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Splatterhouse
View on Wikipedia| Splatterhouse | |
|---|---|
Japanese arcade flyer | |
| Developer | Namco |
| Publishers | |
| Director | Shigeru Yokoyama |
| Producers |
|
| Programmer | PSQGL |
| Artists | M. Ishida T. Oda |
| Composers |
|
| Series | Splatterhouse |
| Platforms | Arcade, TurboGrafx-16, FM Towns Marty, mobile phone |
| Release | Arcade TurboGrafx-16 Mobile
|
| Genre | Beat 'em up |
| Modes | Single-player, multiplayer |
Splatterhouse[a] is a 1988 beat 'em up video game developed and published by Namco for Japanese arcades. It was the first in a series of games released in home console and personal computer formats. This game would later spawn the parody Splatterhouse: Wanpaku Graffiti, the sequels Splatterhouse 2, Splatterhouse 3, and the 2010 remake Splatterhouse, with the classic games being added to Namco Museum since 2017.
Marketing for the game heavily emphasized its violent nature; for example, the TurboGrafx-16 port of Splatterhouse had a faux parental advisory warning printed on the front of the box that read, "The horrifying theme of this game may be inappropriate for young children... and cowards."
Gameplay
[edit]Splatterhouse is an arcade-style sidescrolling beat 'em up with platform elements[3] in which the player controls Rick, a parapsychology college major who is trapped inside West Mansion. After his resurrection by the Terror Mask, Rick makes his way through the mansion, fighting off hordes of creatures in a vain attempt to save his girlfriend Jennifer from a grisly fate.[4] The game is influenced by western horror films, such as Friday the 13th, Evil Dead II, Poltergeist, Rejuvenatrix, and Parasite, as well as imagery inspired by the works of horror writer H. P. Lovecraft such as Herbert West–Reanimator.
Similar to many sidescrolling beat 'em up games, Rick can only move in a two-dimensional environment. He has the ability to jump and can punch and kick. Rick also has a Special Attack, where he will perform a dropkick that sends him skidding along the ground, damaging any enemies he hits. Rick can also perform a low kick, low punch, and jumping attacks, as well as pick up and use various weapons placed in the levels.
All of the levels consist of walking left to right, with occasional auto-scrolling segments. However, alternative pathways through sections of the house are possible by falling down through holes or jumping up onto ladders. In this way, branching gameplay is possible, if only prevalent in the middle levels. Levels culminate in boss fights that take place in a single room.
Unlike traditional sidescrolling fighters, boss fights have varying objectives and styles. Unlike most arcade games in the genre, Splatterhouse sends players back to checkpoints after losing lives or receiving a game over, discouraging "credit feeding" as a method of overcoming the various challenges.
Plot
[edit]
Two students at the local university, Rick Taylor and Jennifer Willis, take refuge from a storm in West Mansion, a local landmark known as "Splatterhouse", for the rumors of hideous experiments purportedly conducted there by Dr. West, a renowned and missing parapsychologist. As they enter the mansion and the door shuts behind them, Jennifer screams.[4]
Rick awakens in a dungeon under the mansion having been resurrected thanks to the influence of the "Hell Mask", a Mayan sacrificial artifact from West's house which is capable of sentient thought. The mask attaches itself to Rick, fusing with his body and transforming him into a monster with superhuman strength. With the mask's encouragement, Rick goes on a rampage through the dungeon and the mansion grounds, killing hordes of monsters.[4]
Inside the mansion, Rick finds Jennifer, prone on a couch and surrounded by a throng of creatures that retreat upon his arrival. After their departure, Jennifer transforms into a slightly taller, fanged monster that attempts to kill Rick while begging him for help. Rick is forced to kill Jennifer, who transforms back to normal and thanks him before she dies. Infuriated, Rick tracks the remaining monsters to a giant, bloody hole in the mansion's floor.[5]
Upon entering it, Rick discovers that the mansion itself is alive. He follows a bloody hallway to the house's "womb", which produces fetus-like monsters that attack him.[5] Rick destroys the womb, which causes the house to burst into flames as it "dies".
Escaping the burning mansion, Rick comes across a grave marker. The Terror Mask releases energy into the grave, reviving a giant monster named "Hell Chaos" that claws its way up from the earth and attempts to kill Rick. Rick destroys the creature, which unleashes a tormented ghost that dissipates into a series of bright lights. As the lights vanish, the mask shatters, turning Rick back to normal, and he flees as the house burns to the ground and the credits roll. However, after he leaves and the credits end, the Terror Mask reassembles itself and laughs evilly for several seconds as the word "END" appears in the bottom right corner of the screen.
Ports
[edit]
Home versions of Splatterhouse were released on the TurboGrafx-16, FM Towns Marty and PC. In addition to loss of graphical detail and removal of some sounds (standard for a port to less powerful hardware), the following edits were made to both the Japanese PC Engine and North American TurboGrafx-16 versions of the game:
- The arcade version opens with an animation of Rick and Jennifer running through the storm and into the mansion, followed by an exterior shot of the mansion and the sound of Jennifer screaming. The console version opens simply with the exterior of the mansion, and no sound effects.
- The weapon in Stage 1 and Stage 2 is changed from a meat cleaver to a wooden board.
- The weapon for the Stage 4 boss is changed from an axe to a golden meat cleaver, the only cleaver in the game.
- The crawling hand in Stage 5 no longer flashes the middle finger.
- The death of the womb boss of Stage 6 is changed from a graphic spilling of embryonic fluids into a generic fiery explosion.
- The final boss has different attacks.
