In spite of the (too) many years I've been a critic, the only Sting-developed game that I've reviewed was Hyperdevotion Noire: Goddess Black Heart. It's a damn shame, isn't it? A developer with such a rich and eclectic library, yet all I ever covered was their Neptunia spin-off. That's changing today, because I'm going to look at Riviera: Th- nope. Okay, well how about Yggdr- ha ha hah! Yeah, that isn't happening either. Actually, I've decided to discuss the underrated Super Famicom classic, Treasure Hu- it's Melfand Stories. Let's be real. There was never any doubt. Sting has put out some genre-benders but I'm keeping it traditional with a look at their side-scrolling arcade adventure.
Basically, your goal in Melfand Stories is to reach the Castle and defeat the evil king Nomolwa. How you go about this is decided by a routing system. Depending on the path you take, you'll get one of four "stories". Though the plot beats are roughly the same, you'll challenge different stages and bump into a variety of side-characters. The person you decide to play as also has their own reason for fighting. By 1994 standards, it's a thoughtful approach to storytelling that Sting would only improve upon in future games. Each choice leads to either Easy or Hard stages. It's best to start Easy, because Hard runs with the assumption that you're familiar with how the game works and gets a little mean.
Due to the infrequency of healing items, the damage you take can't be shrugged off. Rushing through a section while getting repeatedly pecked or stabbed in the hopes that a restorative will undo everything is a terrible idea. Melfand Stories emphasizes the importance of every interaction, especially if it involves what's normally considered to be fodder. The times you can get through a section without taking damage feel like a great achievement. A playthrough is arcade-length, so even on the Hard routes it's still short enough that credit feeding works. Also, you'll earn an extra credit for hitting 20k points and then every 40k thereafter. I think it's a neat incentive to help players along, especially in co-op games because it assists whoever is having a harder time. That said, the score does reset when continuing and even adds the +1 to the end of the player's score to indicate a continue was used. Sting released multiple shmups prior to this, and even a port of Truxton. They have a good sense for how arcade games work.
The strength of the block is also in its limitations. During a block, the direction you're facing, as well as whether you're standing or crouching absolutely make a difference. Projectiles that curve around to smack a hero or heroine in the back of the head are more common than you'd think. Over time, you'll develop an acute awareness of where fireballs are most likely to land, making the satisfaction of blocking them all the sweeter. Of course, it helps if you're familiar with cross-ups in fighting games. Mainly, even when blocking isn't the end-all solution to every problem in Melfand Stories, it's at least a large part of it. Oh, and you can also crouch-walk or slide. This extra level of mobility is lovely to have, and particularly beneficial to characters like Norse. His walking speed is rather slow, but he slides like greased lightning.
Melfand Stories is among the more obscure games in the Super Famicom library. Its emphasis on the fundamentals might even make it look a little dated when placed next to hits such as Wild Guns and Ninja Warriors Again. However, I think this classic is finally starting to find its audience, as more as more people are getting on youtube to call it an underrated gem. Also, extra credit to Sting for whatever wizardry they used to get so many sprites onscreen without a hint of slowdown. I couldn't believe it when I realized I was getting chased by nearly a dozen harpies and the "hardware" didn't so much as cough.
