Super Street Fighter II4Q2020 issue

Super fight­ing fun again

Though I play a lot of fight­ing game series, I keep com­ing back to Street Fight­er. I don’t know if it’s out of habit or because I’m com­fort­able with the series’ sys­tems, but I find myself inti­mate­ly famil­iar with the Cap­com cre­ation. It start­ed with Street Fight­er II for SNES, not the arcade. As the series moved along incre­men­tal­ly, so did I and I dis­cov­ered the upgrade. The home port of Super Street Fight­er II for SNES was one of the best and that acco­lade still stands after near­ly 30 years.

Though Cap­com still hadn’t learned to count to three and Super Street Fight­er II reeks of milk­ing the fran­chise for all it was worth, it’s tech­ni­cal­ly a good port. This is the best ver­sion of the arcade expe­ri­ence before Super Tur­bo, and the SNES, despite its prob­lems with cen­sor­ship, is the best ver­sion you’re going to get. Super is where you’re intro­duced to the four new chal­lengers, who add some inter­est­ing ele­ments. Each of their fight­ing styles are already rep­re­sent­ed in the game with oth­er stal­warts, but they’re fun to play, nevertheless.

The music has hit its peak here, too. It’s the same as the orig­i­nal Street Fight­er II and Hyper Fight­ing, but it’s Street Fight­er at peak Street Fight­er. That also applies to the con­trols. It’s the Street Fight­er that you know and love but cleaned up just a tad.

My main gripe with the game is the fact that it’s not Street Fight­er III, which it would have been if not for the insis­tence of Cap­com not count­ing ahead. Cap­com knew it had a win­ner on its hands but repeat­ed­ly milked the fran­chise until there was noth­ing else to wring from it. Super would absolute­ly have been great if not for the fact that Super Tur­bo came a year lat­er and there had already been two oth­er incre­men­tal iter­a­tions of the game pre­vi­ous­ly. That cheap­ens Super to a degree all around. How­ev­er, giv­en that Super Tur­bo did not come home from the arcades for the SNES, Super gets a boost in nos­tal­gic factor.

What you need to take away from SSFII is the refine­ment of the Street Fight­er II expe­ri­ence, and this is where it shines. Every­thing about Street Fight­er II was at peak con­di­tion and refined to a tee with this iter­a­tion. Yes, this is pre-Tur­bo super moves and spe­cials but in a way that makes it the last true unspoiled Street Fight­er II expe­ri­ence. It was so good that lat­er Street Fight­er games attempt to repli­cate this ver­sion with modes that play like Super with no super moves and most, if not all, of its mechan­ics. That’s how you know it’s a defin­ing moment in a series’ lifes­pan. It’s a super fight­ing game for a super sys­tem that still holds up.

Batman Returns — 4Q2020 issue

Dark Knight’s sec­ond out­ing a rous­ing adventure

As a Bat­man fan, I hold a spe­cial place in my heart for most of the big-screen adap­ta­tions of the Caped Crusader’s fight to clean up Gotham. Bat­man Returns, despite its prob­lems, is at the top of the list in terms of favorite aes­thet­ics in a Bat­man film. That said, I wasn’t sure if I felt the same affec­tion for the game version.

The sto­ry is the same as the film: You, as the Dark Knight, bat­tle the nefar­i­ous Pen­guin and his equal­ly fool­ish part­ner Cat­woman as they join forces to take over Gotham and wreak hav­oc. Because you are tech­ni­cal­ly supe­ri­or (and rich­er) than your foes, you have an arse­nal at your dis­pos­al that helps you take out the crim­i­nal ele­ment that is doing the bid­ding of the med­dle­some bird man and trou­ble­some minx. Real­ly, if you’ve watched the superb film, you shouldn’t be at a loss here as to what you need to do. It fol­lows the plot exact­ly, includ­ing the encoun­ters that Bat­man has with less­er hench­men. Being a game based on a movie prop­er­ty some­times has its perks.

Con­trol­ling the Dark Knight is much like you would expect from watch­ing the movie. Bat­man is easy to guide around, though there are a few spots where the direc­tions and what to do could be a lit­tle more clear­ly point­ed out. How­ev­er, Bat­man is flu­id and moves quick­ly enough that get­ting around Gotham to take on the Pen­guin and Cat­woman isn’t much of a problem.

Returns, fore­most, is stun­ning visu­al­ly. Much like the film, the game’s graph­ics are top-notch and evoke that well-known Tim Bur­ton feel. The graph­ics are so well done that it almost appears that they were tak­en direct­ly from the movie and insert­ed into the game. The col­ors are rich and pop when nec­es­sary in the game’s col­or palette, though it doesn’t stray far from the movie’s mut­ed col­or­ing too much.