- The end cutscene is changed from the original arcade ending, where the mask breaks from Rick's face, followed by a shot of him walking away from the burning mansion and an additional cut scene showing the mask reform and laugh. The ending in the TurboGrafx-16 version only shows the mask explode, followed by a picture of West Mansion burning while the credits roll, and finally a large red and orange "End" is displayed.
The following edits are exclusive to the North American TurboGrafx-16 version:
- The Terror Mask is changed from white to red with black accents. This is to keep Rick from looking too much like Jason Voorhees. The mask became more skull-like in later games.[5]
- The cathedral arches are removed from the Stage 4 boss chamber background and the altar is removed from the following cut scene.
- The inverted cross boss of Stage 4 is replaced with a severed head.
- The final boss' grave is changed from a wooden cross to a tombstone.
The TG16 version was released on the Wii's Virtual Console in Europe on March 16, 2007; in North America on March 19, 2007; in Japan on July 3, 2007; and in Australia on July 20, 2007.[6] The arcade version was released on May 26, 2009, on the Japanese Virtual Console.[7]
The FM Towns Marty version was ported by Ving Co. and released only in Japan in 1992 and it is a pixel-perfect rendition of the original arcade, with no substantial changes apart from a new menu interface in the title screen.[5]
There was also an LCD handheld game released.[5]
In November 2010, the game was ported to J2ME/BREW mobile phones, Windows Mobile and iOS platforms to coincide with the release of the 2010 remake, which also included versions of all three original games.[8][9] The only change was in the Java-based mobile phone version, where Rick's mask is modeled after the skull-like one present in the remake. This change is not present in iOS version of the game, but it includes a "Splatter Rush" mode instead, where enemies continuously spawn from both ends of a wide screen. The remake also included the uncensored Japanese arcade version as an unlockable extra.[10]
In 2017, the game was included as a part of the Namco Museum compilation for the Nintendo Switch, through the Nintendo eShop.[11][12] The PC Engine/TurboGrafx-16 version was included on the TurboGrafx-16 Mini, which was released in 2020. On June 22, 2023, the original arcade version was ported to the PlayStation 4 and Nintendo Switch by Hamster Corporation as part of the Arcade Archives series.[13]
Reception
[edit]| Aggregator | Score |
|---|---|
| Metacritic | iOS: 49 / 100[14] |
| Publication | Score |
|---|---|
| Computer and Video Games | ARC: Positive[1] PCE: 92%[15] |
| GameSpot | VC: 4.7 / 10[16] |
| GameSpy | PCE: 8 / 10[17] |
| IGN | VC: 6.5 / 10[4] iOS: 4.5 / 10[18] |
| Nintendo Life | VC: |
In Japan, Game Machine listed Splatterhouse as the sixth most popular arcade game of December 1988.[20] Following its European release at the ATEI show in January 1989, Computer and Video Games gave the arcade version a positive review.[1]
Splatterhouse received positive reviews upon release, with praise for its graphics, music and general gameplay. It is also known for its graphic violence, which was inspired by classic '80s horror movies. The game did receive some criticism for its lack of variety and simplistic nature, but it was otherwise praised for being challenging.
The PC-Engine/Turbografx-16 versions also received praise for their faithful recreations of the arcade game but the North-American console version was criticised for its "toned-down gore" due to controversy while the Japanese PC-Engine version saw less changes, the most notable being Rick's mask being nearly identical to the arcade version, but still sharing the occasional censorship of the American version.
IGN's Lucas M. Thomas gave a mixed review of Splatterhouse. He stated that "Putting aside the aesthetic design and just looking at the game on the merits of its mechanics, Splatterhouse is lacking." He complained about the limited variety of attacks, one way scrolling, and censorship present in the North American console version. Thomas did, however, compliment the game's horror themes and music, noting that the console graphics, despite being "toned down", are a "good representation of the arcade original".[4]
Frank Provo of GameSpot had similar complaints: "Ultimately, the problem with Splatterhouse is that there's not much to it. There are only seven levels, and you'll finish each one in just a few minutes," he wrote, going on to explain that the enemies all follow easily memorized patterns, making the game very simple to play. In particular, Provo criticized the fact that the Virtual Console version was the censored console version, noting how he missed the meat cleavers and extra violence of the arcade game.[16]
Notes
[edit]References
[edit]- ^ a b c "Splatterhouse arcade game review". Solvalou.com. Retrieved 2016-03-11.
- ^ "Next Wave #12". Electronic Gaming Monthly. No. 12. Sendai Publishing. July 1990. p. 64.
- ^ Hicks, Brad (November 18, 2010). "Splatterhouse (Arcade/TG16) Retro Review". SwankWorld. Retrieved August 5, 2019.
- ^ a b c d e Lucas M. Thomas (2007). "Splatterhouse (1990) IGN review". Retrieved 2009-12-03.
- ^ a b c d e Rob Strangman (2007). "Splatterhouse at Hardcore Gaming 101". Retrieved 2009-03-13.
- ^ "Splatterhouse". Nintendo.com. Nintendo. Archived from the original on 2018-09-30. Retrieved 2018-09-30.
- ^ Namco Bandai (2009). "Namco Bandai Games: VC". Archived from the original on 2009-04-07. Retrieved 2009-03-13.
- ^ Raby, Mark (October 30, 2010). "Classic Splatterhouse coming to your mobile phone". GamesRadar+. New York City: Future. Retrieved August 5, 2019.
- ^ Crecente, Brian (November 12, 2010). "Phones Everywhere Getting 1988's Splatterhouse". Kotaku. New York City: Gizmodo Media Group. Retrieved August 5, 2019.
- ^ McWhertor, Michael (April 8, 2010). "New Splatterhouse Also Throws In The Original 16-bit Trilogy". Kotaku. New York City: Gizmodo Media Group. Retrieved August 5, 2019.
