Uploaded July 2018 | Updated September 2026, 3 hours ago
Arcana (Super Nintendo 1992 Hal Laboratories)
This is a patched version of the game to include fastrom and experience stacks for character level purposes instead of resetting.
This allows the exploration and grinding to be done much quicker, taking the tedium out of the equation.
Run Time: 2h45m46s
Run Skill Level: Relentless
The difficulty in this game can be defined as brutal with a side of brutal. If any of the human characters have their health fall to zero, then the game is over.
This can be a particular problem starting with Chapter 4, when getting a back attack formation or your main character being affected by a status altering condition can lead to losing everything. You can save at Inn's at the town if you want an even safer strategy.
This is a charming game that was most likely designed with the idea in mind that you would bring a pen and paper and draw your own map as you explore through the dungeons.
However, many maps are available online
I recommend this one right here:
mikesrpgcenter.com/arcana/maps.html
When using a map in conjunction with taking advantage of buying the very useful elemental cards (one at a time), you can plow through each dungeon without ever having to backtrack unless the story calls for it.
In the second act of Chapter 4, you'll stop buying elemental cards and focus on fog cards instead.
In Chapter 2, you can buy a Broad Sword instead of buying the Mace and Short Sword.
It's arguable as to which strategy works better. As the mace really helps bring Salah to the playing field for the majority of the chapter. In exchange for a harder solo character boss fight later on. However, you can remedy the boss fight by purchasing more elemental cards. I can safely recommend that you try to fill your inventory with as many elemental cards as you can. It takes awhile, but it's worth it.
It becomes irrelevant if you're speedrunning the game, as you don't buy either the mace or the broadsword.
Other differences with the speedrun include not collecting nearly as many money chests. The intelligence in the world record run is only 120 as opposed to my 151.
I can't help but wonder if I should have used the Elder Staff more.
Played on Snes9x 1.55 with 6xBRZ enabled.
P.S. Kirby makes an appearance at 00:01:53 (twice)
Arcana (Super Nintendo 1992 Hal Laboratories)
This is a patched version of the game to include fastrom and experience stacks for character level purposes instead of resetting.
This allows the exploration and grinding to be done much quicker, taking the tedium out of the equation.
Run Time: 2h45m46s
Run Skill Level: Relentless
The difficulty in this game can be defined as brutal with a side of brutal. If any of the human characters have their health fall to zero, then the game is over.
This can be a particular problem starting with Chapter 4, when getting a back attack formation or your main character being affected by a status altering condition can lead to losing everything. You can save at Inn's at the town if you want an even safer strategy.
This is a charming game that was most likely designed with the idea in mind that you would bring a pen and paper and draw your own map as you explore through the dungeons.
However, many maps are available online
I recommend this one right here:
mikesrpgcenter.com/arcana/maps.html
When using a map in conjunction with taking advantage of buying the very useful elemental cards (one at a time), you can plow through each dungeon without ever having to backtrack unless the story calls for it.
In the second act of Chapter 4, you'll stop buying elemental cards and focus on fog cards instead.
In Chapter 2, you can buy a Broad Sword instead of buying the Mace and Short Sword.
It's arguable as to which strategy works better. As the mace really helps bring Salah to the playing field for the majority of the chapter. In exchange for a harder solo character boss fight later on. However, you can remedy the boss fight by purchasing more elemental cards. I can safely recommend that you try to fill your inventory with as many elemental cards as you can. It takes awhile, but it's worth it.
It becomes irrelevant if you're speedrunning the game, as you don't buy either the mace or the broadsword.
Other differences with the speedrun include not collecting nearly as many money chests. The intelligence in the world record run is only 120 as opposed to my 151.
I can't help but wonder if I should have used the Elder Staff more.
Played on Snes9x 1.55 with 6xBRZ enabled.
P.S. Kirby makes an appearance at 00:01:53 (twice)




![超人狼戦記ウォーウルフ [Werewolf] HD Walkthrough
Choujinrou Senki Warwolf (1990 Famicom TAKARA)
Known as Werewolf: The Last Warrior in the states, there are a few minor differences between the US and Japanese releases of this game. This game was produced by Takara in the east, and Data East in the west. The Japanese and English versions of the game have a few differences in level design. This allows a few glitches to be utilized in the English version to obtain Super Werewolf indefinitely, instead of having to collect 5 anger orbs to obtain the form for a limited time. Doing this allows you to skip most of the miniboss fights.
Run time: 18m45s
Run Skill Level: Difficult
Run Category: Japanese any%
Getting red Ws made the hero turn into a werewolf, granting him a longer range melee attack, wall-climbing ability, the ability to do a backward somersault, and sacrifice health to create a damaging full screen attack. While in werewolf form, getting bubbles added to his anger meter and getting five of them turned him into a super werewolf that could jump very high and do double damage for a limited time. Getting blue Ws made him turn back into a man. As a man you are much more vulnerable, but you can hold the attack button to store up charge and release it with a shouting attack.
Made using RetroArch, ScaleFX, and 4Xsoft 超人狼戦記ウォーウルフ [Werewolf] HD Walkthrough](https://i.ytimg.com/vi/lkF5RmInNzg/mqdefault.jpg)





