Showing posts with label warzard. Show all posts
Showing posts with label warzard. Show all posts

Friday, December 27, 2024

Freeze frame, my poster collection, final part...

I had so many posters in my Capcom collection that I had to break them over several separate blogs. Here's a reminder for any Street Fighter, or fighting game fans in general. If you want to get into collecting the posters then try to track down the game guides from Japan. The gems in my collection came from Gamest. It was the premier arcade magazine through the '90s. When they published guides, which they called MOOKS after Magazine-Book they often included a poster. 

There would even be posters included in US game guides. The one for Street Fighter Zero / Alpha 2 by Versus Books for example was amazing. They printed a fantastic image on both sides, making it impossible to frame unless you had a second copy. 

Some of the posters in my collection I got from events like the E3, the San Diego Comic Con, the Wondercon, and even live events. I cannot remember where I got the massive Super Street Fighter IV poster.

Bengus is, and will always be the GOAT. I was so hyped that he was doing the designs, and poster work for Street Fighter V. My goal before I die is to have an original sketch from the man.

Not all of the rare items in my collection are posters. I am still on the hunt for a Super Muscle Bomber poster by Tetsuo Hara, the man that illustrated Hokuto No Ken / Fist of the North Star. He designed the wrestlers for Capcom, and did the advertising art as well.

Fighting games of every kind mean the world to me. I needed to make sure that I had a Vampire / Darkstalkers poster in my collection. I had no idea that I would get my hands on one for Warzard / Red Earth. This is easily one of the rarest fighting games ever made.

Thank you for joining me on this journey through my poster collection. Many of which I forgot I had. One day I’d like to get most of them framed, and put them on display, even if I have to cycle through them. Were there any you enjoyed? I’d like to read about them in the comments section. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Thursday, August 20, 2020

The Street Writer Podcast, Episode 18

Two of the greatest brawlers of all time came out in the same year. One in the arcade and one on the home console. Find out what happened to the team that made Konami's best brawlers, and see how Capcom improved upon perfection.


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Friday, April 21, 2017

Warzard, the great fantasy fighting games part 3...

So far in this series we have looked at the pioneer fantasy fighting game and a fantasy fighting game that was never published. Today we will look at one of the greatest fantasy games ever made. Sadly this is a title that most in the game community have never heard of, let alone played. Warzard in Japan / Red Earth in the USA was released by Capcom in 1996. It featured one of the most colorful casts of playable characters and villains ever to appear in any fighter. It was the first title to be developed for the CPS-III system. The sprite-based engine was at the time the most powerful engine Capcom had ever created for arcade games. It was leagues more powerful than the CPS-II, which was what Super Street Fighter II had used.


Capcom had found tremendous success with their arcade unit in the '80s. They had published more than 2-dozen hits with the original CP System (CPS - arcade board), including 1941, Ghouls'n Ghosts, Strider, Final Fight, Street Fighter and Street Fighter II. The original CPS had a long shelf life and been used from 1988 to 1995. The CPS-II was an even bigger success, having more than 40 games published for it between 1993 and 2003. Based on the success of the fighting game genre Capcom thought that they should bank on new hardware to carry them for the next decade. In the mid '90s arcade games were moving to 3D graphics and even home consoles were migrating to 3D so sprite-based 2D engines were being dropped for the most part. The Tekken and Virtua Fighter series debuted after Street Fighter II and both looked a little rough around the edges. They were improving visually by leaps and bounds with each release and would soon look better than the rehashed graphics that Capcom was using. The CPS-III would be a return to form and a chance to show that sprites were still vital to the genre. Sadly it would become the swansong for hand-drawn graphics and Capcom's reliance on 2D technology. The hardware was much more expensive to work with than earlier CP Systems. Not to mention that the genre had a lot more competition that Capcom had anticipated. Development on the CPS-III would be cut short. The engine was only used for 6 games between 1996 and 1999. Three of those games were Street Fighter III and its sequels, two were for JoJo's Bizarre Adventure and one was for Warzard.


Warzard had some of the most brilliant graphics ever seen in an arcade game. The stages, animations, effects and design were light years ahead of anything the competition was working on or would ever release. It was obvious that the publisher had gambled on this game becoming the next big franchise. Expansions were planned if not outright sequels if it became as successful as Street Fighter II. It was apparent in every detail that made it into the game. An entire world was mapped out for the audience. They were given a tour of this wondrous fantasy world in every encounter. No two locations looked the same and that was a good thing. Warzard was layered with so much detail that players were encouraged to keep playing and explore the stories of each hero.