- ^ Conti-Groome, Leif (June 27, 2017). "Namco Museum is Coming to the Switch this Summer: Includes GameCube's Pac-Man Vs". Dualshockers. Retrieved June 29, 2017.
- ^ NAMCO MUSEUM - Announcement Trailer (Trailer). Menlo Park, California: Google. April 12, 2017. Event occurs at 0:19. Archived from the original on 2021-12-21. Retrieved April 21, 2017.
- ^ McFerran, Damien (June 8, 2023). "Coin-Op Gore-Fest Splatterhouse Joins The Arcade Archives Range This Month". Time Extension. Retrieved June 9, 2023.
- ^ "Splatterhouse for iPhone/iPad Reviews". Metacritic. Retrieved October 8, 2016.
- ^ "CVG Magazine Issue 107". Archive.org. October 1990. Retrieved 2016-03-11.
- ^ a b Frank Provo (2007). "Splatterhouse Review". Retrieved 2009-12-03.
- ^ "Classic Review Archive - Splatterhouse". 2008-04-08. Archived from the original on April 8, 2008. Retrieved 2016-03-11.
- ^ Levi Buchanan (November 18, 2010). "Splatterhouse iPhone Review". IGN. Retrieved October 8, 2016.
- ^ Calvert, Darren (2007-03-17). "Splatterhouse Review - TG-16". Nintendo Life. Retrieved 2016-03-11.
- ^ "Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)". Game Machine (in Japanese). No. 346. Amusement Press, Inc. 15 December 1988. p. 25.
External links
[edit]Splatterhouse
View on GrokipediaDevelopment and history
Conceptual origins and influences
The development of Splatterhouse began in 1987 at Namco, as the company sought to expand into more mature-oriented arcade titles following the commercial success of family-friendly racing games like Pole Position in the early 1980s. Producer Kazumi Mizuno led the project, aiming to create a groundbreaking horror experience that pushed the boundaries of graphic violence in video games, at a time when such content faced significant industry taboos and internal opposition. This initiative reflected Namco's broader strategy to diversify its portfolio with edgier content, drawing inspiration from the controversial 1976 arcade game Death Race, which had been banned in some regions for its violent pedestrian-crushing mechanics.[9] The game's conceptual foundation was heavily influenced by 1980s Western slasher and horror films, capturing the era's obsession with gore and supernatural terror. Key inspirations included Friday the 13th, evident in protagonist Rick Taylor's iconic hockey mask—modeled after Jason Voorhees but modified to avoid direct licensing issues, with adjustments to the curvature and removal of red patterns—and his use of a machete as a primary weapon. Other films shaped the aesthetic and thematic elements, such as The Texas Chain Saw Massacre for its raw, visceral brutality, The Evil Dead for demonic possessions and cabin-in-the-woods isolation, The Thing for grotesque body horror transformations, and Alien for claustrophobic, creature-feature tension. Character designer Takashi Oda explicitly cited these movies, along with Demons, Day of the Dead, Evil Dead II, and The Return of the Living Dead, as sources for the game's monsters and atmospheric dread during the horror boom of the mid-1980s.[10][9][11] At its core, Splatterhouse was envisioned as a beat 'em up centered on supernatural horror, prioritizing shocking gore and direct confrontation over puzzle-solving or exploration mechanics found in contemporaries like Castlevania. Mizuno and the team, including planner Haya-Paya and programmer Itou, emphasized realistic horror depictions to differentiate the game in arcades, where most titles adhered to lighter, heroic narratives with happy endings. This focus on unfiltered violence and moral ambiguity—eschewing traditional rescue tropes—stemmed from a desire to evoke genuine fear, aligning with the developers' personal affinity for diverse horror genres. The project took approximately one year and two months to complete, with delays due to management revisions and the inexperience of some team members.[9]Production of the original trilogy
The original Splatterhouse arcade game, released in 1988, was developed by a small Namco team consisting of approximately 10-15 members, including chief planner Kazumi Mizuno, assistant planner Haya-Paya, composers Katsuro Tajima and Yoshinori Kawamoto, and programmer Itou-kun.[9] The project utilized Namco's System 1 hardware, a versatile arcade board employed for around 10 titles during the late 1980s.[9] Development spanned 1 year and 2 months, extended by multiple revisions and the relative inexperience of some team members.[9] To achieve its signature shock value, the team created sprite-based gore animations that depicted unprecedented levels of violence for the era, drawing from hand-animated frames to show dismemberment and blood effects.[9] However, budget constraints severely limited memory capacity, restricting the inclusion of detailed backstory elements and sound effects, while also influencing the final structure of 7 stages.[9][12] Management concerns over realism prompted changes, such as replacing red blood with fluorescent green and altering zombies to more alien-like designs to mitigate perceived excess gore.[9] Splatterhouse 2, released in 1990 exclusively for the PC Engine in Japan, marked Namco's shift to home console development, leveraging the HuCard cartridge format for enhanced audio capabilities over the arcade original.[13] Now Production handled the core development under Namco's supervision, iterating on the arcade formula by adding simultaneous two-player co-op mode to heighten replayability while preserving the violent aesthetic.[14] The production focused on adapting the beat 'em up mechanics to the PC Engine's hardware limits without diluting the gore.[15] The trilogy concluded with Splatterhouse 3 in 1993, for the Sega Mega Drive/Genesis developed by Now Production, which introduced richer color palettes to exploit the console's graphical strengths and featured more elaborate boss encounters.[16] The small team emphasized maintaining the series' core intensity across home ports, ensuring the gore and combat remained intact despite hardware transitions.[16]Development of spin-offs and remake