Much like the graph­ics, the sound is also spot on and close to the movie’s back­ing tracks. Of course, there are a few appro­pri­a­tions because you’re not get­ting a full orches­tra with com­pos­er Dan­ny Elf­man on the SNES chip, but the music is suf­fi­cient and gets the job done.

Bat­man Returns is a decent adven­ture set to the tune of the pop­u­lar sequel on the sil­ver screen. It’s a paint-by-the-num­bers sequel with gor­geous, rich visu­als that some­how man­age to do the movie ver­sion jus­tice in the 16-bit era. It’s com­fort­able and easy going, so you’re not miss­ing any­thing if you’re look­ing for the best fol­low up that fea­tures Bat­man. The Bat, the Cat and the Pen­guin have a good adap­ta­tion on their hands with this 16-bit recre­ation of Gotham.

Dance Dance Revolution Extreme 2 — 4Q2020 issue

DDR Extreme bet­ter sec­ond time around

I’m a DanceDanceRev­o­lu­tion fan from way back when, in that time and space before the U.S. real­ly dis­cov­ered the series and when we dealt with hasti­ly put-togeth­er mix­es that didn’t real­ly cap­ture the feel of DDR. Ah, those were the heady days of 2002. Alas, DDR final­ly blew up in the U.S., and we final­ly start­ed receiv­ing mix­es much like Japan. The prob­lem was, we were get­ting them years after the fact, and when we did get them, they were most­ly lack­ing — bro­ken, incom­plete mess­es that you were bet­ter off pre­tend­ing didn’t exist. That, my friends, is where we join our sto­ry already in progress with Dance Dance Rev­o­lu­tion Extreme 2.

Nev­er mind that there is no DDR Extreme 2 in Japan. We’re going to set that aside for a minute to focus on the fact of why it exists in the U.S. DDR Extreme 2 is borne of the fail­ure of Kon­a­mi to do right by its fans out­side of Japan. We received DDR Extreme in 2004, a full two years after the orig­i­nal was released in arcades and for PlaySta­tion 2 in Japan. That game is absolute garbage: It’s noth­ing like what Japan received, which is a game that’s much clos­er to the arcade ver­sion of Extreme. We received a bro­ken and changed-for-the-worse song inter­face, miss­ing and weird songlist and grad­ing mechan­ics that were excised as of DDR 5th Mix. Now that you’re all caught up, you should see the rea­son why we need­ed a do-over game of sorts. That’s where Extreme 2 comes in.

Extreme 2 is a decent addi­tion to the U.S. con­sole DDR library of games. It fea­tures the song wheel inter­face and restores the 5th Mix grad­ing mechan­ics. The song list is great, too, final­ly fea­tur­ing at least some of the songs found in the Japan­ese ver­sion such as Car­toon Heroes (Speedy Mix), Irre­sistible­ment, Speed Over Beethoven and Para­noia Survivor/Survivor Max, which were all new to Japan­ese Extreme when it was released. It close­ly mir­rors the home release of Japan­ese Extreme, which meant Kon­a­mi was final­ly tak­ing the U.S. mar­ket seriously.

Because it’s so close to the Japan­ese ver­sion of Extreme (editor’s note: We reviewed this title in the 2Q2013 issue), we’re going to skip the focus on how it plays oth­er than to tell you that the tim­ing win­dows remain loose as they always are in the U.S. ver­sions, if you care about that sort of thing. From expe­ri­ence, it’s much eas­i­er for me to get an A grade on Para­noia Sur­vivor in the Amer­i­can ver­sion than in the Japan­ese ver­sion. The Amer­i­can ver­sions always have had more loose tim­ing win­dows, and it makes play­ing a lot eas­i­er. The options are pret­ty much the same, though you will have to spend time unlock­ing songs because, as with pre­vi­ous U.S. releas­es, it’s miss­ing the Sys­tem Data Sup­port fea­ture found in the Japan­ese ver­sions. That fea­ture unlocks a pre­vi­ous game’s data using the cur­rent game. While this would have been help­ful in Extreme 2, it’s not so bad to have to play through the Event mode or Dance Mas­ter mode, though you will be tired of cer­tain songs after the fifth time through.

And Dance Mas­ter mode is where you may spend a decent amount of time try­ing to unlock cer­tain things. Dance Mas­ter is not a ter­ri­ble mode but some of the con­di­tions are not easy and require an inti­mate knowl­edge of DDR. If you’ve bought this ver­sion, chances are you are expe­ri­enced enough with DDR for this not to be a prob­lem, but for the unex­pe­ri­enced this might be a tedious exer­cise in, well, exercise.

