Fighters Megamix


LIKE FINE WINE THAT GETS BETTER WITH AGE!

I used to mock and ridicule the people (like my best friend Ricardo) who religiously followed the "Street Fighter" series, and couldn't wait for the next installment of the videogame that started for real the fighting-game genre. But now I find myself thoroughly addicted to "Fighters Megamix", the latest installment of the series of Sega's AM2-developed fighting games that have moved what Capcom started fully into the 3D realm. Now the joke is on me, since I'm the one being mocked by my friend for anxiously following the whereabouts of Yu Suzuki and his gang.

"Megamix" delivers to our humble little homes all the characters from Sega's two arcade brawlers: the blockbuster (at least in Japan!) "Virtua Fighter 2", and the lesser-known "Fighting Vipers". Also in the mix are a slew of secret characters: from super-deformed "Virtua Fighter Kids" to Siba, a prototype character left in the drawing board of the original "Virtua Fighter" (has it really been only four years?). Throw in almost all the moves from "V.F.3", almost all the songs and backgrounds from both series, a chance to toggle between "V.F." and "F.V." modes, a slightly lower-resolution than the one in "V.F.2" Saturn, and stir really good for five months (the time it took "Megamix" to make it to our shores...why?).

What you will end with? The tastiest, crunchiest and most vitamin-packed reason to hold onto planet Saturn for quite a while. While not 100% there, "Megamix" gets so close to perfection that it will be hard for you not to appreciate the gameplay advances over the series' history. This is the gameplay-filled game that even Nintendo 64 owners (stuck with "Mortal Kombat Trilogy" and "Killer Instinct" but about to receive "War Gods"...wheee!!!) will have to admit is in a league of its own.

GRAPHICS / VISUALS: A

Reviews on the net (and on this very site!) had me ready to experience tremendous amounts of slowdown and a resolution that would depress a monk. Bull! The resolution of the entire game seems to be running on a slightly-enhanced "Fighting Vipers" engine, and that wasn't a cheapo to begin with! The backgrounds and floors are sweet and nowhere near as pixilated as those in "V.F.2". The light-sourcing is better than ever: just wait until the Siba stage and its fading sun stare at your face...wow! And of course, unlike 95% of the titles available on the PlayStation, this Sega game doesn't have 16 million shades of brown :). Colors!!!

But there are some small nuggets here and there in this visual spectacle that stop it short of breathtaking: there is slowdown in graphically-complex stages, particularly the ones with cages (like Raxel's elevator stage). We have blocky-looking characters (particularly the "Virtua Fighters") that break-up severely during replays (never during a fight). And the resolution isn't up to Saturn's "V.F.2"/"V.F.Kids" standard, which is the benchmark of the series so far.

Besides the above, it is the 3D fighting genre's version of polygonal nirvana! (on home consoles, anyway!).

AUDIO / MUSIC: A-

Never a huge fan on any of the two game's music (I like "Tekken 2" and its eclectic mix better), I have to admit that there is variety and catchiness in the "Megamix" tunes, and that they fit each character's background perfectly. The guitar-laced, rock-wannabe tunes of the "F.V." are in tune with their appearance, and the soothing tunes of "V.F." have the traditional Japanese feel that martial artists engaged in battle would enjoy (??!!). This, however, leads me to my biggest complaint against "Megamix" (it's a nitpick, I know, but a big one in my book): the music from each stage resets every time a round begins, which means that good fighters never get to hear more than the first :30 or :45 seconds of music over and over again. Those of us who like to have :60 rounds and a three-out-of-five round format find this little fact (which Sega had months to correct between the December 1996 release in Japan) severely aggravating. Boo-hoo!

There isn't a noticeable jump in the quality between the yells and grunts of the "Vipers" and the "Virtua Fighters" from their previous Saturn incarnations. In essence, this means that when Lion taunts you with the "about ready to go home now" line, it sounds like its coming through a speaker with a thick towel pressed against it. Almost all the other characters have equally uncomprehensible lines (is Bahn really saying "your mother's black!" when taunting?), some more or less than others. With the powerful sound chip inside their black box, Sega should have tried to get the voices clear this time.