Following the success of the 1988 arcade original, Namco commissioned Now Production to develop Splatterhouse: Wanpaku Graffiti as a Famicom-exclusive spin-off to capitalize on the franchise's momentum while adhering to Nintendo's content restrictions.[17] The project transformed the horror-themed beat 'em up into a comedic parody, featuring chibi-style, super-deformed graphics and lighthearted humor to tone down the gore and appeal to a broader, family-oriented audience.[17] Released in Japan in July 1989, it served as a promotional tie-in, experimenting with playful elements like movie monster tributes and pop culture references to differentiate it from the core series' violent tone.[17] In 2007, Namco Bandai initiated development on a full remake of the original Splatterhouse for PlayStation 3 and Xbox 360, initially outsourcing to BottleRocket Entertainment to leverage their expertise in action games.[18] The project aimed to expand on the trilogy's legacy by incorporating elements from all three games, including new levels, an updated story, and restored signature gore that had been censored in Western ports of the originals.[18] However, facing quality and performance concerns, Namco Bandai pulled the game from BottleRocket in February 2009 and completed it internally over the following 20 months.[18] This shift addressed development challenges, such as team restructuring and funding constraints, while prioritizing high-definition visuals and brutal combat to modernize the series for contemporary audiences.[18] The spin-off's humorous pivot broadened the franchise's appeal beyond gore enthusiasts, contrasting the remake's decision to amplify horror elements with expanded content drawn from the trilogy's lore.[17][18]Gameplay mechanics
Core combat and controls
The original Splatterhouse games employ a classic side-scrolling beat 'em up format, where players control protagonist Rick Taylor traversing linear 2D levels while battling waves of monstrous enemies in close-range combat. Core actions revolve around simple, responsive inputs that prioritize aggressive melee engagements, with Rick delivering standard punches via the attack button for quick strikes against single foes. Crouching triggers low kicks for grounded threats, while combining jumps with attacks enables overhead punches to disrupt airborne or taller adversaries. Sliding attacks, executed by jumping forward and pressing down with the attack button, provide effective crowd control by sweeping multiple enemies in a horizontal arc.[19] Environmental weapons enhance combat variety and encourage improvisation, such as grabbing a 2x4 plank for extended reach combos that smash groups or a cleaver for slicing attacks capable of decapitating opponents. These improvised tools, scattered throughout levels, allow for chained sequences but are typically lost upon stage transitions or damage, reinforcing reliance on basic moves. Other weapons include the wrench (throwable), shotgun (ranged with limited shots), rock, harpoon, and axe. The original arcade iteration utilized a 4-way joystick for precise left-right movement, crouching, and item pickup, paired with two dedicated buttons for attack and jump, delivering intuitive controls suited to arcade pacing. Home console ports faithfully replicated this scheme on standard controllers, preserving the fluid, button-mashing flow without significant alterations to input mapping.[19] Health management ties directly into combat sustainability, depicted as depletable heart icons that lose segments from enemy contact or hazards, with partial restoration of one heart possible via stage completions and starting amounts up to a maximum of six hearts on easier difficulty settings. The iconic Terror Mask bestows Rick with superhuman strength essential for prevailing against otherworldly horrors, amplifying his durability and attack potency throughout the series. In the 2010 remake, a third-person 3D game, this manifests as a blood-fueled gauge that powers enhanced modes but drains progressively during prolonged use of special abilities, adding a resource layer to fights. This mechanic underscores the mask's dual role as both empowerer and limiter, contrasting the originals' more straightforward augmentation.[19][7] Combat feedback emphasizes visceral gore, with defeated enemies often exploding in sprays of blood, dismembering, or rupturing upon lethal blows to convey successful hits and heighten the horror atmosphere. Hit detection remains series-consistent, registering collisions reliably based on attack range and enemy positioning, which supports tactical positioning amid chaotic brawls without frustrating inaccuracies.[19]Level structure and power-ups
The levels in the original Splatterhouse consist of linear side-scrolling stages set primarily within the haunted West Mansion, progressing through seven distinct phases that represent different sections of the estate and its grounds.[2] Each phase unfolds as a continuous scroll to the right, occasionally incorporating auto-scrolling segments or minor branching paths for exploration, and culminates in a boss encounter at the end to advance progression.[2] These stages are themed around horror environments, such as dimly lit corridors, laboratories, and outdoor graveyards, incorporating traps like spikes protruding from floors and walls, acid pools that drain health on contact, and other interactive hazards that demand precise platforming and timing.[20] Power-ups play a crucial role in aiding player survival and combat effectiveness, with temporary weapons scattered throughout the levels to replace Rick's standard punches and kicks. Examples include the 2x4 wooden plank for melee swings, the meat cleaver for close-range slashing, the wrench for throwable attacks, and rarer finds like the shotgun for ranged blasts.[2][19] Progression is facilitated by doors that lead to the next area upon completion, serving as transitions between sub-sections without respawn checkpoints.[2]Games
Splatterhouse (1988)
Splatterhouse is a beat 'em up arcade game developed and published by Namco for Japanese arcades, debuting in November 1988 on the Namco System 1 hardware.[2][21] The game was later ported to the PC Engine in Japan on April 3, 1990, where it included an extended introductory cutscene with text panels explaining the backstory, expanding on the arcade version's minimal opening animation.[22][23] The title introduced several innovations to mainstream arcade gaming, notably becoming one of the earliest games to feature explicit dismemberment and graphic gore, with enemies bursting into blood and severed limbs upon defeat, setting it apart from the era's typically restrained violence.[24] Structured across seven stages, the gameplay progresses from the eerie confines of West Mansion through increasingly nightmarish environments, culminating in hellish realms filled with demonic entities and grotesque bosses.[12] Unique to the arcade release were digitized voice samples, including screams from the character Jennifer, which heightened the horror atmosphere and were recorded by the development team themselves for authenticity.[9] The Western TurboGrafx-16 port, released in 1990, underwent censorship to tone down the blood effects and certain violent animations, such as replacing some dismemberment with less graphic impacts to comply with regional standards.[25][26] As Namco's first foray into horror-themed action games, Splatterhouse established the company's niche in the genre, influencing subsequent arcade titles with its blend of slasher film aesthetics and brutal combat, and spawning a cult following that led to a trilogy of sequels.[27][9]Splatterhouse: Wanpaku Graffiti (1989)