Players explored a world filled men and monsters. Technology was a mixed bag of progress and superstition; gunpowder existed alongside magic, demons consorted with nobles and humanity was at the brink of all out war. Most of the warriors fought with swords and shields but the most powerful relied on spells. Designing a visual language that was equal parts Western and Eastern fantasy required the talents of the senior designers at Capcom. They created a world where flying ships and floating islands appeared as the actual stages. I will be highlighting these people individually later on in the blog.


Every menu, on the level map, stage backgrounds and even in the title screen, were some of the most stylized graphics that had ever been seen. Capcom did not overlook any detail, even the supporting characters which may have turned up multiple times or even just one in the progression of the story had their own unique look and purpose.


These designs also applied to the villains in the game, which also came with their own cast and back story.


The stars of the game were four playable characters; a lion-warrior named Leo, a ninja named Kenji / Mukuro, a sorceress named Tabasa / Tessa and a young martial arts master named Tao / Mai-Ling. They each had their own strengths and weaknesses. Leo was a lion-turned-warrior. He fought with a sword and shield yet could also perform grapple moves ala Mike Haggar or Zangief. Leo lacked strong magical attacks early on in the game. Kenji had brazenly fast attacks, he had curved blades along his forearm gauntlets, a straight sword and even a cannon with an enormous gunpowder discharge. Like Leo, he was equipped to take out even the largest monster with a weapon rather than magic. Tabasa was a sorceress and had some great magical attacks. She had a magical staff that floated and she could use as a projectile. She even had a few unique physical strikes as well. Tao was a martial arts master and fought with her bare hands. She was very powerful despite her size, perhaps she was a demigod. Her kicking attacks allowed her to set fire to her opponents and throw even the largest villain across the screen. It was as if she was the ancestor that Few Long and Chun-Li were descended from.

 

I know that it's hard to imagine a fighting game with only 4 playable characters. It was in fact half the number of playable characters than the original Street Fighter II. Yet the quality of the sprites was unsurpassed. The size of the new characters were much larger than ever before, with a wider color palette and many more frames of animation. The animation was very fluid, better even than that featured in Vampire/Darkstalkers. The sprites were superior to the older CPS-II games. All of the extra work required for completing each character meant that less and less time could be used on filling out a bigger cast. Capcom also made sure to use design elements exploited by rival studios. This game was the first and possibly only fighter by Capcom that featured a "fatality" for opponents. If Leo finished his opponent with a strong sword attack you could actually see the villain cut in half. This includes a cartoonish representation of their brains, spinal cord and guts. It was never as gruesome as a fatality in Mortal Kombat but it was nonetheless a surprise.


Like Street Fighter II there were multiple villains and boss characters making up the lack of playable characters. Unlike Street Fighter II the developers were not required to create human opponents. They could dream up just about any type of fantastic beast to fight with. Moreover, each villain reflected the cultural that they originated from.


Take the demon Kongou for example. He was from the region of Zipang, a nod to feudal-era Japan. The stage he occupied looked very much like a traditional Japanese town, except of course that it was on fire. It was under attack from a rival army and their flying ships. Kongou was a warlord with a terrible secret. He turned into an enormous monster before the battle. With his spiked mace, red skin color and horns Kongou looked like a classic Japanese oni or demon from storytelling tradition.


Look at the multi-headed Secmeto / Ravange. This four-legged creature was a mix of Egyptian Sphinx and Chimera from Green mythology. It hailed from Sangypt / Alanbird, a desert kingdom in this fantasy world. There hadn’t been any beast as colorful in any edition of Dungeons & Dragons yet it seemed so familiar to both Western and Eastern fantasy fans. The ability to project different poisons from each head made sense and the raw strength associated with the monster was impressive, but not as impressive as the gigantic monster from Greedia / Savalia.


Hauzer was an enormous dinosaur-like monster from the home nation of Leo. It was a lost kingdom, one which had fallen into ruin many generations ago. Hauzer was a beast from antiquity, heralding a time before man ruled the Earth. The sprite created for Hauzer was one of the largest ever featured in any fighting game. He covered almost a third of the screen and his attacks could reach clear across the display. Capcom wanted to let audiences know that this game was compeltely unlike any fighting game before. Hauzer was a showcase for the CPS-III system. More impressive was that each villain was unique, with no sprites rehashed to create secondary characters.

