When it comes to shonen manga, anime and games, there are few with as much knowledge and love as the Shonen Otaku. Join me as we look at all different varieties of action-packed media.
In the realm of gaming, 1991 was very significant for SNK,
Capcom and Nintendo.Nintendo released
the Super Nintendo, their super powerful 16 bit system that would become home
to SNK and Capcom’s fighting games, which started kicking off the same year
with each company’s flagships and company mascots making their (actual)
debuts.Nintendo’s war was with Sega and
their Genesis on the home console battlefield though, a separate one from
Capcom and SNK’s arcade battlefield happening around the same time.Judging home ports might be a neat idea for a
future article, but for now I am deciding which company is the King of Arcades
for 1991.Naturally there’s a lot to say
about the two big titles for this year.
Ghost Pilots(SNK): This game is often seen as a rip-off of
Capcom’s 1942 games and if that’s the case I have to ask why SNK would even do
that.Those games have been consistently
unimpressive.Maybe SNK just thought
they could do it better and to their credit, it is better than most of them.The game looks nicer and plays nicer, but not
a whole lot else.You only have the
default gun weapon and some different bomb attacks you get to choose at the
beginning of each stage.Its main
problem is that the premise of being an air force pilot means it isn’t allowed
to get too outlandish like the best shooters have been.The only real difference in the premise is
that you’re fighting the Nazis instead of imperial Japan.The more pervasive problem is that it’s very
long for an arcade game and doesn’t consistently keep things interesting like
Carrier Air Wing did last year.It still
has big explody bosses and is fun enough on its own merits for a while, but
there are better shooters out there.
Military budget well spent.
King of the Monsters(SNK) A wrestling game featuring kaiju fighting in big cityscapes should
evoke a primal joy, but King of the Monsters does everything wrong in the gameplay
department.Right off the bat a big
problem is that the game doesn’t tell you the most important parts of the game,
like how to win, nor are these things obvious based on the genre.You do not win by simply reducing your
opponent’s life to nothing; you have to pin them down for the 3-count after you
do so.If you want to play this game at
even the base level, you need a guide. It’s peculiar that it’s not a game you can pick up and play
because you would think this game is for the casual players.Even if you know exactly how to play, it’s
shallow.The basic attacks are short
ranged and have no strategy to them beyond button mashing and sometimes you can
grab the enemy also by button mashing.It’s a game that’s button mashing and little else.All you have beyond button mashing is a dash
attack that doesn’t work most of the time, a useless jump with no jumping
attacks and a charged special attack.That last one is the only move with real strategy to its use and it’s
unwieldy to use anyway thanks to the delay and that anyone with eyes can get
out of the way of it. Single player mode is just fighting the limited array of
monsters more than once across the same few maps and they eventually start
cheating, making an already brainless experience even worse.King of the Monsters is a major stain on SNK
this year. Street Fighter 2(CAP)
The first
Street Fighter game to not make you want to pull
your hair out and the big revolution in arcade gaming.Street Fighter 2 is what made fighting games
what they are, really.8 playable
characters with their own ways to play is mind-blowing in an era when having 3
ships to choose from in your shoot-em-ups was still uncommon. With 6 buttons, every character has many different punches
and kicks to throw with differing properties alongside special attacks that
really make the character stand out.With the exceptions of Ryu and Ken, every character only has 2 special
attacks, which might not seem like much, but in practice certain character’s
basic attacks have properties that are like super attacks all their own, like
Chun-Li’s head stomp and Dhalsim’s stretchy limbs.The soundtrack also has some evocative tracks
that get your hyped up for the fight and a good smack on your opponent has a
loud and gratifying sound effect to let you know just how clean of a hit you
got in.It also makes them frequently
puke, which is even better.
Never eat before a match.
It’s no wonder this game was such a hit.I just wish Street Fighter 2 built around
that fighting was a little better.Apparently
this game originally didn’t even have a proper story set up.To my knowledge, the only introduction to the
plot and characters was in a Japanese gaming magazine and was not provided to
English speakers.I could only find the
story and character profiles in the Super Nintendo version’s manual that came
out much later.With that you get a
better idea of who everyone is and why they are entering this martial arts
tournament.After beating everyone else
the winner of the World Warriors tournament gets to fight the 4 grandmasters,
all of whom are left a mystery until you actually reach them, making for a fun
change from the usual fighters other players can use once you actually reach
them.I wish character establishment
didn’t end at the manual and endings.
