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Vol 2 Issue 3
[GAMES & SOFTWARE]
  


Fighters Megamix Cover

FIGHTERS MEGAMIX
Sega Saturn
3D Fighter/ 2 Players
Available Now
¥5800

Copyright © Sega Enterprises

— by Mark L. Johnson




  
Sega announced FIGHTERS MEGAMIX just a short time before releasing the game in Japan for the New Year's holiday, much to the surprise of the game community. Here was an unknown "Sega does KING OF FIGHTERS" fighting game that pitted Sega's VIRTUA FIGHTER crew against the FIGHTING VIPERS with a ton of secrets thrown in, and it soon became a top seller.
  After loading up the game and viewing a decent FMV intro (using newer compression techniques which are much smoother at larger sizes than the old Cinepak method) which flashes through all the VF and FV characters and shows Akira and Bahn duking it out, a standard English menu lists the variety of options available.
  1P Mode is the primary mode, where the player is presented with a large grid of 22 fighters to begin with (and ten more spots filled with question marks). Then after selecting a fighter, the Course Select screen appears with each course containing 7 fighters to battle. Initial options include "Novice Team", "Virtua Fighters", "Fighting Vipers", and "Girls", but as these courses are beat more will become available. By finishing a course, more fighters will become available as well.
  The Survival Mode now common in newer fighting games is here, with the option of fighting for a limit of 3, 7, or 15 minutes. VS Mode offers 1P vs 2P or 1P vs CPU. Team Battle is the same as VIRTUA FIGHTER 2 and such, with you and your opponent (either another person or the computer) and up to eight fighters.

     All modes allow the player to change difficulty ratings, time limits, key mappings, and even choose enclosed (caged) fights, none (a la TEKKEN with no ring outs), or random.
  Training Mode is by far the best I have seen in a fighter to date. Not only are all the moves for each main fighter listed while a damage bar keeps tabs on how much damage a combo makes, but the training also leads the player through each move or combo and indicates when the player successfully performs the current suggestion. However, some of the moves may be confusing to non-Kanji readers, since details such as "From Behind" or "While Running" are noted in Kanji.
  Dealing with gameplay, all the fighters now sport new moves. With the addition of the VIRTUA FIGHTER 3 Dodge button, the dynamics from the original VF and FV games have changed. Also, the player can choose which physics model to follow (ie VIRTUA FIGHTER or FIGHTING VIPERS). The VF model is more 'realistic' while FV's adds the super "armor cracking" hits and flip recovery techniques to all characters. The FIGHTING VIPERS still have their armor, which can be broken off, but the VIRTUA FIGHTER characters make up for it with speed and more techniques.
  Move-wise, all characters have been spruced up. The VF characters have a majority of the moves created for VIRTUA FIGHTER 3, and the FV characters have a few new moves to balance things out.
  Graphically the fighters move at a swift 60 fps, and each character now uses light sourcing and gourad shading techniques. This comes at a cost of resolution which, although higher than the FIGHTING VIPERS game for the Saturn, is still noticably lower than the beautiful VIRTUA FIGHTER 2. Each character has a different background, using flat planes in the far distance (for a better effect than the original VF2 version). There is minor slowdown at some points with certain characters and caged stages, though.
  Since the large number of fighters each have their own theme, the songs are limited to about 1 minute 30 seconds, which means after each bout the music resets to the beginning. This can be minorly annoying at times, but the variety and quality of remixed music is very good. The sound effects are standard but slightly grainy.

     So finally how does it play? Incredibly. The addition of VF3 moves adds a lot of depth to the characters, and the programmers pulled off balancing the characters between these different series surprisingly well (although some of the weirder secret characters lack depth beyond the initial wow value). The sheer number and variety of combos, dodges, counters, and throws to each character is such that mastering a character is not simply a one hour affair of memorizing long strings of button presses. The computer's "normal" difficulty level is a little easy, but on "hard" I was challenged without a feeling of cheapness.
  And secretwise, selected picks from VF KIDS, SONIC THE FIGHTERS, VIRTUA COP, and even a Mexican jumping bean will keep the player coming back. Some tricks and options will appear only after playing a certain number of times, successfully performing enough practice moves with the different characters, and even just keeping the Saturn on long enough. And each fighter course has pieces to an art gallery of CG renditions of the players.
  Simply put, this is the best home fighting game to date. It may lack the graphical detail of SOUL EDGE, for instance, but in game feel FIGHTERS MEGAMIX easily surpases it. I do miss the Ranking Mode and Expert Mode (with learning) from VIRTUA FIGHTER 2 and I will not throw out my copy of VF 2 yet, but the amount of players and features will keep me playing and the computer player will give no mercy in higher difficulty levels (there's nothing like having computer Akira pull off a SPOD on you).
  Of news to North American players, Sega has already announced plans to bring FIGHTERS MEGAMIX over here this summer. For the impatient, the Japanese edition has more Japanese than previous fighters (in the options and training mode) but it is not much of a hinderance to English-only players. But if you are a VIRTUA FIGHTER fan looking to practice up for VF3, a FIGHTING VIPERS player who wants a version done better, or just a gamer needing a good romp with more characters than you can shake a quarter at, FIGHTERS MEGAMIX will not disappoint.

Rating:  ***1/2 Stars

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