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Aaahh!!! Real Monsters [Model SNS-ANNE-USA]
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Aaahh!!! Real Monsters (c) 1995 Viacom International, Incorporated. Description from the back cover: Greetings, terror-trainees! Ickis, Krumm, and Oblina will have to prove themselves on the Monster midterm exams if they want to call themselves real monsters! They must work together as a team to receive a single gruesome grade on their frightful performance. So...go out and petrify someone!! - TECHNICAL - GAME ID: SNS-ANNE-USA - TRIVIA - Aaahh Real Monsters for SNES was released in November 1995 in North America. It was originally release on the Sega Genesis as "Aaahh!!! Real Monsters [Model T-139066]". Asymmetrical Gameplay: The game’s design is notable for its mechanics—each monster has a distinct movement style and a unique way of interacting with the environment. Players must strategically switch between characters to overcome specific obstacles, a feature that was quite advanced for a licensed title of this period. The "Nickelodeon" Aesthetic: Developed during the peak of Nickelodeon's "Nicktoons" popularity, the game features distinct, often surreal pixel art that aimed to capture the grotesque yet playful art style of the television show. The character animations, particularly Krumm’s ability to use his eyes as projectiles, are frequently cited by fans as a high point of the game's fidelity to the source material. A Rental Staple: Like many of Viacom's licensed titles, the game was highly popular in the mid-90s rental market. Its level design is structured to be challenging to complete in a single weekend, featuring intricate puzzle-platforming sections that require memorization and careful execution. Reviews: [DE] Total! (Feb. 1996): 3/6 [US] GamePro (Feb. 1996): 2/5 Later released in Europe on SNES as "Aaahh!!! Real Monsters [Model SNSP-ANNP-EUR]". - TIPS AND TRICKS - Sound test: Press any direction on the D-pad, followed by A, B, X, or Y at the Nickelodeon screen. The sound that is played will vary, depending on which D-pad direction and button were pressed. Level select: Go to the trash heap during the second part of level 1. Press L, L + R, R(2), Up, Down, L + R, Select, Start. The sound of a scream will confirm correct code entry. Make Grumble blink: Press L or R on the screen that appears before the start of a level. Make Grumble open his eyes wide: Hold R + Down when Grumble appears before a level begins or at the options screen. After releasing the buttons, Grumble will appear to be angry. - STAFF - Additional Art: Jean Bergesen Animator: Shelly Futch, Martine Gaudissart, Perry Kiefer, Barbra Lipton, Sean Platter, Laura Smith Assistant Programmer: Edwin Higa Associate Producer: Jackson Young Background Art: Jeff Cook, Doran Fish Executive Producer: Chad Bunch, Kenny Miller, David Warhol Lead Programmer: Andy Hsiung Manager/Development Support: Scott Lawrence Managing Producer/Nickelodeon Intreractive: Donna Friedman Map Layout and Design: Kevin Chan Marketing Coordinator: Amy McPoland Marketing Director: Rebecca Randall Music and SFX: Greg Turner Producer: Jennifer Sward Publishing Producer: Matt Welton - SOURCES - ROM dump (MAME).
Your Changes (editable)
Aaahh!!! Real Monsters (c) 1995 Viacom International, Incorporated. Description from the back cover: Greetings, terror-trainees! Ickis, Krumm, and Oblina will have to prove themselves on the Monster midterm exams if they want to call themselves real monsters! They must work together as a team to receive a single gruesome grade on their frightful performance. So...go out and petrify someone!! - TECHNICAL - GAME ID: SNS-ANNE-USA - TRIVIA - Aaahh Real Monsters for SNES was released in November 1995 in North America. It was originally release on the Sega Genesis as "Aaahh!!! Real Monsters [Model T-139066]". Asymmetrical Gameplay: The game’s design is notable for its mechanics—each monster has a distinct movement style and a unique way of interacting with the environment. Players must strategically switch between characters to overcome specific obstacles, a feature that was quite advanced for a licensed title of this period. The "Nickelodeon" Aesthetic: Developed during the peak of Nickelodeon's "Nicktoons" popularity, the game features distinct, often surreal pixel art that aimed to capture the grotesque yet playful art style of the television show. The character animations, particularly Krumm’s ability to use his eyes as projectiles, are frequently cited by fans as a high point of the game's fidelity to the source material. A Rental Staple: Like many of Viacom's licensed titles, the game was highly popular in the mid-90s rental market. Its level design is structured to be challenging to complete in a single weekend, featuring intricate puzzle-platforming sections that require memorization and careful execution. Reviews: [DE] Total! (Feb. 1996): 3/6 [US] GamePro (Feb. 1996): 2/5 Later released in Europe on SNES as "Aaahh!!! Real Monsters [Model SNSP-ANNP-EUR]". - TIPS AND TRICKS - Sound test: Press any direction on the D-pad, followed by A, B, X, or Y at the Nickelodeon screen. The sound that is played will vary, depending on which D-pad direction and button were pressed. Level select: Go to the trash heap during the second part of level 1. Press L, L + R, R(2), Up, Down, L + R, Select, Start. The sound of a scream will confirm correct code entry. Make Grumble blink: Press L or R on the screen that appears before the start of a level. Make Grumble open his eyes wide: Hold R + Down when Grumble appears before a level begins or at the options screen. After releasing the buttons, Grumble will appear to be angry. - STAFF - Additional Art: Jean Bergesen Animator: Shelly Futch, Martine Gaudissart, Perry Kiefer, Barbra Lipton, Sean Platter, Laura Smith Assistant Programmer: Edwin Higa Associate Producer: Jackson Young Background Art: Jeff Cook, Doran Fish Executive Producer: Chad Bunch, Kenny Miller, David Warhol Lead Programmer: Andy Hsiung Manager/Development Support: Scott Lawrence Managing Producer/Nickelodeon Intreractive: Donna Friedman Map Layout and Design: Kevin Chan Marketing Coordinator: Amy McPoland Marketing Director: Rebecca Randall Music and SFX: Greg Turner Producer: Jennifer Sward Publishing Producer: Matt Welton - SOURCES - ROM dump (MAME).
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