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Monday, September 10, 2012

Royal Rumble Review

Original Release:
???

Game Details:
1-4 Players
VMU enabled
Standard Controller, Arcade Stick
Jump Pak enabled
VGA Box

Gameplay
Royal Rumble is a arcade wrestling game by the collaborative efforts of Sega and developer Yuke's that debut in 2000 and ultimately released on the Dreamcast by THQ in the same year. The game's moniker is based on the popular WWE Pay Per View annual event of the same name. This game bares the distinction of currently being the final arcade game to be released under the WWF/WWE franchise. The game supports two main modes of play, Exhibition (typical fighting game 8 to10 man ladder tournament), but with a strange twist where a secondary wrestler is chosen, acting as a partner whose actions are controlled via a 3 assist type system ala Marvel vs Capcom 2, Also in this mode, the game spontaneously transports you to various locations in the arena for some bizarre yet admittedly chaotic fun even its feels so random. The other mode is Royal Rumble which is the main attraction of the game as it supports up to a total of 9 wrestlers in the ring at one time (although keep in mind that only 4 out of those 9 can ever be actual players). The game employs a similar grapple system reminiscent of the early SmackDown series which was making waves around that time (also a development of Yuke's), catering to a very simple pick up and play mechanic that can be easily adopted by any gamer regardless of skill type.

Story
N/A

Graphics
The original product was a game fostered from the Sega NAOMI arcade hardware. With that said, its a bit disappointing to say that the visuals of Royal Rumble aren't some best seen on the popular hardware or what many have come to expect from it. The character models seem to have lackluster details aside from the character facial models which look the part at best and the arenas feel a bit dull... definitely lacking in graphical detail. The lighting is just a bit too much and can get annoying rather quickly thanks to those camera flash effects from the crowd. The game appears to run at an unshakable 30 FPS even when the maximum amount of wrestlers are occupying the screen at once. The game looks rather decent running through a VGA signal but nothing special compared to what other Dreamcast games can produce in this respect. But it's not all bad in this category, The game is as close to arcade accurate as one can get on a Dreamcast thanks to the shared tech behind both platforms.

Sound
Nothing particularly noteworthy here. No commentary, but its does have some terrible guitar rifts theme music that grows old a bit too quick. Crowd chants get loud and obnoxious over time, although having the crowd groan in pain unison to when someone is hit with a low blow is a definite nice touch! Run of the mill audio effects for attacks and slams...

Conclusion
Wouldn't it have been AMAZING if this game supported the Dreamcast VS link cable for 8 player simultaneous play in Royal Rumble mode!!!
In any event, while my comments in each category for this review may come off as a bit negative or harsh, the game in the end somehow redeems itself as one heck of fun arcade wrestling game that is as fun to play among friends as any other 4 player game on the Dreamcast as it is to watch as random insanity is sure to unfold. The game really takes me back to such classic arcade wrestling classics as WrestleFest and WrestleMania thanks to its simple learning curve and  friendly arcade multiplayer.

6.5/10

Dreamcast... You are an ALL STAR!

To celebrate the Dreamcast US 13th birthday which occurred over the weekend, i thought it would be nice to do a video on one of the lesser talked about topics of the Dreamcast legacy, that Being the "Sega All Stars" series. Does anyone out there have a few of these variants in their Dreamcast game collection? If so, drop a comment of which of the 17 you currently own.





from wikipedia:

Sega All Stars was the name of Sega's budget series for the Dreamcast, similar to Platinum Hits, Greatest Hits, and Player's Choice, for games that have sold many copies. When a title became a Sega All Stars title, it was sold at a lower price ($19.95) and given reprinted labeling. Because the Sega All Stars brand was exclusive to the United States, game covers were given an orange bar (as opposed to Europe's blue color scheme) with the brand name written from top to bottom. The disc labels were also changed to include a small circle with the Sega All Stars brand printed inside of it.
Because of the Dreamcast's short lifespan, only 17 titles were made into Sega All Stars titles. It is believed that more titles were planned to be brought over as Sega would continue to support the Dreamcast until its last months, but never did as 3rd party support began to diminish as well, causing Sega to eventually do the same.