 

In the frozen north there was an aquatic baddie who moved unlike any other game character. Part walking octopus, part nautilus and armed with a trident Nool was by far one of the strangest fighters ever featured in any game. He was slippery and quite fast despite his square appearance. The figure was so unique that he was placed in Capcom Fighting Jam a few years later along with Hauzer.


Luan was one of the two female villains in the game, Secmeto was summoned by a sorceress. Luan was a harpy but not the one you might remember from Greek tradition. Luan was not naked, she wore armor and had costume elements pulled from ancient China and Mongolia. She hailed from the same region as Tao, and thus shared many similar central-Asian traits. Capcom had gone above-and-beyond when it came to the color palette applied to each character. The stages were all breathtaking but seeing the quality of the animation and the size of these new sprites was light-years ahead of what other studios were doing.

 

Of all the villains possibly the most unique was GiGi, an animated four-armed statue. It was made of stone and had cues pulled from Pre-Columbian Central America. There was no doubt that the team at Capcom had been inspired greatly by the statue of Kali featured in the film the Golden Voyage of Sinbad. GiGi actually had a left and right side, where its main colors and even sword went from red to blue depending on which way it faced the opponent. Mind you, this was before Gill debuted in Street Fighter III.

 

The sub-boss of the game was an animated suit of armor called Jihad / Blade. His lance, which looked like a spinning turret, could extend across the width of the screen. In addition to being genuinely hard he had both physical and magical attacks. He could freeze opponents in a mirror and then smash them into pieces. He could also expand his armor and unleash a blast of energy from his core, a magical crystal. Blade was in charge of all the other villains in the game and was the guardian of the floating island of Darminor.

 

In the center of the floating island was a castle. The inner chamber had strange totems made of dark stone. Some sort of dark ceremony was taking place as the level progressed. The main villain of the game, a War-Wizard named Valdolll / Scion, was waiting for our heroes. The blue-skinned wizard wore a red robe, had long white hair and a beard. He fought with a magical staff and was flanked by two small dragons. He was immensely powerful even without the dragons at his side. When most people think of a fantasy villain a wizard doesn’t usually come to mind but this one was different. He didn’t walk but instead floated across the arena. If a player were able to defeat him once then he would resurrect himself into a more powerful form. His body turned into a grotesque shape. His head became larger, an enormous brain and spinal cord popped out of his back, multiple tiny arms sprang from his shoulders while his atrophied legs dangled from his torso. With his true form revealed it was obvious that the heroes of the game needed to destroy the monster before he could enslave the planet.


Capcom wanted audiences to understand that this was far from a traditional fighting game. It did have elements from the best fighters they had made up until that point. It needed to have the elements from the RPG titles audiences were used to. Aside from fantasy heroes and villains the game also allowed players to collect treasure from their rivals as well as in bonus stages. The characters also had a level system. The better they fought in each stage the faster they were rewarded with a new level. The levels allowed them to gain new attacks and stronger defenses.

 

Audiences rightfully expected magic to be an internal part of the experience since this was a fantasy game. Golden Axe had started that tradition for brawlers many years earlier and Capcom was honoring the tradition. Players could collect magical orbs and summon powerful strikes. Using the orbs resulted in a brilliant background to be displayed, showing off the mystical or elemental gods being called upon. The graphics on the summons were some of the most beautiful pieces of art ever featured in a Capcom title.


Not only did the attacks become more impressive as the game progressed but heroes such as Leo gained a new sword and shield as he leveled up. Imagine how difficult it would have been to show a Street Fighter’s costume getting better gear each time they fought. The amount of memory and programming talent required to do that would have been insane. Warzard would save each player’s progress locally and they would put in a button command so they could continue leveling up each time they started a new game.


The locations of each encounter left audiences wanting more. These were not the typical backgrounds in a fighting game, the middle of a street with random pedestrians, some back alley or the top of a building. They were instead levels that told a story. Some were in wide open plains and others inside mysterious castles. Each civilization on this planet had had a history, they reflected an indigenous culture. The art team at Capcom was sure to present it with rich colors and layers of details.

