Like most game genres, fighting games went through a period of experimentation and flux in their early days as developers and publishers attempted to figure out the “best” way to do things.
In the days of 8-bit home computers and consoles, we saw a variety of different games attempting to simulate martial arts with varying degrees of realism — and certain elements of these early titles can be traced all the way forwards to today’s most competitive fighters.
One early, influential title was Beam Software’s The Way of the Exploding Fist. This is best known in its home computer incarnations for Commodore 64 and 16, BBC Micro, Amstrad CPC and Acorn Electron, but there was also supposed to be an NES version. For one reason or another, this console version never saw the light of day, but more recently Piko Interactive managed to rescue this prototype, clean it up a bit and release it to the public. And now you can enjoy it on the Evercade retro gaming platform as part of the Piko Interactive Collection 1 cartridge. Let’s take a look!
Continue reading Exploding Fist: The Way Fightin’ Used To Be
You may recall a little while back that we saw the Atari 8-bit version of Mastertronic’s Ninja. Well, here’s the ST version!
It’s basically the same game at its core, though it runs a little faster and has much nicer graphics. It also has a new theme tune that plays in between fights. It’s a great example of the additional power the ST brings to the table over and above its 8-bit predecessors, even if it’s not the best or most imaginative game out there.
For the unfamiliar, Ninja is an interesting combination of action adventure, beat ’em up and fighting game. You must work your way through a series of screens, beating up anyone in your way in a series of one-on-one fights, and ultimately prove your worth as a ninja master. All in a day’s work, right?
The MoeGamer Awards are a series of “alternative” awards that I’ve devised in collaboration with the community as an excuse to celebrate the games, experiences and fanbases that have left a particular impression on me in 2018. Find out more and leave a suggestion here!
This award was suggested by Krystallina.
It’s a disappointingly frequent stereotype to brand Japan as “weird” simply because many of the things in its society and media don’t conform to what we’ve come to think of as Western norms.
That said, sometimes our friends in the East do come up with characters that are clearly designed to be outlandishly strange, surreal and weird — and when they accomplish that successfully (preferably without crossing that fine line into Sharon from Accounts-style “Woo! Look, I’ve put cheese up my nose and a turkey leg down my pants, I’m so random! Teeheehee!”) it’s worth celebrating. Because those characters can end up being very memorable.
There were plenty of possible choices for this one, but in the end, there’s one I just had to give it to. If you’ll pardon the expression.
And the winner is…
Continue reading The MoeGamer Awards 2018: Weirdest Character
I like Super Smash Bros. I think. I’m never quite 100% sure.
I do know for a fact I’ve purchased each and every one at launch (with the exception of the N64 original) and, in fact, still own my copies of both Brawl on Wii and …for Wii U on, uh, Wii U. Melee? No, unfortunately; while I’m rebuilding my GameCube collection now I’ve got my original (GameCube-compatible) Wii hooked up to my TV once again, Melee is not a title I’ve particularly prioritised re-acquiring.
Anyway, fact is, I’ve always at least made an honest-to-goodness attempt to like Super Smash Bros. And I’m very much looking forward to Super Smash Bros. Ultimate for Switch, which, at the time of writing, is launching in just over a week. And I intend to spend most of the holiday period playing it!
Continue reading Seasonal Smashing
I have two confessions to make: one, I haven’t played a Soulcalibur game since… II, I think? And two, Ivy… doesn’t really “do” it for me.
I’m talking a fairly comprehensive package of “not doing it for me”, too; I’m not big into how she is depicted personality-wise, I have no idea how to play as her and I’m not especially into her now-iconic outfit, either… though I will admit that she does indeed have a very nice bottom.
Despite all this, I will happily and freely acknowledge that Ivy is one of the most recognisable faces in the Soulcalibur universe… and an interesting character to explore the various facets of. So let’s do that, shall we?
Continue reading Waifu Wednesday: Ivy Valentine
Kick, punch, it’s all in the mind! Pushing diagonally backwards and up while holding the fire button to swing your sword, however? Somewhat less intuitive…
Enter Mastertronic’s Ninja from 1986. This was a game developed by Steve Coleman (who was previously responsible for Pharaoh’s Curse, which we’ll be coming to in a few weeks) that combines open-world 2D adventuring with a fusion of one-on-one fighting and beat ’em up mechanics to produce something altogether unique.
Ninja was a game of “firsts” for me growing up. It was the first time I saw a ninja and learned what it was. It was the first time I saw (and learned the name of) a lot of pieces of traditional Japanese architecture such as torii gates. And it was one of the first games I played where fighting mechanics were a little more complex than simply mashing the fire button to do a single type of attack. It’s still pretty fun, too… though it puts up a lot more of a fight than I remember!
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