Sunday, September 9, 2012

Happy Birthday Dreamcast!!!

The wondrous white console we all know and love turns 13 today here in the US. 13 years worth of great gaming memories with simply remarkable titles like Shenmue, Power Stone, Sonic Adventure, Soul Calibur, Jet Grind Radio, Project Justice (seriously, the list of games can go on and on!) that have many gamers around the world hanging on to their consoles and still find it worth playing today.
 
Even after its quick demise, the console still thrives and lives on thanks to the efforts of many out there, making it feel like the system is as relevant today as it was back in September of 1999. This blog and its contributors would not exist if it wasn't for you Dreamcast. Happy Birthday!

Saturday, September 8, 2012

ReviveDC Project Preview: Fire Pro Wrestling D "US Edition"

Considering the imminent anniversary of the Dreamcast's US release (9.9.99) is well underway, The group over at ReviveDC is proud to announce as well as provide a sneak peak at their next major exclusive release under the RDC banner... Fire Pro Wrestling D: US Edition! The following link will show you a progress video of the current build (Footage courtesy of irvgotti452).

http://youtu.be/NN3i-_RuKoY

While a concrete release date has yet to be finalized, progress has gone rather steadily, with the build at about 80% complete, showing great progress. With that said though, Revive DC Project is in dire need of an experienced coder to complete the project. If there is anyone out there that can lend a hand in this regard and help our cause to finally have English translated release of this legendary JPN exclusive, please contact via email at revivedcproject@gmail.com

Please help spread the word out about both the game and the helping hand so many Dreamcast/Wrestling fans can enjoy this game for years to come. Lets all do our part to keep the Dream going!

Monday, September 3, 2012

Marvel vs. Capcom 2 Review (Revised and Revisited)

Original Release:
Japan: March 30, 2000
North America: June 29, 2000
Europe: July 16, 2000

Game Details:
1-2 Players
VMU enabled
Standard Controller, Arcade Stick
Jump Pak enabled
VGA Box

[Video courtesy of "It's Still Thinking"]

Gameplay
"Select Your Heores...!"
Select a team of 3 from a massive roster of 56 total characters representing both Marvel and Capcom favorites like Strider, Ryu, Thanos, Sabretooth, with new premiere appearances from Cable, SonSon, and Jill Valentine to name a few.
"Select Your Assist Type...!"
Select from 3 unique assist types for each character, affecting how your team members will aid and support each other in battle (This is a MAJOR aspect in high level gameplay so experiment and choose wisely).  
"Cool Decision...!"
Fight through 7 AI controlled teams to finally face the Boss (Arcade Mode). Other modes include Versus, Training, Score Attack and Secret Factor (a shop where you can exchange your currency earned through playtime in return to unlock half of the roster as well as additional colors for all characters and additional stages). Controls take a major departure from the Street Fighter's traditional 3 strength system in favor of a 2 strength system with an assist button tailored to each member of a team. This new button scheme not only makes the game comfortable to play on a standard DC controller, it also makes the game more accessible for newcomers. Capcom expands on the formula of the renowned VS. series with 3 man tag battles (as oppose to 2) and makes great strides in expanding the assist mechanic first introduced in MSHvsSF. New features added include a fitting cancel system (cancel specials into hyper moves on the fly), a delayed hyper combo system that allows you link all 3 characters hyper combo into one another for serious damage, and last but not least, the dreaded Snapback feature that allows the user to force tag an opponent’s support member onscreen. Additional mechanics that have been a staple to the series like Push blocking, hyper jumps, dashes and magic series combos are all accounted for in this installment.            

Storyline
"The Chronicles of Battle Will Now Unfold, This is...!"
When doomful shadow covers hope, warriors join. In search of the Abyss, which is suppose to bring BLAH BLAH! Here’s the real story, Capcom still has the rights from Marvel Comics to milk the VS. series one more time. At their disposal is the best arcade hardware in the form of Sega's marvelous NAOMI hardware, and with that the once in a lifetime opportunity to recycle just about every sprite ever designed, over a decade of Capcom fighting titles milked for all their glory, all bundled with some of the most ridiculous fighting mechanics ever conceived. Unethical, immoral you say? perhaps. A recipe for success… Absolutely!!!