 

It wasn’t hard to imagine that Capcom had great plans for the world they had created. The places in Warzard were meant to be revisited. They were the types of locations that the greatest RPG developers had been crafting over the past decade. There was one advantage to them being placed in a fighting game. The fixed perspective meant that the artists had a greater liberty with color, texture and even scale and proportions that would have been difficult to recreate in 3D. The artists could make the stages appear like the pages of a fantasy storybook and not necessarily a real location.

 

Chief among the background artists was Ikedai, whose design of Darminor looked like a watercolor painting come to live. Ikedai was one of the newer artists at Capcom, as was Sakomizu. The strong contrast of the Sakomizu illustrations, the bright colors and solid ink blacks had been seen earlier in the Strider 2 art. This style was a standout and was featured prominently on much of the official Wizard poster art. All of the senior Capcom artists working on the game would get highlighted in the credits.


The credits featured a list of seven artists for creating the original art. They were a handful of the most influential designers of all time and were actually listed by seniority within the studio. I sometimes get asked how to tell them apart in my blogs. It is easier if you place a couple of examples side by side, so here’s a short summary for things to look at while studying the drawings. At the top of the Warzard credits were Akiman and Shoei. Their work defined the official, cabinet and sprite art on the CPS-I and CPS-II hits. The paintings of Shoei were done in paint and markers. His best worked was comparable to oil paintings. He captured the personality of the various fighters in Street Fighter canon and were very much the foundation for all the character models in Street Fighter II. Akiman should need no introduction, as a character designer he brought a lot to the table. He had a very strong manga style and created most of the early black and white Street Fighter II designs. His poster work saw much lighter color blends than any other artist on the team. Despite the lightness of his colors the figures still conveyed weight and movement. Of course if you remember one thing it’s that he created Chun-Li.


The third artist credited in Warzard was Bengus aka Gouda Cheese aka CRMK. In this game he was listed as Monkey Chop. His unique style was featured prominently on the development of the Street Fighter Alpha / Zero series and the Vampire / Darkstalker games. His proportions were very exaggerated. Zangief for example was so muscular that he was about as wide as he was tall. Dhalsim on the other hand was very thin and angular, almost alien-like in appearance. His work in these games also went on to influence countless artists and animators, not only in Japan but in the USA. Bengus’ preliminary pencil work might be colored by another Capcom artist or vice versa. His fingerprints were very much in Warzard, specifically in the opening animation and summons. Shoei and Akiman sketched out the concepts for the various monsters in the game, traditional demons and giants in armor, and Bengus went in right after to give them a completely fresh take.

 

Two of the younger members of the art team, Daichan and Edayan had cut their teeth working on the art for the Street Fighter Zero, Street Fighter EX and Rival Schools titles. The style of Bengus had certainly rubbed off on them, however fans of Capcom should take note at the preferred media that each worked in. Edayan filled his pieces with bold colors, a mix of anime influences and digital techniques were his calling card. He blended reflections and multiple sources of lighting seamlessly on the clothing and skin of his figures. The style of characters were very angular, their muscles were not as exaggerated as those of Bengus, yet not as flowing as those of Akiman. Instead the art was somewhere in between.

 

Daichan was an accomplished traditional and digital artist. He was great at painting on canvas. He did a number of large panels that were reproduced as arcade posters. His painting of Ryu and Gouki staring at each other from Street Fighter Zero 2 was legendary. It would be revisited in comics and would be copied by manga artists in Japan and China. Daichan and Edayan had art on the cabinet, in the official guide book as well as in the Capcom Secret File (an arcade flyer) for Warzard. Their strong sense of color most likely influenced the color choices on the costumes of the villains and even stages themselves.

 

The game was simply breathtaking. It was leaps and bounds above Super Street Fighter II. In fact it was far ahead of what the competition was doing. Other studios were fixated on adding more and more characters to their lineup, some of them with many of the same moves of other characters in the series, Capcom went the opposite direction and created a small number of memorable heroes and villains. This was of course in part to the time that it actually took to create higher-resolution sprites and higher-quality sprites as well. From a game play perspective it had a number of unique elements, the ability to save your progress and level up the main characters. Capcom was so certain that the game had a bright future that they even teased what changes were in store for a sequel.