And, because many of the servers are now down, we can’t real­ly com­ment on the online modes. While active they were inter­est­ing and fun to play against oth­ers using the ear­ly pre­cur­sor to PlaySta­tion Net­work, but alas, 15 years lat­er there are no servers for Extreme 2, so that’s a loss. You aren’t real­ly miss­ing any­thing there because there is always the lat­est ver­sion of DDR and Step­ma­nia, which are imme­di­ate­ly supe­ri­or to a 15-year-old game.

DDR Extreme 2, an anom­aly itself, is an OK addi­tion to the U.S. library. Though I fault Kon­a­mi and its U.S. branch heav­i­ly for screw­ing up DDR Extreme enough to have to do a sec­ond go-round, the well-round­ed redone songlist kind of makes up for the extreme­ly bor­ing mess that pre­ced­ed Extreme 2.

Mario Kart Tour — 4Q2020 issue

Mobile Mario Kart still stuck at start­ing line

Grow­ing up as a gamer, there was always a series I could count on to pro­vide a lot of enjoy­ment: Mario Kart. High qual­i­ty, fun rac­ing ensued as did a famil­iar­i­ty with the sys­tem that made up rac­ing in the Mush­room King­dom. But as time has marched on, there are dark clouds over the king­dom and it’s not nec­es­sar­i­ly Bowser’s fault for the fool­ish­ness for once; it’s Nintendo’s greed.

Mario Kart in mobile form has always been a safe bet for the Nin­ten­do rac­ing fan. Being able to race with your favorite Mario char­ac­ters and take it on the go? Where do I sign up? But Mario Kart Tour, the lat­est mobile prop­er­ty for the gam­ing giant, is not a fun tour … er, trip. It’s Mario Kart for the SNES dumb­ed and watered down with gatcha ele­ments tacked on for good measure.

Mario Kart Tour takes the usu­al Mario Kart for­mu­la and adds things like gatcha pulls to unlock spe­cial char­ac­ters, karts and glid­ers, usu­al­ly in the high-end cat­e­go­ry, as well as lev­el up your estab­lished ros­ter. The gatcha pulls are obnox­ious because it’s depen­dent on luck of the draw using real mon­ey to fund the pulls. The real mon­ey — that you’re pulling out of your wal­let — is spent in the form of rubies, which allow you to pull from pipes pos­si­bly con­tain­ing the high-end items in batch­es of one pull for five rubies or 10 pulls for 45 rubies. Though the rubies are mod­er­ate­ly priced, it’s the fact that you must buy the rubies or com­plete some­times ridicu­lous chal­lenges to get rubies that makes it beyond the pale.

And, just as infu­ri­at­ing­ly, there’s the character/kart/glider sys­tem that’s tied to the stages cho­sen for each tour. Each lev­el has three or four spe­cif­ic char­ac­ters that are favored on this track. Usu­al­ly, the char­ac­ters that are favored are the fla­vor of the tour; that is, a char­ac­ter or vari­a­tion cre­at­ed espe­cial­ly for the spe­cif­ic tour. As always, they are high-end and exceed­ing­ly hard to acquire. Because this is tied into the pipe pulls, it’s also a cash grab designed to pull in the most ded­i­cat­ed who have the most mon­ey and time to spend fid­dling around with a mobile game. These “whales,” as they are called in online cir­cles, keep this cash grab going and endorse this con­tin­ued behav­ior from Nin­ten­do, which, in all hon­esty, is atrocious.

In addi­tion to the tool-like sin­gle-play­er mode, there is the mul­ti­play­er mode from hell. I wish I could some­how con­vey the trash-like qual­i­ties of mul­ti­play­er in words, but I’m at a loss with­out get­ting an FCC fine for pro­fan­i­ty. The mul­ti­play­er plays like garbage and ignores any sort of mechan­ics that Tour attempts to cre­ate in the sin­gle-play­er cam­paign. It is utter chaos in every match and those lucky enough to do well have to be doing that with sheer luck. It can’t be from actu­al skill and good mechan­ics, because Tour is miss­ing the mark in both areas.