Graphics
"Get Ready to Kick butt, Engage...!"
The games visuals and presentation are a result of the games arcade roots. As mentioned, the game was originally developed for the NAOMI hardware (an equivalent to a more powerful Dreamcast) so the conversion process to the DC is nothing short of perfection. While the character sprites don't benefit from the powerful hardware, everything surrounding these pixilated pugilists do! The HUD is crystal clear, the hit sparks as well as special effects are overhauled. More obvious though, every background stage is in 3D, displaying in beautiful 640x480 resolution. Playing in VGA mode may make the character sprites look tad more terrible to the eye, but the overall picture onscreen looks ultra sharp and vividly colorful (Worth it for the latter if you ask me).       

Sound
"Oh Man, I Almost Had Heart Attack There...!"
Here's where the game throws you a massive curveball! While the sound effects are adequate and typical fighting game fare, they are drowned by the games soundtrack which is composed of purely jazzy inspired tunes coupled with likewise harmonious vocals that in no way compliment the games blistering pace and visuals. It's almost as if Capcom consciously chose the most unfitting music genre for this game! What other explanation can there be!

Conclusion
"Don't give Up, Challenge Again...!"
It's been 12 years since its release to the gaming world but MVC2 has obtained not only a cult status among fighting game enthusiasts, but also a longevity that I personally feel has yet to be toppled (due to its long overdue sequel lacking those arcade roots that served its younger sibling so well). After countless ports on other consoles, the Dreamcast version of MVC2 remains without question at the top as the most accurate version for home consoles. While it may lack the style and finesse of Soul Calibur, or the deep technical values of 3rd Strike, but its sheer replayability is unrivaled when mixed with the proper community.  

8.5/10

Street Fighter 3: Triple Threat Review (Revised and Revisited)


Game Details:
1-2 Players
VMU enabled
Standard Controller, Arcade Stick
Jump Pak enabled
VGA box

The talented group known as "RDC" has gone for broke with their latest (and 50th) DC release. Out of their efforts comes a trifecta of pure fighting game bliss in one convenient package. Aptly titled Street Fighter 3 Triple threat, the entire legacy of SF3 (New Generation, 2nd Impact Giant Attack and 3rd Strike) is expertly crafted and collected on one content packed disc. CD AGES here, and I first would like to extend my sincere gratitude to the group for not only making this dream project a reality, but for also letting me review their marvelous effort :)  

Gameplay
Right out the gate, the innovative gameplay features that SF3 has been renowned for are quite lengthy. Let’s go over them and analyze a few:

Parry- Also known as "Blocking" in Asia, a parry is an offensive maneuver that nullifies an attack and allows you to counter with an attack of your own. This is the meat and potatoes of SF3.

Leap Attacks- Also known in some circles as a "RIP" attack or a Universal Overhead (UOH). This is an offensive tool available to all characters. This new attack provides you with a means to open up your opponents defenses. Simply put, it's a valuable overhead attack. 

Super Arts- A fancy term for super moves, what sets "Super Arts" apart is that a player now must select only 1 of 3 super moves to use in battle. Each Super Art is tailored to a particular style of play, complete with an independent meter size and stock limit.

Dash- A mechanic seen in other fighters from SNK and Capcom, it makes its welcomed debut to the SF series. Can be used to advance or retreat.

Super Jump- Higher jump altitude than a normal jump, many fans of fighting games have seen this mechanic in other fighting titles.

Target Combos- Essentially a type of chain combo, TC’s are character specific and unique to each. Some characters have one, some have many and a few do not.

Stun Gauge- A gauge seen underneath the life bar, this gauge dictates how much damage a fighter can sustain before succumbing to dizzy state.

EX- Introduced from 2nd Impact onwards, EX attacks are upgraded versions of special attacks. They consume a portion of the Super Art gauge and performed by pressing 2 punch or kick buttons depending on which special move is chosen to EX.

