Aaahh!!! Real Monsters [Model SNS-ANNE-USA]

Aaahh!!! Real Monsters [Model SNS-ANNE-USA] screenshot
31 Years old Nintendo Super NES NTSC cart. Viacom New Media [Viacom International, Inc.] [USA]

Aaahh!!! Real Monsters © 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!!

Goodies for Aaahh!!! Real Monsters [Model SNS-ANNE-USA]
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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).