The mechan­ics, lack­ing in skill and refine­ment, are a seri­ous prob­lem. Now, I’m cog­nizant of the fact that this is a mobile game, so we’re not talk­ing pre­ci­sion like a main entry would have. How­ev­er, this is rough even for a mobile game. Often, drift­ing is dif­fi­cult and ultra mini-tur­bos are next to impos­si­ble. Giv­en that I’ve mas­tered the drift­ing fea­ture in Mario Kart with every entry start­ing from the Nin­ten­do 64 days, I shouldn’t have this much trou­ble main­tain­ing a drift. The com­bo sys­tem, while inter­est­ing and a great fea­ture, is not refined as well as it should be. There should be a meter that shows me the length of time between com­bo actions and how much time I have left if you’re going to tell me that I have a time lim­it on those actions. Some­times, com­bos drop inex­plic­a­bly, ruin­ing a run at a chal­lenge that requires a cer­tain number.

Equal­ly prob­lem­at­ic are the weapons sys­tem and the AI lev­el. I tend to race com­fort­ably on 100cc, but I will race on 150cc and 200cc (with a pur­chased Gold Pass) if I’m work­ing on improv­ing scores in the bi-week­ly ranked cups. In the months since I’ve begun play­ing, I’ve noticed the aggres­sion of the com­put­er-con­trolled karts steadi­ly creep­ing up, which is a prob­lem. It’s most­ly notice­able on the week­ly favored track, which quick­ly gets infu­ri­at­ing when you’re try­ing to main­tain a rank­ing and the com­put­er is hell bent on keep­ing you from achiev­ing this goal. The weapons sys­tem plays a large part in this because it’s near­ly impos­si­ble some­times to receive your character’s spe­cif­ic weapon or a fren­zy or even a use­ful fren­zy despite your char­ac­ter more than like­ly being a high level.

Also low­er­ing Tour’s fun fac­tor is the char­ac­ter sys­tem. As in oth­er games in the series, there are a vari­ety of char­ac­ters from the Mush­room King­dom and Nin­ten­do in gen­er­al that can be and have been added to the ros­ter. The sheer vari­ety is great but the need to unlock and pay for these vari­eties is the prob­lem. It’s greedy as hell that you have to buy rubies to pos­si­bly unlock a char­ac­ter to do well in the fea­tured tour track or mag­i­cal­ly come up with the ways to earn them, which are far and few in between. Basi­cal­ly, Nin­ten­do wants you to spend mon­ey and they’re not afraid to pimp out Mario Kart to achieve this goal, so they’ll nick­el and dime you constantly.

And I hope you love a lot of the tracks already pulled into Tour because track vari­ety is lack­ing. There are a lot of not-fun tracks that seem to be repeat­ed quite often. That decreas­es the enjoy­ment of rac­ing because you know you aren’t going to want to mess around with a cup that has an obnox­ious track (I’m glar­ing at you, 3DS Rain­bow Road).

Visu­al­ly, Tour is fine. It looks like Mario Kart and has all the ele­ments of the rac­ing god we’ve come to know and love. As a mat­ter of fact, the game looks like a bet­ter ver­sion of the Wii U’s Mario Kart 8, just below Mario Kart 8 Deluxe for the Switch. Those oft-repeat­ed tracks are gor­geous recre­ations of old faith­ful favorites from the SNES, Nin­ten­do 64 and Game Boy Advance titles with a few new cities of the world tracks thrown in the mix. In the begin­ning there were a lot of dif­fer­ent city tracks, but because of the pan­dem­ic, work on the tour has been kept to already estab­lished tracks from the series that can quick­ly be con­vert­ed for use in Tour.

Musi­cal­ly, Mario Kart is known as hav­ing a banger sound­track for every game. Tour doesn’t slouch in that depart­ment with the new tracks, but it does mess up with some of the old­er tracks. I’m not quite sure how a game can get one part of the sound­track right but mess up the oth­er parts, but Tour some­how man­ages to do it. Any of the new tracks that were cre­at­ed for Tour are excel­lent. The menu themes are excel­lent, as well, with new tunes mixed in with remixed favorites from pre­vi­ous games. But then you get to an old­er track, let’s say Koopa Troopa Beach from the SNES. It does not sound the same as the orig­i­nal ver­sion at all. The pitch sounds off by a few notes, as if some­one recre­at­ed it for Tour and kind of, sort of remem­bered the way the orig­i­nal sound­ed. Rain­bow Road from the SNES has the same prob­lem. It sort of resem­bles the orig­i­nal tunes but also … not real­ly. I’m not quite sure what I’m going to get from tour to tour, so I don’t nec­es­sar­i­ly get my hopes up in terms of music qual­i­ty when I see an old­er track announced.

All my prob­lems with Mario Kart Tour are fix­able, but that’s up to Nin­ten­do to work on and decide if it’s worth it this far in. With increas­ing fre­quen­cy, how­ev­er, I find myself say­ing this might be the part of the Tour that’s my last stop.