Up to this point, story in arcade games has been pretty
minimal, but even games like Carrier Air Wing and Mega Twins have had some
dialogue and character expression in them.Street Fighter 2’s story should lend itself to an epic one, but instead
all we get are characters fighting each other, bragging when they win with the
same badly translated line every time and then you fight the big crime lord in
charge, who comes in with little fanfare, but at least is an intense final
boss.Some of the endings each character
gets can be a satisfying close to the experience, but I would have liked more
character in a game focused around the characters.I can’t deny how fun the gameplay is though,
so it’s easier to overlook.
Blue’s Journey(SNK): If it weren’t for the continue feature
and one hit deaths indicative of an arcade game (which can be made into 2 hit
deaths), Blue’s Journey feels more like a console game than one made for arcades
and it’s pretty good.The central
mechanic of throwing enemies is simple and the option to shrink the character
allows for a slightly different approach to some obstacles.The game does a good job of making the planet
of Raguy come alive, with cutscenes, characters to talk to and a shop, all with
dialogue in need of proofreading.
The items all have a different function, including story ones.
It actually reminds me of a Kirby game, with its bouncy
music, colorful themed worlds and fighting bosses by using enemies as
projectiles like before Kirby got his copy abilities.Kirby’s debut game even came out the next
year after this game and knowing Masahiro Sakurai has experience with the
Neogeo, I have to wonder if he took inspiration from Blue’s Journey.If he did he chose the right game because
it’s a fun ride, especially for 1991.I
recommend playing Blue’s Journey at least once, but with different paths to the
end and multiple endings, there’s replay value beyond that single playthrough. Three Wonders(CAP): I guess Capcom looked at how neato it
was that the Neogeo could hold a bunch of different games at once and wanted to
give it a shot themselves.On a single
arcade board with much less power.It’s
either that or they made the first game, Midnight Wanderers, and then saw they
had some space left and slapped on a couple more. Of the three games, Midnight Wanderers is easily the best
and most complete.Capcom brought their
experience from Mega Man and Strider to make a solid action platformer with the
arsenal of a shoot-em-up and a barebones plot told with short cutscenes
peppered throughout.The pacing and
speed at which you can clear the stages
almost makes the game feel like it goes by too quickly, but that also means it
holds your interest and never overstays its welcome.You can do a lot worse for your action
platforming fix than Midnight Wanderers.
Capcom shows off their artistic style and sprite skills.
The other two games in Three Wonders do not get the same
recommendation.They are the very
definition of generic.Chariots is a
traditional ship-based shoot-em-up that re-uses many of the enemies from
Midnight Wanderers.There are no
cutscenes except the ending, generic bosses, generic level design and, while
there is an interesting mechanic with your machine’s tail unit that can be used
for attack and defense, the gameplay is generic otherwise.It’s not bad, but plenty of shooters by this
point do it better. Don’t Pull is a generic, barebones puzzle game.True to the title, all you do is push blocks
in strategic ways to defeat enemies and/or protect yourself.It’s reminiscent of Pirate Ship Higemaru and
I didn’t like that game either.
In this game you push... That's it.
Overall, Three Wonders is only one third of a good game and
the other two generic thirds weighing Midnight Wanderers down prevents me from
giving very many props to Capcom. King of Dragons(CAP): If anyone played Final Fight and
wished it was more like Dungeons & Dragons, this game answers them, at
least at a base level.It is indeed a
beat-em-up game starring D&D classes fighting legally permissible D&D
monsters in classical fantasy settings straight out of D&D and for that it
does its job well enough, but King of Dragons doesn’t have the same level of
polish as Final Fight did.
So much about it just screams cheapness. Animations are choppy, there are no combos
like the Final Fight trio had, characters don’t feel very distinct from each
other, the music is almost impressively forgettable and stages feel thrown in
with little rhyme or reason. You beat a
boss, the game says you beat the boss and then with one or two exceptions you
just go to the next level, as opposed to Final Fight, where you felt like you
were making progress and bosses got a defeat animation. King of Dragons is fun to play with a friend
if you’re into the aesthetic, but it’s half-baked.