With these great gameplay features... the truth is, perhaps the biggest contributor in terms gameplay to this trilogy comes in the form of its roster of fighters. In a bold (and quite frankly controversial) move, Capcom chose to drop all previous World Warriors (with exception of Ken and Ryu) in favor of a fresh cast complete with a new protagonist to represent this new generation of Street Fighter. While this decision really hurt the popularity of this series among the fans during its release, the truth of the matter is that it’s the reason why this installment has the longevity it has earned for itself. It’s this brand new legion of fighters that many have chosen to attempt to learn (and ultimately master) that has been a true hallmark to the trilogy of SF3. Gameplay differences between all 3 versions are small yet make major alterations to the flow of battle. "New Gen" definitely feels solid but lacks considerably overall while "2nd Impact" feels like a step in the right direction with the inclusion of 4 additional fighters, EX attacks, throw teching, and a bonus round aimed to teach. The final release known as "3rd Strike" feels completely fleshed out and masterfully updated, with 4 additional new fighters and 1 returning legend in the fan favorite lady thunder thighs herself Chun Li, bringing the roster up to a respectable 19 characters to choose from. The game also updates the formula of its previous release with a tremendous re-balance, an overhaul of the throw mechanic, a command update to the "leap attack" as well as modest changes to block and parry mechanics of the game.      

Storyline
So long M.Bison and Shadaloo syndicate! The Illuminati and its chosen leader Gill, are planning to rule the world... not much else here. 

Graphics
Unleashed into the arcades in early 1997 with brand new arcade hardware under it's hood (in the form of Capcom's proprietary CPS3 board), New Gen makes use of the new tech in every form imaginable, even in an inspirational sense. Considering that new hardware can lead to broader possibilities for designers to exploit and a fresh start, New Gen does exactly that and more. But let’s keep on topic and talk about the graphics of the SF3 trilogy. To say the SF3 series is a powerhouse of 2D animation is an understatement. The graphics alone separates the SF3 series from its monumental pedigree, making it feel like a whole new world. Animation to just about every action on all characters in the cast is incredibly fluid and painstakingly smooth. Elena's idle stance is almost hypnotic with her insanely fluid capoeira movements. Dudley's idle stance is impressive to watch as he freely switches from southpaw to orthodox stance in seamless fashion, and Remy's crazy amount of animated movements in random fashion like stroking his hair from his face and hand gestures (I could swear I once saw Remy tighten the ring on one of his fingers) leave me in awe. The graphic animations are easily what set this chapter of the street fighter series apart from the pack and made many take notice especially during their respective runs in the arcade market! If only Capcom continued to the explore and build upon the realms of 2D animation in their current releases.

Sound
By all accounts it appears that the vibe Capcom chose for the SF3 Trilogy in respects to its music revolves around a distinct urban underground hip hop type of theme. While New Gen and 2nd Impact have some distinct and catchy tunes, the overall soundtrack feels a bit bland and lacks the proper execution that was heard in 3rd Strike. With that said, 3rd Strike has perhaps one of the awesome, most impactful soundtrack you will ever hear in the SF series overall. The audio dept as a whole took a major step forward with the final iteration of SF3. The entire roster was re-voiced to much praise and the entire soundtrack was redone with a better sense of conveying that hip hop sound Capcom was trying to accomplish from the beginning, thanks to their collaboration with a few talented artist and studios. In all honesty the hip hop, jungle, bass like tunes really compliments and add to the atmosphere of SF3.

Conclusion
Its no secret that the "3" series has been known as the least successful point in the history of Street Fighter, Be it due to its new cast of characters, mechanics that were perhaps less user friendly or simply due to its time of release when the arcade industry was on life support. Regardless the reason, one thing is for certain, its biggest accomplishment for the series lies in the proper evolution to the fighting game formula that it's younger sibling set to establish. Thanks to this compilation, the stepping stones to achieving a near perfect fighting game will not be lost to the ravages of time and instead be available on our wonderful Dreamcast consoles :)

10/10