1995. The peak
of Mortal Kombat
mania. Last year may not have had a
Mortal Kombat game in arcades, but those home versions of the games were
selling like hotcakes and the franchise was getting merchandised to hell and
back. There was the movie, which is
widely regarded as one of the best video game to movie adaptations to this day,
there was the promotional VHS of the movie and there was the live tour.
Mortal Kombat got so much attention that
other companies were trying to get in on the digitized actors and violence,
usually to poor results.
Oh yeah, Namco is in this.
They released games mostly in Japan
and not in America
so they got left in the dust, although Tekken was shaping up to be their
heaviest hitter in arcades. Here in this
competition, popularity and hype means nothing.
All that matters is who made the best games. The current score has Midway in the lead, 7
to 5. Namco isn’t far behind and still
has a few years left to take the lead.
As entertaining as the oddball cast of characters are, the
show stealer is the stages. The
Outfoxies might be the very first Platform Fighter ever made, where fights take
place on wide open areas for each character to jump and climb around on while
picking up weapons with which to kill each other. Stages are multi-segmented, expansive and
often transform as the fights progress.
In the aquarium stage, there are tanks of piranhas and
sharks, which swim out of their tanks once the place starts filling with water
after a bomb goes off. The train stage
can go into tunnels, meaning you need to duck if you’re on the roof, and the
smoke from the engine deliberately obscures the assassin inside it.
Gameplay has smaller details and quirks to give it that
extra bit of innovation too. If you’re
set on fire you can spread it to the opponent and parts of the stages will stay
on fire for a while. You can also cook
grenades and with all the movement going on in stages and limited ammo, a big
part of the game is being able to line up your shots. That’s not even getting into how every
character has their own debriefing, post-victory animation and combat
animations for things like stop, dropping and rolling when they’re on fire.
The Outfoxies is a love letter to 80s action movies, is full
of guns, a cool new gameplay style and mild violence that Americans were all
over at the time and it never came out in America! THE GAME IS ALREADY IN ENGLISH ANYWAY! It is in English with Japanese
subtitles! Namco didn’t even need to do
anything! Whose crack-addled brain
thought not to let the Americans have a game that almost seems exclusively made
FOR them?! I expect this from Capcom,
not Namco!
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| It's in English! |
It’s not related to the competition, but I also take issue
with the Arcade Archives re-release from the Hamster Corporation. Not that there’s anything wrong with the
quality of its emulation, in fact they’ve stepped up their game with those by
including a more detailed full-color e-manual and save states. My gripe is they’re charging 15 smackaroonies
for this thing instead of the usual 8 dollars, which is already pushing it for
most games to begin with.
Apparently this is because The Outfoxies took considerably more effort on account of having the Primal Rage problem, where for decades no one could get it to work right on anything but the original arcade hardware. I guess that’s something of an excuse, but as much as I like The Outfoxies, it’s not worth the 15 dollars I paid for it. 10 dollars along would be a step too far.
Apparently this is because The Outfoxies took considerably more effort on account of having the Primal Rage problem, where for decades no one could get it to work right on anything but the original arcade hardware. I guess that’s something of an excuse, but as much as I like The Outfoxies, it’s not worth the 15 dollars I paid for it. 10 dollars along would be a step too far.
Mortal Kombat 3(MID): Just like with Mortal Kombat 2, this
game is more of the same in terms of gameplay, but the setting, moves and
characters are switched up so it’s not simply an updated version of the
previous game.
This time Shao Kahn uses an interdimensional loophole using
his wife Sindel in order to bypass the rules of Mortal Kombat and start
invading Earthrealm. The first thing he
does is suck the souls out of the world’s denizens save for a select few
kombatants who were protected from it.
Now most of the stages are city streets, subway tunnels and skyscrapers. There’s no prequel comic this time, but the
attract sequence says enough.
The big new additions to Mortal Kombat 3’s gameplay are the
pre-set kombos and run button.
Interesting that this game did running in a fighting game before The
King of Fighters would in the next year.
The run button is mainly used for the kombos so that you can rush in and
start pulling them off, which adds an extra layer of speed and aggression to
the game that the previous entries didn’t have.
It loses some of the simplicity and spacing focus that came with the
previous games and their lack of real combos, but it’s also a lot of fun to
wait for the right opportunity to charge in and get in some big damage. I am a KOF player, after all.
Thankfully the worst part of Mortal Kombat 2, the cheating
computer opponents, have been dialed back considerably and now they don’t cheat
nearly as much, though it still happens.
Combine that with the kombat kodes that allow for modifiers, the new animalities
and an even larger roster of characters and you have a recipe for a damn fun
fighter.
Well everyone gets a shot at the new head of the Mishima
Zaibatsu in Tekken 2 because Kazuya starts another King of Iron Fist tournament
to prove who is the best. Among the
participants is Heihachi, who survived in what I’m sure will be the only time
it looked like he should’ve died, but didn’t.
However, there is potentially a supernatural element on Kazuya’s side,
as it’s rumored that he made a deal with the devil to gain superhuman powers.