Naruto Clash of Ninja 2 — 3Q2020 issue

Retro Naru­to revis­its Chunin Exams arc

When it comes to the Naru­to video game fran­chise, com­pli­cat­ed con­cepts have nev­er been part of the equa­tion. There’s noth­ing remote­ly hard about any of the games under the ban­ner and almost all are known for their pick up and play abil­i­ty. So, it stands to rea­son that the Naru­to: Clash of Nin­ja series is easy to start and get into it, and that rea­son­ing is cor­rect. Clash of Nin­ja 2 con­tin­ues the acces­si­bil­i­ty that the series is known for.

Naru­to is a great long-run­ning starter series if you’re just get­ting into ani­me. The basic premise of the ani­me is the basis of Clash of Nin­ja as well: A strong-willed boy from a world of nin­jas strives to be the best he can be and one day become the leader of his vil­lage. Because of a dev­as­tat­ing attack on his vil­lage the night he was born, Naru­to is orphaned and ostra­cized by his fel­low vil­lagers while host­ing a crea­ture known as the Nine-tailed Fox. He grad­u­ates from his village’s acad­e­my and is placed on a team fea­tur­ing his crush Saku­ra and his rival Sasuke while learn­ing team­work and the ways of nin­jut­su. Clash of Nin­ja 2 fol­lows the first half of the series, with Naru­to work­ing with his team­mates through the Chunin (first lev­el) exams that the nin­ja acad­e­my grad­u­ates face.

Clash of Nin­ja 2 does an admirable telling the begin­ning part of the sto­ry of Naru­to, sto­ry-wise. Because the begin­ning of Naru­to is sim­ple to under­stand and fol­low, the punch of char­ac­ters and addi­tions aren’t over­whelm­ing, and it’s easy to keep up with the action and char­ac­ter moti­va­tion. Every­one is rec­og­niz­able from the ani­me and it’s easy enough to actu­al­ly fol­low the sto­ry and learn more about the ani­me with­out the filler that the series is known for.

Graph­i­cal­ly, Clash of Nin­ja looks just like the ani­me, which is a bonus in its favor. The game is gor­geous and bright, and it accom­plish­es the goal of mak­ing you feel like you’re play­ing the ani­me instead of a game. Like­wise, the music and voice act­ing are great and feel and sound like they were pulled direct­ly from the anime’s soundtrack.

Mov­ing around with­in Clash of Nin­ja 2 is a sol­id expe­ri­ence. It’s easy to pull off moves and com­bos, and coun­ters are easy to under­stand and get the hang of with a lit­tle prac­tice. My only prob­lem is that every­one seems to play the same way, so there’s not much vari­ety in the movesets. The char­ac­ter you choose is mere­ly cos­met­ic with the movesets and mechan­ics not chang­ing from char­ac­ter to char­ac­ter. Oth­er than that, the abil­i­ty to jump right in and get to work is a wel­come and refresh­ing change of pace in a cat­e­go­ry of gam­ing known for its some­times-chal­leng­ing mechanics.

Even though there have been more games released in the Clash of Nin­ja series and oth­er Naru­to fight­ing games added to its lengthy reper­toire, Clash of Nin­ja 2 is just where you need to start if you’re want­i­ng to get into fight­ing games and have a love for ani­me or Naru­to. With a wealth of modes, great visu­als and facil­i­tat­ed abil­i­ty to ease into game­play, this is one well-regard­ed ninja.

Dengeki Bunko Fighting Climax — 3Q2020 issue

Ani­me fight­er cre­ates clash of titans

If you’re a fight­ing game enthu­si­ast like myself, you’re hap­py to see the com­mu­ni­ty enjoy­ing main­stream suc­cess now in the esports land­scape. For many years, it was rel­e­gat­ed to a fringe activ­i­ty, some­thing only nerds with noth­ing else bet­ter to do and a lack of hygiene were known for enter­tain­ing. Now, it’s all over the place and there’s mon­ey to be earned. But this is now a pro­fes­sion­al-grade enter­prise and ani­me games are tak­ing cen­ter stage. One of the best? Denge­ki Bunko: Fight­ing Climax.

The game series that I lov­ing­ly refer to as that “all-star ani­me fight­ing game” is a blast to play. You choose from 19 playable and 30 assist char­ac­ters from var­i­ous ani­me series who team up in duos to fight each oth­er. Even if you’re mild­ly into ani­me, there are some well-known stars of the medi­um and some obscure names that will make you do a lit­tle research. For instance, your favorite edi­tor is an ani­me junkie and has seen or heard of most of the series with some stand­out selec­tions that she’s per­son­al­ly watched: Oreimo, Boo­giepop Phan­tom, The Dev­il is a Part-Timer and Torado­ra. There are oth­ers like Sword Art Online that are main­stream enough to draw in even the newest ani­me watcher. 