 

Leo was created by several shaman from a primitive tribe, a lion was chosen to defend them from Valdolll. The transformation into a man was halfway complete in the original game. Leo was meant to become a human and eventually a king to his people. Once peace had returned to the land Leo was turned back into a lion. It was a bittersweet ending for the character. The “true” version of Leo was teased, along with evolved versions of all the other characters. The armor of Kenji had changed slightly and looked more beetle-like. Tabasa had a double-horn hat and Tao had gained some more costume details that appeared pulled from the Chinese opera. What sorts of new moves would they have added? I doubt that Capcom would have simply brought back the same villains in a sequel. It wouldn't have made any sense if they did. Given the development time and cost to produce Warzard it stood to reason that Capcom had to kill the sequel. With Street Fighter III they could keep adding new characters, they could add new stages and new upgrades and keep existing characters around as well. Warzard would have to be redesigned with every sequel. It was not practical from a development standpoint however the bold experiment was something that the fighting game genre sorely needed. Warzard was a perfect example of using a fantasy theme within a fighting game. Neither Eastern nor Western in setting it built universally recognized heroes and villains. Do you think that this game deserves another chance? If so I'd like to hear about it. As always if you enjoyed this blog and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!

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Friday, April 29, 2016

The Abridged History of the Brawler, part 13


Halfway through the decade gamers would see the best that the genre had to offer. Capcom cemented their legacy with two of the best arcade titles ever released. The first one that I mention was not a brawler, Red Earth / Warzard was a fantasy-based fighting game. Unlike Konami’s Monster Maulers or Banpresto’s Metamoqester which allowed two players to combat monsters Warzard was a strictly one-on-one fighting game. It was actually the first title created to show off their new CPS-III game engine. This was something important because most in the industry and most fans had expected Capcom to show off the advanced colors, effects, animations and larger sprites that the engine could render with Street Fighter III. Capcom did release SF III on the CPS-III a few months later, but visually it was not any more impressive than Warzard.


Warzard had some RPG elements in that progress and experience made in the game could be saved on the system. In addition to leveling up armor, weapons and health bars the game also used a “magic” system that was invoked as a special attack. The four main characters, a ninja named Mukuro, an anthropomorphic lion named Leo, a witch named Tabasa and a martial artist named Tao were among the best character designs in any fighting game The redefined the archetypes from which they were based on. The villains in the game were equally amazing.


The game featured a sprite-scaling system for the sprites but when the camera zoomed in and out of the action it was not as extreme as the Sega games, the shift was slight and did not make the sprites appear flat at all. The game had a fun story and even offered multiple endings and a hint for a never to be produced sequel. It gave gamers a reason to replay the title Unfortunately the game was very rare and few arcades ever had one of their own. Of the dozens and dozens of arcades I’ve had the fortune of visiting I’ve only seen one Warzard cabinet. But I digress, I was supposed to be talking about brawling titles.

The other game Capcom released in 1996 was built on the older CPS-II engine. It was arguably the greatest brawler they ever developed and a contender for greatest brawler of all-time. Dungeons and Dragons: Shadow over Mystaria was a follow up to their previous D&D title, the Tower of Doom. It improved on the earlier title on every level.


The weapon upgrades, magic and combat systems were preserved from the previous D&D title as were the branching paths. The game was a bit longer than the original while the diversity of locations and opponents had increased. An entirely new cast of playable characters was introduced in Shadow over Mystaria including a Cleric, Dwarf, Elf and Thief. The characters had more than cosmetic differences between them, their move sets and abilities were vastly different. The Thief was a fast character that could jump off of walls and detect traps, they appeared to players as flashing signals to avoid. A group that played without a thief would end up walking blindly into traps, like having rocks drop on them from above. Just as a group that played without a Cleric would find it harder to fight undead characters or heal themselves without the aid of magic potions.


Shadow over Mystaria demonstrated how if the brawler were designed properly then it could be the perfect action-RPG. Players had real-time fights, real-time inventory management and reason to work as a team in order to survive in a fantastic but dangerous world. The artistic stylizations that sprites provided added an additional layer of appeal to the game. No 3D MMO, with its point-and-click mechanics and canned animations could ever hope to match the actual interactivity and gameplay that the brawler provided. Yet Shadow over Mystaria had a rival that year, a game that some would argue as being an even better experience and for many the greatest brawler ever released.