Splatterhouse: Wanpaku Graffiti is an action-platformer video game developed by Now Production and published by Namco exclusively for the Family Computer (Famicom) in Japan on July 31, 1989.[28] It was re-released outside Japan in 2020 as part of Namco Museum Archives Vol. 1 for modern platforms.[29] The title serves as a spin-off from the original Splatterhouse arcade game, shifting away from its intense horror themes toward a comedic, family-oriented parody.[30] It consists of seven short stages, each featuring cartoonish visuals and simplified mechanics designed for broader accessibility on home consoles.[30] In the game, players control a chibi-style version of protagonist Rick, depicted as a big-headed, adorable child rather than the hulking monster from the main series.[31] Rick battles cute, deformed monsters that parody classic horror icons, such as Frankenstein's monster, mummies, and vampires, using basic punch and kick attacks alongside jumping puzzles.[32] The controls are streamlined for the Famicom hardware, emphasizing platforming over the original's brutal combat, with no graphic gore or blood effects to maintain a lighthearted tone.[33] Enemies and bosses draw from pop culture references, including a dancing Dracula inspired by Michael Jackson's "Thriller," adding humorous flair to encounters.[34] Unique to this entry are its multiple humorous endings and cameo appearances that poke fun at horror tropes.[30] Players can unlock bonus scenes and alternate conclusions by collecting secret items like mystic power orbs, leading to comedic resolutions such as Rick's girlfriend Jennifer transforming into a monster or celebratory dances.[35] Stage names and designs parody films like The Legend of Hell House and House on Haunted Hill, reinforcing the game's satirical take on the genre.[32] A password system allows resuming progress, encouraging exploration of these elements across playthroughs.[33] The Famicom's technical limitations shaped the game's presentation, resulting in pixelated sprites and basic animations that enhance its chibi aesthetic but restrict visual complexity.[34] Without support for advanced effects like the arcade's gore, developers focused on vibrant colors and exaggerated expressions to convey humor, making it a distinct, low-stakes adaptation of the Splatterhouse formula.[31]Splatterhouse 2 (1990)
Splatterhouse 2 is a side-scrolling beat 'em up video game developed by Now Production and published by Namco exclusively for the Sega Mega Drive/Genesis home console. Released in Japan on August 4, 1992, and in North America in July 1992, it serves as a direct sequel to the 1988 arcade game Splatterhouse, expanding the original's horror-themed action without an arcade counterpart. Unlike its predecessor, which originated in arcades before a PC Engine port, Splatterhouse 2 was designed from the ground up as a console-exclusive title, allowing for deeper integration with the Mega Drive's hardware capabilities.[36][5] The game features eight stages set in a variety of eerie environments, including a snowy forest in the opening level that establishes a chilling winter motif amid the series' grotesque horror elements. Building on the original's linear level progression, Splatterhouse 2 introduces longer stages with more varied enemy encounters and environmental hazards, such as bottomless pits and collapsing platforms, to heighten tension. Players control protagonist Rick Taylor, who dons the demonic Terror Mask to battle mutated creatures, with basic attacks like punches, kicks, and sliding tackles forming the core combat loop.[36][37] Unique to this entry are expanded weapon options, including improvised tools like the 2x4 plank, cleaver, and chainsaw, alongside a limited-use shotgun that provides ranged firepower against tougher foes. Enemy behaviors show refinements over the original, with more aggressive patterns and group tactics, such as swarming attacks in pit areas, contributing to intensified combat dynamics. The narrative concludes with an extended ending that directly references the first game's events, resolving Rick's quest to rescue Jennifer while hinting at further supernatural threats.[38][39][37] In development, director Masami Shimotsuma at Now Production focused on capturing a B-movie horror sequel vibe, adapting the original's plot while incorporating accidental programming quirks—like enemies aggressively pursuing Rick into pits—that enhanced the chaotic feel without intentional AI overhauls. To mitigate the original's punishing difficulty spikes, the team implemented a password system for resuming at cleared stages and unlimited continues, promoting accessibility while maintaining the series' brutal challenge. These adjustments allowed for fairer progression through the extended content, tying the experience more cohesively to the trilogy's evolving formula.[39][40]Splatterhouse 3 (1993)
