional control scheme and collision detection. The transition between the two planes of combat, while innovative for the era, often leads to stiff gameplay compared to genre benchmarks like Street Fighter II or Fatal Fury.