Treasure had a short but memorable list of games at that point in the market. The independent studio was known for their original ideas and amazing animation. Guardian Heroes was their entry into the fantasy brawling genre. The game was released on the Sega Saturn and took advantage of the 32-bit processor and increased storage capacity that CD media had over the 16-bit cartridges. Actually Treasure had pushed the hardware past its breaking point, as the game often allowed so many characters on screen and effects to be happening at once that the Saturn would slow down in the middle of the most frenetic battles. Despite the slow-down issues the game was so well designed and executed that it caught players and reviewers completely by surprise.


Players could choose from one of five character types, a warrior named Samuel, a female knight named Serena, Genji the ninja, a magician named Randy and a cleric named Nicole. Each of course with their own strengths, attacks, magic and weaknesses. Players learned what character combinations worked best for them and their style of gameplay. The game, like the best brawlers worked best with multiple players. Treasure found a way to give single players that experience by providing them with a computer controlled Undead Warrior. This character could be set to attack, defend or even go berserk by players. Being able to know when to trigger the teammate abilities was crucial to beating some of the harder bosses. The game actually began right in the middle of the action where soldiers from the kingdom were trying to recover a magical sword that Samuel had gotten. Players had to quickly learn the control and magic system while a tavern they were staying in was burning to the ground. The pacing between story and action moments was well put together.

The gameplay took place on a 2-dimensional plane rather than on an open field as in most brawlers. The reason for this was understandable. Characters could perform complex combo attacks on opponents, similar to fighting games, which required advanced commands. In a typical brawler if a player did not properly line up an attack after entering the command then it was a wasted strike. Keeping opponents on the same plane eliminated those missed opportunities. However that also meant that wave of opponents would also be able to approach from the front and back on the same plane. To give players some freedom, Treasure made it so they could jump up to two levels into the background to fight or escape opponents. It could also be done to spread out the sometimes chaotic action. No other brawler had ever offered this gameplay mechanic before. But to be fair the fighting game Fatal Fury had featured a similar mechanic years earlier.


Guardian Heroes game offered many paths to follow. It was possible for gamers to have dozens of different experiences each time they played. Players could even spend points that they had earned by defeating opponents to increase their stats and abilities. Players learned to carefully balance their physical and magical attacks and take advantage of the environment and opponents. If multiple characters were near each other then players could perform a single lightning, ice or fire attack and let that attack travel like a shockwave through all of the careless enemies. Players could rack up scores of experience in the process and extend their magical attacks. Players could even take advantage of careless enemy sorcerers. If an opponent activated a healing disk for enemies to stand on and replenish their health then players could knock opponents off of that disk and give themselves the energy instead. In other videogames enemy magic seemed to only help enemies. In this game it applied to either side

The best part of the game was that every defeated opponent, from muscle bound thieves, to demons, giant robots, sorcerers, plant monsters and boss characters could be played as in a bonus fighting game. It was more like a battle royal as up to six characters could take the field at once. Some of the characters were difficult to unlock because they often did not stick around long enough to be beaten before a cut-scene loaded. Players learned to work together and take out characters as fast as they could so they could play as them in the bonus game. To say that my brothers and I played a hundred hours or more securing the characters in the Saturn’s internal memory was an understatement. Guardian Heroes was the brawling experience we had all been waiting for only we did not know it.

Treasure appeared to come out of nowhere and set the standard for animation, character and level design, control, story and even music for every console brawler yet to come. What many players did not realize was that Treasure had built Guardian Heroes on the legacy of their team. The studio was composed of former Konami employees, then known as “Star Team” for their ability to crank out hit after hit. People that had worked on their best arcade brawlers including Aliens, the Teenage Mutant Ninja Turtles, Vendetta and the Simpsons had finally returned. When they were not bound by a license and allowed to develop an original brawler then they absolutely flourished. Not simply one of the greatest brawlers ever made but one of the greatest videogames ever made. Unfortunately many players did not get a chance to experience the title when it first came out. Because it was on the Saturn console rather than in the arcade meant that it would not get the exposure that it deserved. Thankfully Xbox Live would be available some 15-years later to give a whole new generation a chance to experience it. However for fans of the arcade brawler the genre seemed to have peaked in 1996. The industry went from a few great titles every year to a few years between great titles. Find out about 1997 and Capcom’s last sprite-based arcade brawler in the next blog. As always if you enjoyed this blog and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!

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