Splatterhouse 3, developed by Now Production and published by Namco, was released for the Sega Genesis in North America on March 18, 1993, and in Japan on March 19, 1993.[41] [6] The game shifts the series toward a beat 'em up style with simulated 3D environments, diverging from the side-scrolling platforming of prior entries while retaining the core combat mechanics enhanced by new special moves such as the flying knee and mega crash attacks.[42] It features live-action-inspired cutscenes with digitized sequences depicting Rick and Jennifer fleeing through a snowy landscape, adding a cinematic flair to the horror narrative.[43] Set five years after the events of Splatterhouse 2, the plot centers on Rick Taylor donning the demonic Terror Mask once more to rescue his wife Jennifer and infant son David from a cult attempting to summon the Evil One using David as a sacrificial vessel.[6] The story unfolds across six stages within and around the West Mansion, incorporating branching paths viewable on an in-game map and per-stage time limits that determine survival outcomes for family members.[42] Completing levels quickly unlocks the best ending where the family escapes together, while delays result in deaths and darker conclusions, with up to four variants possible; a pivotal plot twist reveals the mask's corrupting influence intensifying as Rick risks becoming a permanent host to its power if the Evil One prevails.[6] The title showcases technical advancements for the Genesis hardware, utilizing its 512-color palette for more detailed sprites, dynamic backgrounds, and enhanced gore effects, including explosive dismemberment and blood splatters that surpass the series' previous installments in visceral intensity.[44] Boss encounters emphasize variety and horror, such as the Giant Boreworm on the second floor, which deploys swarms of smaller worm-like minions to overwhelm the player amid the mansion's upper levels.[45] Intended as the trilogy's conclusion, Splatterhouse 3 provides narrative resolution to Rick's ongoing battle against the mask's curse and the recurring evil forces, with Namco forgoing further original sequels amid shifting industry focus and content rating controversies.[41]Splatterhouse (2010)
Splatterhouse (2010) is a beat 'em up video game developed by BottleRocket Entertainment and published by Namco Bandai Games for the PlayStation 3 and Xbox 360 consoles. It launched in North America on November 23, 2010, marking the first new entry in the series in over 15 years.[46] The title functions as a full reboot of the 1988 arcade original, transforming its 2D side-scrolling levels into expansive 3D environments while integrating condensed narratives from Splatterhouse 2 and 3 into a cohesive storyline divided across 12 phases.[47] To address regional censorship concerns, particularly in markets sensitive to graphic violence, the game incorporates adjustable gore filters allowing players to toggle between low and high levels of blood and dismemberment effects.[48] Among its additions, the remake introduces live-action full-motion video (FMV) interludes depicting romantic interactions between protagonist Rick Taylor and his girlfriend Jennifer Willis, styled with a campy, dating sim-like aesthetic that contrasts the horror elements.[49] Players can unlock a variety of costumes for Rick, such as alternate Terror Mask variants, and activate Bloody Mode to amplify the violence with more explicit animations and effects. Completing phases also unlocks emulated ports of the original Splatterhouse trilogy (excluding the spin-off Wanpaku Graffiti), providing access to the uncensored arcade version of the first game and console ports of the sequels.[50][51] Technically, the game delivers fluid combat at a target of 60 frames per second, emphasizing responsive controls for combos and grapples, alongside quick-time event (QTE) prompts for cinematic finishers that heighten the brutality of enemy takedowns.[52] Namco Bandai positioned the release as an HD remastering effort to modernize the franchise, incorporating updated visuals, surround sound, and accessibility features to appeal to contemporary gamers unfamiliar with the 1980s originals.[53]Story and characters
Original trilogy narrative
The original Splatterhouse trilogy follows college student Rick Taylor as he battles horrific creatures in a haunted mansion, empowered by a sentient ancient mask known as the Terror Mask (or Hell Mask), to rescue his girlfriend Jennifer from mad scientist Dr. West's gruesome experiments. The narrative draws on classic horror tropes, portraying Rick as a reluctant everyman hero transformed into a monstrous fighter, Jennifer as the imperiled damsel, Dr. West as the archetypal deranged experimenter, and the mask as a malevolent, power-granting entity that amplifies Rick's rage. Across the three games, the story unfolds as a continuous tale of supernatural horror, escalating from personal survival to cosmic threats, with recurring themes of resurrection, family legacy, and the corrupting influence of ancient evils.[2][5][6] In the first game, Splatterhouse (1988), Rick and Jennifer, parapsychology students researching Dr. West, seek shelter from a storm in the infamous West Mansion, dubbed "Splatterhouse" due to its bloody history. A lightning strike separates them; Jennifer is captured and subjected to West's reanimation experiments, while Rick awakens to find the Terror Mask fused to his face, granting him superhuman strength to combat the mansion's undead inhabitants, including zombies, mutants, and grotesque bosses like the massive "Mother" organism. Rick progresses through seven stages of the labyrinthine mansion—from cellars teeming with corpses to a fiery cathedral—defeating various grotesque bosses spawned by West's experiments, culminating in a hellish portal guardian known as Hell Chaos, but the ending reveals Jennifer's tragic mutation and sacrifice, leaving Rick haunted by failure as the mask shatters yet regenerates ominously. This arc establishes the series' core conflict: Rick's desperate fight against West's legacy of forbidden science unleashing otherworldly horrors.[2][54] Splatterhouse 2 (1990) picks up three months later, with Rick tormented by nightmares of Jennifer's pleas for rescue from the underworld. The regenerated Terror Mask reappears, compelling Rick to return to the snowy ruins of West Mansion to perform a resurrection ritual detailed in West's hidden research. Donning the mask once more, Rick delves into eight frozen stages, battling revived enemies like demonic babies and tentacled beasts, while destroying a "Death Crystal" that binds Jennifer's soul—unwittingly breaking an ancient seal and awakening the greater entity known as the Evil One. The story culminates in Rick freeing Jennifer's spirit and escaping the collapsing "New Splatterhouse," but the mask warns of impending doom, deepening Rick's internal struggle with its bloodthirsty influence and hinting at familial consequences.[5][55] The trilogy concludes in Splatterhouse 3 (1993), set five years after the second game's events, where Rick and a resurrected Jennifer have married and started a family with their infant son David, attempting a normal life in a new mansion to escape past traumas. On a fateful lunar eclipse, the Evil One—now seeking revival through David as a psychic medium and an unleashed "Demon Stone"—infests their home with monsters, abducting Jennifer and the child. The Terror Mask returns, empowering Rick for a six-stage assault through the demon-riddled estate and a trans-dimensional temple, where he rescues David. The game introduces multiple playable characters, with Jennifer controllable in select stages following her rescue and David briefly playable in a bonus level, enhancing the family rescue dynamic but triggering the Evil One's full manifestation as a colossal, multi-form deity.