So, how does it play? Much like you’d expect an ani­me game to play: Super floaty physics and off-the-wall attacks that feel like they do a ton of dam­age but prob­a­bly don’t in terms of fight­ing games. The game feels good once you start play­ing, and like most games of the genre, there are lev­els to the play sys­tem. You can come in on the ground floor of fight­ing game knowl­edge and be able to play and then there’s com­pet­i­tive fight­ing game-lev­el of play that requires inti­mate knowl­edge of the game’s sys­tems. That range serves the game well as a draw for mul­ti­ple groups and it’s a tes­ta­ment to Sega’s devel­op­ment prowess.

The voice act­ing, a major part of a project like this, must be top notch and it is. Because Sega gar­nered most of the ani­ma­tions’ voice actors, there’s a high lev­el of con­sis­ten­cy and gloss over the game’s audio. The back­grounds are also faith­ful to the dif­fer­ent ani­me series, so expect to be wowed with the pro­duc­tion values.

Over­all, if you’re into ani­me enough to go to con­ven­tions reg­u­lar­ly or just hav­ing a pass­ing inter­est, Denge­ki Bunko: Fight­ing Cli­max is a good buy. Yes, it’s got that “super ani­me” feel to it, but there’s a sol­id engine and mechan­ics wrapped up in an extreme­ly gor­geous pack­age that deserves to be played here. This fan­cy fan-ser­vice fight­er is enough to make an otaku like myself sit up and take notice.

Retro Replay — Vampire Darkstalkers Collection — 3Q2020 issue

A bit­ing good collection

Col­lec­tions come a dime a dozen these days. Every­one wants to have a pack­age of their best fight­ing games and then upsell them for the next cou­ple of gen­er­a­tions since the cur­rent con­sole might not have back­ward com­pat­i­bil­i­ty. Cap­com is no stranger to this, hav­ing released sev­er­al Street Fight­er col­lec­tions over the years. The final game series to get this treat­ment was Dark­stalk­ers aka Vam­pire in Japan with the Vam­pire Collection.
For those who are unini­ti­at­ed, Cap­com does make fight­ing games beyond Street Fight­er: Vam­pire doesn’t get as much due and press as Street Fight­er but is just as good. But let’s get into the meat and pota­toes of why you’re here: Is the col­lec­tion any good? I can resound­ing­ly answer yes. It’s every­thing you’d want of the Vam­pire series, includ­ing games that nev­er made it to the U.S.

Mak­ing up the col­lec­tion are Vampire/Darkstalkers, Vam­pire Hunter/Darkstalkers 2, Vam­pire Savior/Darkstalkers 3, Vam­pire Hunter 2, Vam­pire Sav­ior 2 and what Cap­com calls a hyper ver­sion of Sav­ior 2, which pits all ver­sions of the char­ac­ters against each oth­er. In those five games is a deep fight­ing game engine with great mechan­ics and an inter­est­ing sto­ry­line that invokes mon­sters of mythology.

The game­play style didn’t change too much between games but it’s unique and has char­ac­ter enough to encour­age even the most hard­ened street fight­er to come back and learn more. There are advanced tech­niques such as Dark Force and chains to learn as well as movesets that require some con­troller gym­nas­tics to mas­ter. The char­ac­ter design in each of the collection’s games is a bit wonky from the age of Capcom’s over­styl­ized car­toon­ish era of hand-drawn sprites but it doesn’t look terrible. 

The best thing about the series — oth­er than the game­play — is the sound­track. Hunter 2 and Sav­ior 2 nev­er made it to the U.S., and Dark­stalk­ers in gen­er­al didn’t do as well as Cap­com would have liked. And that’s why this col­lec­tion is a must-buy item. You won’t see this in Amer­i­ca, and it should be. The games are pre­sent­ed in their orig­i­nal form with all ver­sions avail­able. This pack­age is worth find­ing and importing.

In the Groove — 2Q2019 issue

Groovy com­pe­ti­tion in rhythm game market

Just when Kon­a­mi thought it had the mar­ket cor­nered on rhythm games along came In the Groove. The series took the for­mu­la of timed arrows, music and dance charts and finessed it into bet­ter charts and sen­si­ble rat­ings; or, you know, things Kon­a­mi lacked after eight games. In the Groove didn’t nec­es­sar­i­ly per­fect the mar­ket prod­uct but it intro­duced com­pe­ti­tion in a nice pack­age that still holds up today.

