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A.P.I Review: | Fight Maker | ||
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Developer: | ASCII Co | OPTIONS: | SCREENSHOTS: No.1 No.2 No.3 |
Distributor: | Agetec Inc | 1-2 Player | |
Game Type: | Fighter | Memory Card | |
Review Date: | July 1999 | Dual Shock/Analog Compatible |
Setting the Scene
Did you ever play a fighting game and say to yourself 'I wish my
character could _____'? The blank can be filled in with anything from
jumping higher to doing a full kung-fu sequence. Or maybe the blank would
include the impossible, from levitation to a twisting quadruple reverse
corkscrew thrust kick. You get the picture.
With a number of fighting games circulating, a game in this genre needs
something unique and imaginative to be noticed. Fighter Maker may just be
the ticket that this genre is looking for. The actual fighting game play
portion has a secondary role in this title. The main component resides
within the creation of movements and fighting techniques.
Fighter Maker contains a cast of 20 contestants. Without any background
information on these players in the reading material or CD itself, it was
hard to imagine why they were here and fighting each other. Each fighter
has their own unique move sets ranging from a 70's disco dancing freak to
the more traditional martial arts combatants. So far it seems like the
typical fighting game, but. . . .
Inside is an option to create your own fighting techniques!!! So many
questions are now running through my head. Can I really create moves from
scratch? How much control do I really have? Can I modify my character's
attributes? Is there a way of revising pre-existing moves? How hard will
programming these moves be? Hehe, read on to find out
Sound & Vision
It is obvious that the actual presentation of the fighters takes
somewhat of a backseat to the creation of movements and fighting styles.
The graphics, while not bad, are certainly not up to par with some of the
3rd generation fighting titles out there today. I would put the eye candy
about on par with the first Tekken title. The characters are all based on
3D polygons and move about pretty good
it really all depends on how
well you program their moves in. The transitional movements though are
sometimes slow and choppy. The 2D backgrounds are ordinary and unassuming.
The sound effects have the typical bells and whistles of traditional
fighting games. Nice punch and kick impacts and the appropriate sounds to
match the corresponding special effects moves.
Playability
So how is the game play? Attacks are simple. Moves can be
implemented by pressing one or two buttons. Advanced moves are executed by
moving the joystick pad in a straightforward manner followed by a button
or two. Simple, to the point, I like it (especially when carrying out my
own devastating flurry of attacks).
The one player mode is also very basic. You complete less than ten rounds
and then it ends. No bosses or secret characters. No special ending, just
the credits and back to the main menu.
The fun part and the real meat of the game are in the Edit mode. Over 80%
of the instruction book is dedicated to creating your character. If you
are a control freak and you love to manage every nuance, this game is for
you. Let me preface this section and say this isn't for everyone. It takes
a considerable amount of time and effort to understand the Edit mode. The
best way to learn is to try to make a series of simple movements and then
advance to the more technical sequences.
The Edit menu has a list of options. This feature allowed me to use
different fighting techniques and add this to my character's repertoire of
moves. You can load movements from the CD to your character. There are
four types of motions: Basic, Win/Lose, Hit, and Throw.
The Basic motion is your fighters stance from which all other movements
will flow. The Win/Lose motion is your characters celebration of victory
or agony of defeat. The Hit motion is the various strikes your character
will inflict on an opponent.
The Throw motion is probably the best part of the game. Not only do you
program your characters movements but you also control how the opponent
will react. This means everything you can do with your character, you can
also do with the opponent's response.
The game gives you full reign of your character. You control every body
part on a 3D plane. Features such as copy and paste are in to assist.
Inside are shortcuts to move body parts as well. Every degree and angle
can be tweaked to even the most neurotic person. Frames can be increased
or decreased to vary the speed. The amount of damage inflicted is at your
disposal. Sound effects can be added for realism. Special effects like
smoke and impact points can be added at various points within the string
of movements. Total control, totally cool.
Opinion | ||
RICH | ||
GRAPHICS: | 10/20 | Traditional
game players may not enjoy this game. But this is anything but a
traditional game. If you are looking for complicated combo's, hidden
character, a great story line, spectacular graphics, look elsewhere. If
your heart lies in the programming aspect where control can be
manipulated at your whim, this is a must. Replay value is only hindered by your patience and the heights of your imagination. My first character is a destructive wrestler that has moves like the Stunner, Death Drop, and Jack Hammer. My next character is a comedic fighter based on Curly using 3 Stooges slap stick as his main focus. The possible combinations are endless for those of you willing to put in the time and effort required to make a total fighter. Fighter Maker is an innovative title that gives players the role of game programmer where the mind's eye rules. |
SOUND: | 5/10 | |
PLAYABILITY: | 42/50 | |
VALUE: | 18/20 | |
OVERALL | 75% |