[41] In the final confrontation within an otherworldly realm, Rick defeats the Evil One and its corrupted "Hell Mask" counterpart, securing multiple endings based on his haste and success; the best sees the family reunited safely, affirming Rick's evolution from isolated survivor to protective patriarch, though the mask's lingering presence suggests unresolved darkness. This installment expands the lore with time-bending elements tied to ancient seals, solidifying the trilogy's arc from isolated horror to an epic battle against primordial evil.[6][56]2010 remake storyline
The 2010 remake reimagines the core narrative of college students Rick Taylor and Jennifer Willis seeking refuge from a violent storm in the foreboding West Mansion, where they encounter the mad scientist Dr. Henry West. Jennifer is abducted by West for his experiments, leaving Rick mortally wounded; he then bonds with the ancient Terror Mask, a demonic artifact from the West family that grants him enhanced strength and regenerative powers in exchange for serving its agenda. Voiced by Jim Cummings, the mask exhibits a sadistic, taunting personality, frequently mocking Rick and reveling in the carnage to emphasize its corrupting influence.[57][50][58] Flashbacks interweave throughout the story, deepening the portrayal of Rick and Jennifer's tender romance and providing context for their visit, including Jennifer's academic interview with West that draws them to the mansion. The plot expands significantly beyond the original 1988 game's straightforward rescue mission by incorporating elements from the sequels into a unified campaign spanning multiple chapters, such as "Phase 2: The Doll That Bled" and confrontations in "The Meat Factory," while introducing psychological horror sequences that delve into Rick's fracturing psyche. A key addition is the threat of "The Corrupted," ancient eldritch deities West aims to summon for apocalyptic domination, forcing Rick to navigate alternate timelines and moral dilemmas as the mask's hold intensifies.[50][59] The narrative culminates in multiple endings determined by player actions and performance, ranging from a bittersweet victory where Rick saves Jennifer but remains bound to the mask, to tragic "bad ends" in which she is sacrificed or transformed into a monster, echoing the horror-comedy style of films like Evil Dead. Central themes explore Rick's growing addiction to the mask-induced violence and its psychological toll, portraying the artifact as a metaphor for unchecked rage that erodes his humanity, in contrast to the original trilogy's more linear focus on episodic monster-slaying for rescue.[60][50]Ports and re-releases
Console and PC ports of originals
The original Splatterhouse (1988) received its primary console port for the PC Engine in Japan on April 3, 1990, as a 4-megabit HuCard release developed and published by Namco. This conversion faithfully recreated the arcade's side-scrolling beat 'em up gameplay while adapting to the system's hardware limitations, including a reduced color palette limited to 512 colors and a slightly slower framerate to maintain smooth scrolling on the 8-bit processor. To suit home play, the port introduced unlimited continues, contrasting the arcade's three-life limit, and included minor level adjustments for accessibility, such as slightly easier enemy patterns in early stages.[2][13][25] The US release followed on August 1990 for the TurboGrafx-16, the Western counterpart to the PC Engine, with identical core mechanics but notable censorship to comply with regional standards. Blood effects were changed from red to green sludge, the Terror Mask's color shifted from white to red, religious imagery like a cross in stage 4 was replaced with a tombstone, and certain gore elements—such as exploding enemy viscera—were toned down or removed entirely. These alterations preserved the Japanese version's intact horror elements, including explicit dismemberment and atmospheric dread, but made the American edition less visceral overall. No official PC Engine hardware was released in the West due to market preferences for the TurboGrafx-16 branding and import restrictions.[61][25][62] A further adaptation appeared on the FM Towns PC platform in 1992, offering an arcade-accurate port with enhanced 16-bit graphics and CD audio for improved sound effects, though it retained the slower framerate of console versions and added no new content beyond hardware-specific optimizations. Splatterhouse 2 (1990) and Splatterhouse 3 (1993) were developed exclusively as originals for the Sega Mega Drive without contemporary ports to other consoles or PCs, focusing instead on platform-specific enhancements like password saves and co-op modes. These home versions across platforms emphasized gore and boss fights but compromised on the arcade's fluid animation speed due to hardware constraints.[2][63][36]Modern compilations and digital releases
In 2005, Namco released the Namco Museum 50th Anniversary compilation for PlayStation 2, GameCube, Xbox, and PC, featuring the original 1988 Splatterhouse arcade game alongside 13 other classic Namco titles in a virtual arcade interface.[64] The 2010 Splatterhouse remake for PlayStation 3 and Xbox 360 included the original trilogy—Splatterhouse, Splatterhouse 2, and Splatterhouse 3—as unlockable bonus content accessible after completing the main campaign.[53] Digital re-releases began with the PC Engine version of Splatterhouse on the Wii Virtual Console in 2007 (North America: March 19; Japan: July 3; Europe: March 16), followed by Splatterhouse 2 on the Wii Virtual Console in 2008 (North America: August 4; Japan: July 1).[65][66] The PC Engine version of Splatterhouse was included in the PC Engine Mini console, released in Japan in 2019 and internationally in 2020. Splatterhouse: Wanpaku Graffiti was re-released in 2020 as part of Namco Museum Archives Vol. 1 for Nintendo Switch, PlayStation 4, Xbox One, and PC. Also in 2020, Splatterhouse 2 and Splatterhouse 3 were included in Namco Museum Collection 2 for the Evercade handheld.[22][67][68] The original arcade Splatterhouse received a digital re-release through the Arcade Archives series on June 22, 2023, for Nintendo Switch and PlayStation 4, featuring save states, adjustable difficulty levels, online high-score rankings, and options to replicate arcade cabinet display settings.[69] These digital versions often include quality-of-life improvements such as save states, HD visual filters for modern displays, and uncensored content from the original arcade releases, preserving the game's graphic violence without regional alterations.[70] As of November 2025, no new official ports or compilations of the Splatterhouse series have been announced, though fan mods for PC emulation continue to emerge, such as the Splatterhouse 3 Ultimate Edition mod for SEGA Mega Drive & Genesis Classics on Steam, which adds widescreen support and balance adjustments.[71]Reception and legacy
