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THE LOST RINGS
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Back in 1996, there was no way I would have considered creating a Saturn tribute site... frankly, I hated the thing.  Actually, I really hated Sega more than anything, but I bashed the Saturn anyways because, as the latest product from a company that specialized in screwing over its customers, I felt the attacks were richly deserved.

Then my friend showed me Virtua Fighter 2.  And then another friend rented a Saturn and showed me NightWarriors.  After that, I was much more open-minded.  Even if Sega dropped the system into the trash a couple of years after it was released (and sure enough, they did...), it didn't matter to me, because they could never take away my copy of NightWarriors.  I loved that game so much that I bought it before I purchased a Saturn!

When I moved to Arizona, I bought that Saturn, and more Saturn games.  A lot of Saturn games.  Because of the great distance between towns (every city was seperated by at least twenty miles of desert), I couldn't really rent anything, so I'd just buy a used game instead.  I'd buy a Saturn game EVERY TIME I was in Tucson or another large city, and by the time I'd moved back to Michigan I had a lot of them.  I even started trading with a Japanese guy about a year before returning to my home state... I had so many import Saturn releases because of those trades that I knew I had to devote a section of my web site to them. 

And here it is!  Welcome to The Lost Rings, a magical land that's a million miles from the status quo of the Playstation product line.  It's a place where the skies are blue all day long, and where quirky Japanese titles blossom on every tree.  In this land, 2D gameplay rules, and a responsive six-button controller is his queen.  You're invited to sit back, take in the colorful scenery, and discover what this distant planet has to offer.  If this is your first trip, you're sure to be pleasantly surprised!

ALL JAPAN PRO WRESTLING
FEATURING VIRTUA FIGHTER

NO 1M 4M

O

O

O

OK, now this is just stupid.  Who got it into their fool heads that people would want to see the two beefiest Virtua Fighter characters mix it up with Japan's finest wrestlers as well as a few has-beens from America?  Sega put a lot of work into this game, although I can't even begin to understand why... the concept is just too freaking weird for wrestling purists, and anyone who got a kick (and a flaming turnbuckle drop) out of the Wrestlemania arcade game isn't going to like All Japan's surprisingly reserved style of fighting.  There's no trash talk from the grapplers, no two story drops from an iron cage, and no hard-core matches with trash cans and stop signs strewn throughout the ring.  Pro wrestling has never been so... polite.  I guess that's to be expected from the Japanese, and so is the quality of the game... the wrestlers are nicely animated and light-source shaded, and there's a lot less button mashing here than in most wrestling titles. Unfortunately, All Japan Pro Wrestling is so boring that most gaijin just won't care, and the lack of any American wrestling legends (unless you count Steve "Dr. Death" Williams, and I'm sure you don't) only makes matters worse.  Maybe this game would have been a little more exciting if it had featured, well, actua fighters.

CAPCOM COLLECTION, VOLUME FOUR
 
NO 1M 4M

O

O

O

I was talking for a while with some friends about the evolution of Capcom over the years, and how whenever the company changes artistic directions and game design styles they never, ever look back.  Remember the detailed, extremely colorful games like Final Fight and Willow they used to release in the early '90s?  Although they're still attractive and very fun to play, it doesn't look like Capcom will ever go back to that style of game design again... and that's a little depressing.  Similarly, Capcom hasn't even touched the military shooter genre for almost a decade, even though 1943 and Commando were the games that first got them noticed in America.  It doesn't look like they'll ever make another game like Commando again, but at least the fourth volume of their generation series lets you enjoy the original as well as its sequel, MERCS, and Gun.Smoke, the oddball sequel set in the old west.

Starting things off is Commando, perhaps the first Capcom release that really clicked with Americans.  Its military theme, attractive graphics, and an endless supply of Nazis to slaughter gave Capcom the solid footing in US arcades they just couldn't get with bland shooters like Vulgus.  However, what was sadistic fun in the late 80's isn't all that and a bag of K-rations now... about the only thing in Commando that hasn't been surpassed by more recent shooters is its level of difficulty.  Not only is your soldier grossly outnumbered, he's outgunned and outclassed as well.  Pat pointed out so many examples of this while I was playing that I couldn't help but notice a few myself... the Germans can throw their own body weight in grenades, have motorcycles that can survive a direct hit from a nuclear blast, and hide in Axis-friendly trenches that double as death traps for American troops.  Worst of all, Aryan breeding (or more accurately, inbreeding) has made the krauts deadly to the touch, and although there was a knife in one of the home versions of Commando that let you survive one encounter with Hitler's henchmen, it sure ain't here.