Block Block(CAP): It’s a Breakout clone.Sure there are a few power-ups and 2-player
mode, but at its core it’s just Breakout.It doesn’t even have a distinct visual style or a significant spin on
the formula to set it apart from Breakout.If you like Breakout you’ll like this, but it’s just one in a
practically infinite number of Breakout clones. Captain Commando(CAP): This game is a true follow-up to
Final Fight in spirit if not in canon, although the ninja commando of the game
does use Bushinryu.Captain Commando
takes all the best aspects of Final Fight and adds to it.Instead of 3 characters there are now 4, who
are even more diverse in playstyle, and instead of only 2 players, up to 4
players can play this one.There is now
dashing, throws are easier to do, going from one combo to the next is now also
much easier, there are more enemies onscreen, animations are better and there
are even more of them with details like specific death animations for different
weapons.
To go from the visual fidelity of King of Dragons to this is jarring.
Objectively Captain Commando is far superior to Final Fight
as a beat-em-up, but I can see some people preferring Final Fight simply
because of the aesthetic differences.Regardless of which one you end up favoring, Captain Commando is a
must-play. Crossed Swords(SNK): This is the same situation as The Super
Spy.Everything Crossed Swords has
should be great.Like The Super Spy
there’s a medieval action story going on with dialogue and a combat system all
about blocking and striking at the right moment to defeat enemies.Also like The Super Spy and King of the
Monsters earlier this year, it does everything wrong. The core of the game is reading an enemy’s attack and
whether it hits high or low, blocking it accordingly and then countering
it.There are spells and some special
moves, but those become more and more useless as the game goes on.You would think that means they would make
this central mechanic fun and varied, but it’s anything but. The problems start as soon as the game does.I know gamers are expected to have fast
reflexes, but the time between an enemy positioning themselves to attack and
then doing the attack isn’t even a split second; it’s more like a quarter of a
second, meaning the only way to get anywhere is guessing where to block or
pausing on the home version for an extra half second before you block, which you
can imagine gets tedious, even moreso because in the home version you only get
one continue before having to start a level over.Some enemies just plain won’t telegraph at
all and oftentimes when you get hit you get hit multiple times in an enemy
combo. You can block during these
combos, but you have to once again rely on guesswork because when an enemy
wales on you like that they telegraph for even less than a quarter second.
You can play with another player, but I hope you remember who's who in the heat of the moment.
Maybe it would be easier to read their attacks if they had
more animation frames, but this is a very poorly animated game, even if the
spritework itself looks ok.Enemies
switch from their normal pose to their striking pose with nothing in between
and your character doesn’t swing so much as he does switch between different
sword positions while enemies get hurt.The Neogeo is supposed to be stronger than Capcom’s tech yet Captain
Commando runs circles around this game in every aspect of its presentation.
This enemy has no animation for its flamethrower before it uses it. You have to guess.
It only gets worse from there.These problems become apparent within the
first few minutes of playing.Later,
enemies (of which there is little variety) start blocking practically
everything that isn’t a counterattack and they get to become such damage
sponges that the pace of the game slows to a crawl in a game that for most
players is at least an hour long, another thing to compare to The Super
Spy!Crossed Swords might be worse than
King of the Monsters and this game is another blow to SNK’s chances of winning
this year. Robo Army(SNK)
Ninja Combat fell rather flat in delivering a satisfying
beat-em-up, but Robo Army is where SNK got it right.True to its title, you play as a couple of
robots/cyborgs and beat your way through Neo Detroit against an army of robots
led by a bodyless mad scientist. Gameplay-wise it’s not very different from its beat-em-up peers, but it does do a few things better.There’s a back attack,
powerful limited-use robot weapon special attacks, and more subtly, continuous
combos.What I mean is that in Final
Fight and Knights of the Round you do a combo on an enemy, which knocks them down, which gives you
a chance to take care of other enemies for that moment, but if they were the
only enemy you have to wait for them to get back up.In Robo Army, you
continually punch enemies until they’re dead, so there’s a lot more attack
button mashing, not that I’m complaining about that.
I'd like to see those Metro City guys do this.
The game uses the Neogeo’s power to make the action
satisfying as hell.Enemies always
explode into small metal pieces when they die, leading to a veritable shower of
them when you’re on a roll, and sound effects of clashing metal and shattering
glass accompany the carnage.Enemies and
environments are both varied and nicely detailed, with no part of the game
feeling artificially lengthened or repetitive.Anyone who likes a good beat-em-up should play Robo Army.It’s a winner.
