Uploaded November 2025 | Updated September 2026, 2 weeks ago
A playthrough of ASC's 1992 action-platformer for the Super Nintendo, Sküljagger: Revolt of the Westicans.
When they weren't relying on licensed media tie-ins, American Softworks was a company that often leaned into novelty to market their games. Treasure Master (youtu.be/_KvkJe5mVl8), for example, challenged players to compete for a $10,000 prize, and Cannondale Cup could be played with an exercise bike.
Sküljagger was posed as a typical action game, but it also had a gimmick. With a wink and a nod to parents, it came packed in with a lengthy novella that masqueraded as an instruction manual and hint book. For the kid who hated to read, this would've been a perfect Trojan horse. The story - a tale about a pirate who fights to liberate his island from the tyranny of the evil Sküljagger - is surprisingly well written, and the hints and secrets woven directly into the narrative provided a real incentive to sit down and read it. It's a clever idea, and I have no doubt that it drew in a fair number of reluctant readers.
You can find scanned copy at archive.org/details/skuljagger-usa
The game itself is somewhat less interesting, but it does its job as a vehicle for the concept. You play as Storm Jaxon, a hotheaded swordsman and lover of bubblegum. The stages are your standard array of semi-linear, 16-bit platforming gauntlets loaded with collectibles, bizarre enemies, and hidden bonus areas. The twist is that Storm can gain special abilities (flying, high jumps, invincibility, etc.) by chewing different flavors of gum. Bizarre, but memorable.
The controls are clumsy but generally reliable, the level layouts are varied enough to hold your interest, the challenge is fair throughout, and the music is catchy. Everything would've benefited from more polish, though. The game drags on for way too long, the character animations are rough and awkward, and the heavy slowdown in the later stages is a huge annoyance.
Sküljagger is a great idea wrapped around a decent game, and I imagine that's all it needed to be to serve its purpose. I'm curious: did Storm Jaxon's adventure convert any of you into life-long lovers of the written word?
_____________
No cheats were used during the recording of this video.
NintendoComplete (nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games!
A playthrough of ASC's 1992 action-platformer for the Super Nintendo, Sküljagger: Revolt of the Westicans.
When they weren't relying on licensed media tie-ins, American Softworks was a company that often leaned into novelty to market their games. Treasure Master (youtu.be/_KvkJe5mVl8), for example, challenged players to compete for a $10,000 prize, and Cannondale Cup could be played with an exercise bike.
Sküljagger was posed as a typical action game, but it also had a gimmick. With a wink and a nod to parents, it came packed in with a lengthy novella that masqueraded as an instruction manual and hint book. For the kid who hated to read, this would've been a perfect Trojan horse. The story - a tale about a pirate who fights to liberate his island from the tyranny of the evil Sküljagger - is surprisingly well written, and the hints and secrets woven directly into the narrative provided a real incentive to sit down and read it. It's a clever idea, and I have no doubt that it drew in a fair number of reluctant readers.
You can find scanned copy at archive.org/details/skuljagger-usa
The game itself is somewhat less interesting, but it does its job as a vehicle for the concept. You play as Storm Jaxon, a hotheaded swordsman and lover of bubblegum. The stages are your standard array of semi-linear, 16-bit platforming gauntlets loaded with collectibles, bizarre enemies, and hidden bonus areas. The twist is that Storm can gain special abilities (flying, high jumps, invincibility, etc.) by chewing different flavors of gum. Bizarre, but memorable.
The controls are clumsy but generally reliable, the level layouts are varied enough to hold your interest, the challenge is fair throughout, and the music is catchy. Everything would've benefited from more polish, though. The game drags on for way too long, the character animations are rough and awkward, and the heavy slowdown in the later stages is a huge annoyance.
Sküljagger is a great idea wrapped around a decent game, and I imagine that's all it needed to be to serve its purpose. I'm curious: did Storm Jaxon's adventure convert any of you into life-long lovers of the written word?
_____________
No cheats were used during the recording of this video.
NintendoComplete (nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games!






![Shining Force III (Saturn) Playthrough [1 of 3]
A playthrough of Segas 1998 strategy-RPG for the Sega Saturn, Shining Force III.
This is the first part of a three-part playthrough. The other parts can be found at:
Part 2: https://youtu.be/lxAoyO-gOoI
Part 3: https://youtu.be/QXOo3_eBfxw
In this video:
4:07 Chapter 1 Nightmare in the Floating City of Saraband
2:52:52 Chapter 2 Cross-Continental Railway
5:49:44 Chapter 3 Target: Guardian Statue of Elbesem
Shining Force III was the penultimate North American release for the Sega Saturn. It followed four years after Shining Force IIs 1994 release on the Sega Genesis, and it was the last of the Shining games to be made by Camelot.
Shining Force III is a localization of Shining Force III Scenario 1: Outo no Kyoshin (シャイニングフォースIIIシナリオ1「王都の巨神」, lit. The Royal Capitals Giant). Because of its massive scope, SF3 was split up into three parts, but only the first of them was officially released outside of Japan. (Scenarios 2 & 3 have since been translated by fans and made playable on original Saturn hardware.)
In Scenario 1, you play as Synbios, a noble who finds himself leading his forces to war after peace talks between the nations of Aspinia and Destonia break down during a conference in the city of Saraband.
Built on the strong foundation laid by the previous Shining Force titles, SF3 feels incredibly familiar, but it offers several improvements. The battlefields feature dynamic elements that can shake up conditions mid-battle, a friendship system has been implemented, characters can unlock abilities and spells as their skill improves with certain weapon types, the story is far more complex and political in nature than anything seen in the previous games, the JRPG-style exploration segments have been fleshed out, and everything is now presented in 3D.
It strikes the perfect balance between old and new. The systems are about as straightforward as they were in the 16-bit titles, and the nuances introduced by the new mechanics help to keep the game fresh and challenging without sacrificing accessibility. The modernized graphics are flashy, impressive, and greatly improve the readability of the battlefield. The expanded scope of the plot and the creativity shown in the set-pieces make for a more substantial and engaging experience overall. The only major drawbacks are how often the characters drone on and on without saying anything meaningful, and how harsh the attack animations can be on the eyes. (If you have photosensitivity issues, you might want to pass on this one. The rapid, high contrast strobing effects become increasingly intense as the game goes on.)
Shining Force III perfects the series formula, and though its a real shame that only the first scenario made its way westward, it still offers a ton of quality gameplay thatll keep you hooked for a long while.
No cheats were used during the recording of this video.
NintendoComplete (http://www.nintendocomplete.com/) punches you in the face with in-depth reviews, screenshot archives, and music from classic 8-bit NES games! Shining Force III (Saturn) Playthrough [1 of 3]](https://i.ytimg.com/vi/XnPdZvZJIrg/mqdefault.jpg)
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