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| I never liked this stupid design. |
It’s a good thing it’s specified to be a rumor because there
could be a different explanation, like that he got super demon genes from his
mom or something. The plot begins to
creep into what Tekken is known for today and so does the gameplay.
There are many of those moves to try out because Tekken 2
has a whopping 25 characters, a number that’s about as many as The King of
Fighters 95. To be more specific, it had
25 characters eventually. See, Tekken 2
and future games would only give the arcade version a certain number of
characters and more would be unlocked over the course of how long the arcade
machine was left on. This was to keep
players coming back.
I should get on Namco’s case about withholding content to manipulate their audience, but as we’ll see later, Midway isn’t exactly innocent of this tactic either and it’s still 25 characters in a 3D game when most 2D games had maybe 20 characters max.
I should get on Namco’s case about withholding content to manipulate their audience, but as we’ll see later, Midway isn’t exactly innocent of this tactic either and it’s still 25 characters in a 3D game when most 2D games had maybe 20 characters max.
The arcade version of Tekken 2 still lacks the “rizz” I
mentioned about the first game, but that’s offset by Tekken 2 finding the
franchise’s identity in the music. I
can’t remember any of the tracks in the original game, but Tekken 2’s soundtrack
is the genesis of the beatboxing dance music the franchise would become known
for and it has some good tracks.
I wouldn’t recommend bothering with the original Tekken because
it’s nothing that stands out, but Tekken 2 is worth a play.
Area 51 is anemic in content. For most of the 20 minute game you fight the
same enemy with color variants and then one more enemy type appears toward the
end, building up to a boss that stretches the definition of “boss” and a
text-only ending. I know I’ve typed this
a lot in the past year alone, but it’s like a beta build or a demo for a better
game. It’s mindless fun shooting and
reloading to make alien freaks explode with that oh-so-satisfying sound effect,
and there are some secrets to find, but the entertainment is
fleeting.
Ultimate Mortal Kombat 3(MID): It didn’t even take Midway a
year to make an update to Mortal Kombat 3 and apparently it was a deliberate
ploy to hold back content and make people come back for it, which, like the
timed release thing in Tekken 2, is kind of shifty to me.
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| Motaro is about the same, but with new sound effects. |
Then there’s Jade, now a playable character. Jade might as well end any attempt to beat
the single player mode. She has a move
that makes projectiles pass through her.
In the hands of a human player it’s a balanced move because the player
has to input the command to do it, like any other move, and it’s only for a
second. When used by the computer
opponent, Jade can instantly activate it right as the projectile would hit
her and then immediately dash up to the player while they’re still recovering
from using their projectile and land a devastating combo. This would require a human player to hit both
the button for the move and the dash button at the same time, which is
impossible. She cheats and fighting
cheaters is no fun.
Not only is single player less fun, the endings from the
original MK3 were made worse. Now
instead of an ending image made for every character, they all re-use their
versus screen portraits for their endings.
They couldn’t even carry over the endings from the original?
The Winner
The winner is easy to quantify. The Outfoxies and Tekken 2 were both really
good so there were no losers on Namco’s team.
Mortal Kombat 3 was a winner for Midway, but Area 51 needed more time in
the oven and Ultimate Mortal Kombat 3 should have been an improvement with no
downsides. Namco wins.
Meanwhile…
Capcom’s CPS2 and SNK’s Neogeo were taking them a long way in the sound and visuals of their games. 1995 showed both company’s continuing shift to bigger, more expressive character sprites and pre-rendered pseudo-3D visuals. Samurai Shodown 3, Street Fighter Alpha and Fatal Fury 3 all shifted art styles in a continued evolution of their biggest fighting game franchises, as opposed to our current competitors who stuck to what made the previous installments work.The previous competitors have Midway and Namco both beat in
1995. I liked everything they had to
offer this year, but Capcom and SNK were making some of my favorite games of
the era, including Fatal Fury 3 and the second, actually good Darkstalkers
game. A big part of that is because
Capcom and SNK’s games were putting even more effort into telling a story with their
games. Fatal Fury 3 and Cyberbots had
dialogue before every match, Street Fighter Alpha had some before each
character’s final rival battle, The King of Fighters 95 had even more than that
and Mega Man: The Power Battle had some lengthy endings.
Meanwhile Tekken 2’s arcade version still had
no endings and Mortal Kombat 3 had no prequel comic and endings were still
walls of text. That combined with
computer opponents still being unfun cheaters makes Midway and Namco’s games
seem behind the times in some ways.
I already know that Mortal Kombat 3 would be the last 2D Mortal Kombat game Midway would make for arcades so what can we expect from them in 1996? The answer is nothing. Not unless I can find a cabinet of Cruisn’ World. If not, next time will be another two year round.
I already know that Mortal Kombat 3 would be the last 2D Mortal Kombat game Midway would make for arcades so what can we expect from them in 1996? The answer is nothing. Not unless I can find a cabinet of Cruisn’ World. If not, next time will be another two year round.















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