The punches, kicks and wall-throws have a strong presence via their respective sounds, but a little more brutality in my ears would have been appreciated. The bone-crunching slaps and leg-sweepers from "V.F.2" are present, but muffled. I'd like to hear a Tekken-like "crunch" when Aoi grabs a guy from the back and snaps the arm; I'd like to hear a character scream in agony/pain when he/she gets thrown thru a wall and breaks it. I'm no "Mortal Kombat" fan, but small touches like that would go a long way toward showing the faithful that much talked-about hidden potential for the hardware. Overall, it is no better/worse than the previous AM2 fighting games.

GAMEPLAY / FUN FACTOR: A+

Absolutely, positively off the scale for fans of fighting games (particularly Sega's), and a chance to experience the thrilling yet unbalanced opportunity to have the depth and timing-heavy style of a "Virtua Fighter" go up against the juggling brute force of the "Vipers". Two modes of play allow you to fight in the styles of both games, an although the "Vipers" still seem to have the edge when it comes to beating all other characters (even in "Virtua..." mode), it is possible with time, patience and practice to become a good player with any of them. Those masochists who have to prove their fighting prowess by defeating a game with the weakest character have their work cut out for them, as there are too many of them in the game as hidden characters. The "Virtua Kids" and the "Sonic" characters come to mind...but they add to the fun factor!

By far the biggest gameplay improvement in "Megamix" is the addition of the 3D element first seen in "V.F.3" via the L & R buttons. Finally we get to have the characters from Sega's fighting universe dodging and intercepting attacks by moving in & out of the screen. I can't begin to describe the fun this has brought to the standard AM2 engine, which until "V.F.3" was rooted deeply in the 2D plane inherited from Capcom's "Street Fighter" saga. Not anymore! Sure, the dodge isn't new (Takara's "Toshinden" and Midway's "WarGods", to name two) or terribly effective (SquareSoft's "Tobal # 1" has mastered the movement in a 3D space), but paired with the AM2 fighting engine it truly rocks the proverbial boat! Also, Ring Outs are out of the game entirely; I (and many others) probably won't miss them, but it would have been nice to have the option of having an elevated platform, for old time's sake.

OVERALL: A

It goes without saying that AM2/Sega/Saturn fans shouldn't be without "Megamix" in their collection, as it reflects more than any other game the evolution and obstacles Sega has encountered programming its own machine. Witness the evolution of the AM2 fighting games on Saturn, and tell me you don't see a telling story about Sega's machine: -"Virtua Fighter": glitchy polygons during replays, and flat polygons...virtually arcade perfect 3D pioneer; -"V.F.Remix": no more glitches or break-ups, and texture-mapped characters give the game a more powerful visual punch...arcade perfect (based on the Titan board); -"Virtua Fighter 2": the Saturn's finest hour with high-resolution visuals, arcade-exact gameplay and collision-detection, and O.K. (but muffled) music and sound effects. Faked 3D backgrounds and rushed feel are only noticeable downers; -"Virtua Fighter Kids": same high-res graphics, sounds, music and gameplay, but with a Japanese feel for cartoony super-deformed visuals...too similar for some to the original "V.F.2", it is nevertheless an AM2-quality product; -"Fighting Vipers": snubbed by players and the media alike, "F.V." never showed its true depth until it was released for Saturn, where a following soon developed. Sweet light-sourcing, unbelievable depth and brutality, a weird cast of characters and a lower-resolution were the highlights...definitely an acquired taste for some.

As you can see, each of the above games has paved the way for the current joy of "Megamix" at home and "V.F.3" at the arcade. Each of them should be experienced and, if possible, owned as part of the A+ collection of Sega titles. If you're low on cash and have to let some games go, I'd have to say "Fighting Vipers" is the most likely candidate: only the announcer's voice, character art and never-looping original tracks should attach you to the game. "V.F.2" won't give you much cash, and its "Ring Out" strategy and high-res visuals make it a classic must-keep. "V.F.Kids" is an acquired taste; give it a try, though!

So, "Megamix" is a stellar piece of software that should keep us happily attached to Saturn until "Last Bronx" and "Virtua Fighter 3" make it late this year. Those games better be solid and packed with hidden goodies, because this game has spoiled me into expecting a lot from future releases. Can a hidden polygon version of"Sailor Moon" be ready for kicks in "V.F.3" Saturn?, Could a "Sailor Jupiter" surprise be lurking behind the scenes of "Last Bronx?" Oh, Sega/Bandai, say it is so! Make a moonie happy for a change! OVERALL: A -
- J.M. Vargas