Critical reviews of the series
The original Splatterhouse (1988 arcade version) received praise for its striking visuals and gore, with reviewers highlighting the bold graphics, huge sprites, and atmospheric horror elements that set it apart in the beat 'em up genre.[72] However, critics often lambasted its high difficulty, describing it as frustratingly punishing and unfair due to limited health pickups and relentless enemy patterns, leading to an average score around 69% across aggregated reviews.[2] The PC Engine port, released in 1990, fared better in Japan, earning strong marks for faithful adaptation and enhanced playability, though specific Famitsu scores from the era remain elusive in contemporary archives; retrospective analyses place it in the high 70s percentile for its technical fidelity.[73] Splatterhouse 2 (1990, PC Engine) built on the original's foundation, earning acclaim for introducing cooperative play that added replayability and social appeal, with critics awarding it an average of 8.2 out of 10 for its improved pacing and even more visceral violence.[73] Splatterhouse 3 (1993, Sega Genesis) shifted to a beat 'em up format with innovative power-up transformations and co-op features, receiving positive scores around 80% for its demonic storytelling and responsive combat, though some reviewers noted its brevity—clocking in at under two hours—as a drawback that limited depth.[44] Retrospectively, the core trilogy averages about 7.5 out of 10, valued for pioneering arcade-style horror but critiqued for repetitive level design and steep difficulty curves that alienated casual players.[73] The spin-off Splatterhouse: Wanpaku Graffiti (1989, Famicom) garnered mixed reviews averaging 70-80%, lauded for its charming, cartoonish parody of the series' gore with whimsical platforming and memorable music, but dismissed by some as lightweight filler lacking the originals' intensity.[74][75] The 2010 remake aggregated a Metacritic score of 62 out of 100, with praise centered on its over-the-top gore effects and faithful recreation of the series' splatter aesthetic, but widespread criticism for repetitive combat loops, clunky controls, and technical glitches that undermined the experience.[46] Initial sales were modest at approximately 100,000 units worldwide, falling short of publisher expectations and contributing to its status as a commercial underperformer.[76] Overall, the Splatterhouse series has been influential for pushing boundaries in video game violence during the late 1980s and early 1990s, earning a cult following for its unapologetic horror themes, yet it remained niche due to platform exclusivity—primarily arcade and Japanese consoles—and the era's conservative attitudes toward graphic content that limited broader distribution.[50]Cultural impact and influences
Splatterhouse's graphic depiction of violence and gore, unprecedented for an arcade game upon its 1988 release, contributed to early discussions on video game content and its mature themes, including dismemberment and bloody combat, which shocked audiences and highlighted the need for age-appropriate labeling, as evidenced by the faux parental advisory on its TurboGrafx-16 port marketing.[50] This pioneering approach to horror elements influenced subsequent titles in the genre, such as The House of the Dead series, which adopted similar arcade-style gore and fast-paced action against monstrous foes.[11] The game's visual and narrative design drew heavily from 1980s horror cinema, particularly Friday the 13th, with protagonist Rick Taylor's hockey mask and machete-wielding silhouette directly evoking Jason Voorhees, a resemblance that necessitated design alterations in Western ports to mitigate potential legal challenges from Paramount Pictures.[11] Additional influences included The Texas Chain Saw Massacre, Alien, and The Thing, reflected in boss encounters like a chainsaw mutant and grotesque body horror transformations.[11] While no official comic book adaptations emerged in the 1990s, promotional materials appeared as full-page ads in Marvel titles like Fantastic Four #346, styled in a comic format to hype the TurboGrafx-16 release.[77] Live-action film pitches remained unrealized, though fan-driven projects, including short films and web series like Zenithfilms' Splatterhouse: Jennifer Smells of Rot (2019), have explored the property's cinematic potential.[78] In its legacy, Splatterhouse has revived interest in retro horror gaming, with dedicated fan communities preserving and enhancing the originals through modifications that restore uncensored gore, such as the Splatterhouse 3: Bloody Edition hack replacing green-tinted blood with red for authenticity.[79] Recent 2020s analyses of Japanese arcade evolution frequently cite the series as a milestone in Namco's shift toward mature, Western-inspired horror, exemplified by developer interviews revisiting its gore-heavy innovation.[9] The franchise's splatter aesthetics continue to inspire indie horror titles with visceral mechanics and graphic dismemberment. In 2024, developers of the game Good Knight announced Carnage Mansion, a spiritual successor emphasizing beat 'em up horror gameplay.[80] Also in October 2024, a fan project titled Mega Splatterhouse was revived with an early demo for Sega Genesis/Mega Drive.[81] As of November 2025, the prototype for a cancelled Splatterhouse RPG titled Splatter World, developed in the early 2010s, was dumped and released online by preservationists.[82]References
- https://strategywiki.org/wiki/Splatterhouse/Walkthrough
- https://strategywiki.org/wiki/Splatterhouse/Gameplay
- https://strategywiki.org/wiki/Splatterhouse:_Wanpaku_Graffiti