ITG has the same for­mu­la as Dance Dance Rev­o­lu­tion: Arrows are timed to a song to rise (or drop, depend­ing on the song mod­i­fi­ca­tion used) to meet hold­ers. You’re judged on the tim­ing of your steps and either pass the song or fail based on the cumu­la­tive score and effect of your tim­ing. Let’s not get it twist­ed, though: DDR and ITG are the same thing. Giv­en that ITG cribs a lot of its ele­ments from the orig­i­na­tor of the rhythm dance game genre, you aren’t like­ly to see any­thing new or mind-blow­ing when it comes to ITG.

Where ITG shines par­tic­u­lar­ly, how­ev­er, is the inter­face and the song choic­es. There’s a lot to like in those dif­fer­ences. The song wheel inter­face — which presents songs for play — is crisp as are the song titles. The graph­ics appear to mim­ic the best parts of the DDR inter­face, which is help­ful since DDR made an ill-advised change to its look short­ly after. It’s also the intri­cate details such as being able to see a song’s BPM while choos­ing song mods.

In the Groove’s musi­cal selec­tion is no slouch, either. Many songs sound like some­thing in DDR’s cat­a­log; for exam­ple, there’s a series of remix­es that imme­di­ate­ly calls to mind the Para­noia sig­na­ture series of DDR. There’s a lot to like with a vari­ety of gen­res represented.

ITG shines also in its acces­si­bil­i­ty: If you can play DDR, you’ll be able to pick up ITG. It’s not hard to under­stand since it’s using the same engine as DDR. How­ev­er, the main playa­bil­i­ty draw comes in its song charts. ITG’s song charts make sense and are intu­itive and aren’t hap­haz­ard­ly done or pun­ish­ing. The dif­fi­cul­ty sys­tem also makes sense — intro­duc­ing charts with a high­er dif­fi­cul­ty than the stan­dard 10 lev­el sys­tem that DDR used at the time — which is a must have in a danc­ing game.

While ITG is a wel­come change of pace from DDR, there are some nit­picks that both­er me about the series in gen­er­al. First, some of the song mods avail­able aren’t the most help­ful. I’m not keen on sil­ly mods like mines being a default in songs. Thank­ful­ly, there’s an option to turn off the mod, but it shouldn’t be a default part of songs at any dif­fi­cul­ty. And, like­wise, the use of three and four arrows simul­ta­ne­ous­ly — which requires a hand to hit at all arrows at once — is obnox­ious. If a song requires it, I usu­al­ly steer clear of it. That’s not good for the song list and replay val­ue if I’m skip­ping tracks, and it’s damp­ens my enthu­si­asm for an oth­er­wise great soundtrack.

ITG gets its point across with inter­est­ing game­play addi­tions, a good sound­track and crisp inter­face. With a few more iter­a­tions of the series after its intro­duc­tion, ITG is great as an alter­na­tive on the rhythm game dance floor.

Wrath of the Black Manta — 2Q2019 issue

Nin­ja copy fails Black Manta

Peo­ple were appar­ent­ly wild about nin­jas in the ’80s. Real­ly wild. I’m guess­ing this because it seems to be a mil­lion and one games about nin­jas that were made in the 1980s. These were all made with var­i­ous degrees of suc­cess in get­ting the point across about the nin­ja expe­ri­ence. Out of the coterie there were two that stood out: Nin­ja Gaiden, a time­less clas­sic in the way of the nin­ja arts; and, Wrath of the Black Man­ta. Note that we did not use any sort of kind trib­ute for the lat­ter. There is myr­i­ad rea­sons for this distinction.

Wrath of the Black Man­ta is your stan­dard adven­ture game cen­tered on find­ing miss­ing chil­dren in New York City, the appar­ent bas­tion of all evil and where the most heinous crimes take place in the video game world. A drug fiend named El Toro is hell­bent on turn­ing these chil­dren into addicts and it’s up to you and your nin­ja skills to make Toro get down or lay down with the War on Drugs.™

The premise is run of the mill, the con­trols con­fus­ing and clunky and the action extreme­ly repet­i­tive. The back­grounds do change from lev­el to lev­el and there is a lot of ground to cov­er. But, all you’re going to do is walk around search­ing ware­hous­es for chil­dren and gang­ing up on infor­mants from the car­tel to get infor­ma­tion. What should be an absolute clean sweep is a clus­ter because get­ting that infor­ma­tion with­out being killed from ridicu­lous hits is a nightmare.

