Re: [ot]Re: In support of Sakura Taisen on Gameboy

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Yana (yana@concentric.net)
Sun, 7 Feb 1999 01:04:12 -0600


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Message-ID:  <01be5268$10c9f560$95e09bcf@default>
Date:         Sun, 7 Feb 1999 01:04:12 -0600
From: Yana <yana@concentric.net>
Subject:      Re: [ot]Re: In support of Sakura Taisen on Gameboy

>> Has the GB version of King of the Fighters turned people off the KOF
>> series, with its SD graphics and (presumably) poor selection of moves?
>> OK, I'm done. ;)

Poor selection of moves? The GB version may not have as
many characters as the 32-bit versions but most(if not all)
retains all of their moves. Or was it something else?

>I haven't played GB KoF but I have played the import GB Samurai
>Spirits/Samurai Showdown. It is in a word, awesome. Yes it's SD. But
>the control is excellent. Most, if not all, the Samurai Showdown moves
>are in the game. I was actually surprised that the control was so good,
>just like using a SNES controller. It's because previous 2d fighting
>games on the GB stunk at control(Mortal Kombat, MK2).

SS for GB was suprisingly good for a game on a portable system.
It did have all the moves as well as all of the characters and a couple
of extra ones to boot. Control and game mechanics are among the
best of all the GB fighting games so far(domestic wise). The only
bad are the "load time"(definite signs of less than perfect
programming) and the useless scoring screen(what's the use of
scores without a high score table?). Otherwise it's a very good
port to a portable.

>But then again, there is a difference between 2d games and a game like
>Sakura Taisen where the FMV, songs, and voices are so crutial to the game
>engine. I guess we don't have much choice but to wait and see on this
>matter though.

FMVs, songs, and voices aren't as essential to a game's success
as you may think. They make the game look and sound nice but
what really makes it(adventure games and such) good or not is
the game design and how well-written the characters and
scenarios are, IMO.

Yasu


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