Knights of the Round(CAP): While King of the Dragons was all about sword and sorcery action, this one puts much more emphasis on the sword part. You play as Arthur and his companions Lancelot and Percival as they travel to defeat the evil king Garibaldi and retrieve the holy grail.
There are a few enemies that use magic, but even what little magic is there might actually some form of trickery using gunpowder or something. For 90% of the game you slash through enemies armed with swords, axes and daggers.
Mashing the attack button like any other beat-em-up does the trick and there's the standard 360 attack done at the cost of health, but a new dimension is added with just two extra moves. One is a heavy attack that blows enemies away to give you some space and the other is a parry. Pressing the attack button quickly followed by the opposite direction you are facing puts you in a defensive stance for a moment and if an enemy hits you in that stance, you get a second of invincibility. It's a little unrefined; facing the way you don't want to happens a lot and sometimes enemies don't have a predictable pattern or telegraph, but when you have something down, parrying mid-battle and striking back feels great. It's a simple mechanic that elevates the gameplay by making you feel like your skill with the sword levels up along with your character. Beyond that the game's design is a perfectly fun medieval adventure, if unremarkable. It's definitely better than King of the Dragons.
Fatal Fury(SNK) While Capcom was leaning harder on the competitive side of
fighting games, SNK leaned into the single player side.Unlike Street Fighter 2, Fatal Fury, or at
least home versions, came with a user manual that better set up the story,
establishing the main trio and the villain, though descriptions of everyone
else is the game are brief. Just like in Street Fighter 2, there’s a massive martial
arts tournament going on, but instead of taking place all over the world, the
King of Fighters tournament takes place all over a single city, Southtown.You might think that means it’s less
exciting, but having it all take place in this one city with all the different
locations goes a long way in building it as a fully realized place rather
than a random series of stages in different parts of the world unconnected from
each other. Fatal Fury also has actual cutscenes
showing the villain and a proper introduction to the fight with him.They’re all still images with badly
translated text, but it’s more than Street Fighter 2.
Since the single player experience was the emphasis, there
are only 3 playable characters, but rather than make the game seem like there’s
less content, Fatal Fury actually has just as many characters in the enemies
you fight and since they aren’t made to be playable, they aren’t restricted to
the player’s rules, allowing for fun gimmicks like Richard Meyer hanging on the
rafters or defending champion Billy Kane getting a new quarterstaff when he
loses one after being thrown.It’s like
a series of boss encounters in which each one has some kind of quirk you can
find to exploit as you observe their behavior.Since there’s only one punch and kick button, landing a hit really feels
like a hard one, almost like every hit is a fierce hit in Street Fighter
2.Using them with your grabs and each
character’s special moves is the key to victory and it’s gratifying when you
catch on to the enemy’s quirks in conjunction with your moves to the point that
you can get a perfect on them.
Zaneiken is really good in this game and using it right is the key to victory with Andy.
It helps that every single music track in Fatal Fury is an
absolute banger.Street Fighter 2 had a
few great tracks, but Fatal Fury only has a few not-great tracks. Comparing the two big launching points for both company’s
fighting games isn’t a one to one comparison because they’re such different
beasts.Fatal Fury doesn’t even turn
into a competitive fighting game until after it’s done being a cooperative
battle game.I know that even Fatal
Fury’s creator said Street Fighter 2 is the better game, but I put them at a
tie.Both are just too good in their own
way to say one is better than the other.If we’re talking company-wide though…
The Winner
Both Capcom and SNK both had a few bangers and a few
duds.Capcom had its winners Street
Fighter 2, Captain Commando and Knights of the Round, but SNK had Fatal Fury,
Robo Army and Blue’s Journey.What once
again decides this year is who was consistently good.Capcom didn’t have any truly bad games this
year.Three Wonders was one third good
while the rest was run-of-the-mill and Block Block was as generic as you could
get, but neither was unfun to play.SNK
had the trash Crossed Swords and King of the Monsters to go alongside its
mediocre shooter Ghost Pilots, putting them in a lesser position.Therefore, Capcom wins. Next time in 1992, I hope you like fighting games because
now that they were proven a hit, these companies were going to keep that ball
rolling.
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