The fact that most of the action is ripped off from the infi­nite­ly bet­ter and more inter­est­ing Nin­ja Gaiden doesn’t help here because you’re going to die a lot from ter­ri­ble jump­ing and those afore­men­tioned hits from ene­mies. The sound­track also does Man­ta no favors as it’s just bare­ly ser­vice­able. Even the art is ripped off from some­where else: Word on those mean streets of NYC is that some of the art was tak­en straight from the book “How to Draw Comics the Mar­vel Way” when the Japan­ese ver­sion was port­ed to the U.S. I’m guess­ing they thought no one would notice, but it goes over with the sub­tle­ty of a ton of bricks. Speak­ing of a lack of sub­tle­ty, the obvi­ous “stay away from drugs, kids, if you want to live” mes­sage and the hit-you-over-the-head irony of char­ac­ters named Tiny (a in no way sur­pris­ing­ly large boss char­ac­ter who tries to stomp you to death in the first lev­el) means you’re in for a long ride with this whether you want to or not.

The key to this bat­tle is, if you want to play a nin­ja adven­ture just play the released at the same time Nin­ja Gaiden. Gaiden is far supe­ri­or in every way and has more appeal in terms of sto­ry. Wrath of the Black Man­ta is the poor man’s Nin­ja Gaiden and is in no way stealthy enough in its sub­tle­ty to earn any sort of title of nin­ja anything.

Cool Spot — 2Q2019 issue

A refresh­ing platformer

Every so often there will be a licensed game that’s actu­al­ly worth some­thing. It will have a great sound­track and decent con­trols and not be so obnox­ious­ly unplayable that legions of old­er gamers remem­ber it with a cer­tain hatred that burns deep with­in their soul to be passed down through gen­er­a­tions to come. Cool Spot, licensed from Pep­si part­ner 7UP, is the excep­tion to the norm. If you’re expect­ing a half-baked idea of plat­form­ing sole­ly because it’s a mas­cot, think again. This romp to release sen­tient lit­tle red dots is actu­al­ly not half bad and has genre-redeem­ing qualities.

Cool Spot starts off innocu­ous enough. Spot must res­cue its friends, who are trapped through­out 11 lev­els in cages. Why its friends are trapped, we’ll nev­er know but it’s up to Spot to res­cue them and lec­ture you about not drink­ing dark sodas. Spot’s tra­ver­sal through these 11 lev­els is noth­ing short of amaz­ing despite the ram­pant prod­uct place­ment. It’s sur­pris­ing­ly good, with sol­id con­trols that don’t make con­trol­ling Spot a chore, and com­pe­tent sim­ple mechan­ics that don’t get in the way: It’s most­ly jump­ing and shoot­ing mag­i­cal sparks at ene­mies and barred gates. The life sys­tem — hilar­i­ous­ly denot­ed by an ever-peel­ing and dete­ri­o­rat­ing pic­ture of Spot — is more than gen­er­ous and there are helper pow­er ups galore to get through lev­els. The lev­els them­selves have a lot of depth and are timed just right with enough time to explore or get the bare min­i­mum expe­ri­ence in the search for Spot’s miss­ing friend.

While Spot might be on a prod­uct place­ment-filled jour­ney, it’s a lush­ly drawn trip. Cool Spot is no slouch when it comes to the audio-visu­al depart­ment. The back­grounds are drawn with Spot mov­ing through an obvi­ous­ly human world at about 25 per­cent of the size of every­thing else. It isn’t big at all but the world sur­round­ing it is and it shows in the sheer scale, though my only gripe with the game comes here: The back­grounds, while beau­ti­ful, are recy­cled except for a few stages. At least the first three stages are repeat­ed and reused, just with new stage names and some recol­or­ing in spots.

While you’re soak­ing up the beau­ty of it all, how­ev­er, the sound­track is rock­ing in the back­ground. Cool Spot is one of the best sound­tracks for the Super Nin­ten­do and should be in every gamer’s library. Mag­nif­i­cent pro­duc­tion val­ues, crisp audio and nice, deep bass lines make for some inter­est­ing tracks that don’t sound like stan­dard 16-bit audio. Tom­my Tal­lari­co, pre-Video Games Live fame, put obvi­ous love and care into the audio and it shows. It’s one of the best sound­tracks for its time.

Cool Spot has a lot to offer in the way of good ’90s plat­form­ing. If you can work around the prod­uct place­ment and shilling for the 7Up brand, you’ll find an uncom­pli­cat­ed hop-and-bop with depth and a bang­ing sound­track that’s sur­pris­ing­ly refreshing.