Shadowrun on Super Nintendo: Where I Would Spend the Karma
The Super Nintendo Shadowrun is the game that introduced me to this series. I love this game, but it does not always do a great job of explaining what those numbers on Jake's character screen actually do. You can spend a lot of time building something that sounds useful when what you really needed was a better gun or a few more points somewhere else.
This is for the original Super Nintendo game. Jake's progression is different from Joshua's in the Genesis game, and it is definitely different from the Harebrained Schemes games.
How spending Karma works
Earn Karma, find a bed, and use the option to spend it when resting. Buying an attribute or skill increase costs its current rating, not the rating you are buying. Raising a rating from 3 to 4 costs 3 Karma. Raising it from 4 to 5 costs another 4.
That distinction matters if you have been playing the Genesis version. The games do not use the same costs.
A newly learned skill begins at 1. Getting one of the ordinary six-level skills from 1 to 6 therefore costs 15 Karma in total: 1 + 2 + 3 + 4 + 5. You do not need to leave enough unspent Karma to buy the entire progression at once. Take the improvements you need, then come back as you earn more. SNES instruction manual: https://t.co/wYkmXfcMlF
The attributes
- Body, maximum 20: a larger health pool; each point represents 10 HP.
- Magic, maximum 20: a larger magic-point pool; each point represents 10 MP.
- Strength, maximum 6: access to equipment with higher Strength requirements.
- Charisma, maximum 6: more room for hired shadowrunners.
Magic is unlocked through the story with H'oochin'ikwa. Do not mistake a bigger MP pool for a more powerful version of every spell: the individual spells have their own levels. Attribute reference: https://t.co/gC7UU1DbHv
Body: give yourself room to survive
Body is an easy recommendation early on. More health gives you more chances to get out of a bad fight, recover from a mistake, or reach somewhere you can rest.
I would still look at what is causing the problem before dumping everything here. If a fight is dragging on because you cannot hurt the enemy, another stretch of health is not going to fix the weapon. If you are getting worn down by ordinary gunfire, armor can be the better purchase. You need your money upgrades and Karma upgrades working together.
Magic: buy the capacity you actually use
Once Jake has magic, this becomes much more interesting. Heal, protective spells, and offensive spells give you other ways to handle a fight, but you need enough MP to use them.
If you keep arriving at the important part of an area with nothing left to cast, raise Magic. If you finish every area with most of the bar intact, the next point may be more useful elsewhere. You can build Jake into a very capable gunfighter who also uses magic. You do not have to choose a permanent character class at the beginning.
Strength: check the next weapon before buying it
Strength is mainly an equipment requirement here. Do not approach it like a universal damage multiplier.
A useful early target is 4, which opens up equipment such as the Defiance shotgun and Uzi III. The later assault rifle and assault cannon require 5. Look at the item you want and make sure Jake can use it before spending the money. Raising Strength without an equipment purchase in mind can wait behind something that helps you immediately. Weapon requirements: https://t.co/eFctnvB0wd
Charisma: decide how many people you want with you
Jake starts with enough Charisma for one hired runner. At 4 you can have two, and at 6 you can have three. There is no extra party slot for stopping at 5.
If you like taking a group through the game, those breakpoints matter. If you prefer doing most of it with Jake, do not feel obligated to buy a party size you are not going to use.
Every skill Jake can learn
Firearms
This improves accuracy. It does not replace the damage rating of your weapon, and it is not the upgrade that makes Jake fire faster.
There is a surprisingly important difference between the displayed maximum and the useful target. Firearms can be raised to 16, but The Admiral's technical breakdown finds that 7 already guarantees accuracy even with the least accurate gun. Better weapons reach their accuracy ceiling sooner. That makes blindly buying all 16 levels a poor use of Karma.
My practical recommendation is to improve it early, then stop treating it as the answer to every difficult fight. If shots are connecting but an enemy will not go down, check your weapon rather than assuming you need another expensive Firearms level.
Computer
Computer makes Jake more effective against IC in the Matrix. It starts at 1 and tops out at 6.
This is worth building before the later corporate sections. The Matrix is part of the main game, not an optional profession you can permanently ignore. Invest before you are stuck struggling through a system you need to finish.
There is conflicting wording in old references about whether Computer directly reduces damage. The technical breakdown identifies its direct effect as attack accuracy against IC, so I would not promise damage reduction. Better success still means fewer opportunities for a failed attempt to hurt you.
Leadership
You unlock this by buying Skill Software for 3,000 nuyen from Dr. Maplethorpe. It makes hired runners remain with you for more battles. It does not increase the number you can hire; that is Charisma.
This is useful if you repeatedly pay for help and then lose that help before reaching the part you hired them for. It is much less important if you spend almost all your time alone. Think about the way you play before spending money just to unlock it.
Negotiation
The Arena Owner teaches Negotiation for 1,000 nuyen. Get the Negotiation conversation topic from the businessman in Tenth Street by asking about hiring, then speak to the Arena Owner before finishing all of his fighters.
Its clearest practical benefit is cheaper runner hiring. Hiring prices use brackets: 0–2, 3–4, and 5–6. For that purpose, 5 gets the same discount as 6. Do not buy the final level expecting another hiring discount.
I would not describe this as a universal discount on every item in every shop. Older explanations sometimes oversell it. Its value depends heavily on how often you hire people. Technical skill analysis and hiring breakpoints: https://t.co/ExJaFGIGsW
What about spells and melee skills?
The six spells are Powerball, Heal, Invisibility, Armor, Summon Spirit, and Freeze. They have their own upgrades, separate from the four skills above. A larger Magic attribute gives you more MP to work with; it does not automatically level all six spells.
You may see combat labels on hired runners that Jake does not have. That does not mean you missed a trainer who will give Jake a whole melee build. This is a fixed protagonist with a specific progression system, not the open character creator from another Shadowrun game.
A sensible order without grinding everything to maximum
Early game: Get enough Body to survive, improve Firearms so the starting gun is more dependable, and save money for meaningful equipment upgrades. There is no need to max every visible number before moving on.
When better equipment opens up: Raise Strength to meet the requirement of the gun or armor you actually intend to use. If you want a second runner, buy the Charisma breakpoint rather than spending on an extra level that does not add a slot.
When magic becomes available: Make room for the spells you use. Heal and protective options are worth considering alongside damage. Do not spend the whole pool on an offensive spell and then leave yourself unable to recover.
Before the harder Matrix sections: Bring Computer up. Keep an eye on Body as well, because survival outside a terminal and performance inside one are separate problems.
For a party-heavy playthrough: Learn Leadership and Negotiation, then develop them because you are actually using hired runners. For a mostly solo playthrough, those purchases can wait.
The main thing is to stop asking whether a number can go higher and ask what the next point will do for you. That is where the game gets a lot less frustrating. You can spend less time grinding and more time getting back to the story, which is what made me fall in love with this version in the first place.
Shadowrun on Super Nintendo: Where I Would Spend the Karma
· Games / Shadowrun (SNES)