Commando shows almost as much mercy as a drill sargeant frustrated with his new recruits, and some players crave that kind of challenge.  However, if you'd prefer to put yourself on more even ground with the enemy forces and call in a couple of friends just to be on the safe side, you'll want to fire up MERCS instead.  I didn't notice much of a difference between this direct port of the arcade game and the supposedly diluted Genesis version, but it's a whole lot more impressive than Commando... your troopers (up to three if you've got a multi-tap) are given much more powerful weapons that can tear through houses, tanks, and even entire cliff walls, and unlike Commando, which demanded pinpoint precision when throwing grenades, your emergency weapon is pretty much fire and forget... just tap a button and everything in the middle of the screen is instantly charred by a brightly colored explosion.  Pat complained that all this, plus the life bar that lets you survive everything from grenade blasts to tank shells, sucks all the challenge out of MERCS, but I don't mind.  I've always had a spot in my heart for games intended to delight the senses rather than test the player's skills, and MERCS is definitely one of those games.

Finally, there's Gun.Smoke, an unintentionally silly Commando spin-off set in the old west.  Surprisingly, the sheriff in the game is much better armed than his World War II counterpart, firing streams of bullets from his pair of six guns (and apparently reloading them at light speed).  The tradeoff is that the gunman has no grenades (seeing as they haven't been invented yet), and he has a nasty habit of aiming his weapons in every direction but where the enemies actually are.  OK, OK... that's a slight exaggeration.  Still, if someone sneaks behind you there isn't much you can do about it other than dance around him or, if there are dozens of bullets headed your way, just take a knife in the back.  If you're really lucky, you might find a horse icon hidden in one of the barrels along the way, bringing out a bullet-resistant steed which cushions you from a handful of these cheap hits.  While it's hard to complain about that, it doesn't really look like you're riding a horse when you pick up this icon... rather, it just looks like the sheriff's ass has grown three times its normal size.  If that's not weird enough, picking up lit sticks of dynamite gives you points rather than blowing your arm off.  Maybe the sheriff is defusing them by stuffing them up his gigantic butt... I don't know.

Getting off that topic (as quickly as possible), the emulation of all three games is close to perfect... it's certainly a lot better than what MAME could do on a computer with the Saturn's clock speed.  The games on Midway's two greatest hits collections seemed just a bit closer to the arcade versions, but that's probably because Midway had less complex games to emulate, and used more accurate resolutions for each of them.  Capcom Generations Volume 4 lets you try three different screen sizes for each of the games on the disc, and none of them are quite on target.  One puts the screen on the left and a status window on the right, and although Capcom tried to make up for this by putting the selected game's cabinet artwork in the status bar along with your score and number of lives, it still takes away from the game's arcade feel, and the cabinet art was shrunken so much that most of the smaller details are either gone or too fuzzy to see... Capcom should have let you view larger scans in a museum of some sort instead of trying to smash them into the games themselves.  The second option stretches out the screen, making the characters larger and keeping the score and lives where they belong, but then you have to put up with slightly distorted artwork, which can get really aggravating if you're playing the superdetailed MERCS.  Finally, the truly discriminating arcade nut can turn his television on its side, play the games with their intended resolution and aspect ratio for five minutes, then shriek in horror as his TV shorts out, catches the curtains on fire, and burns down his house.  I can't blame Capcom for adding this feature- after all, most other console emulators have it, too- but anyone anal enough to actually consider using it probably already own the arcade games (don't laugh... I can think of at least two GRB staffers that do have their own arcade machines.  I'll make it three if I ever find one at an auction).

The only people who would really want this collection are the few but proud gamers who would give the shirt off their backs to Capcom, and replace it with a Resident Evil 2 jacket just to make them happy.  There isn't enough here to keep the average Jess- I mean Joe!- from playing Commando, MERCS, and Gun.Smoke on their computers without paying a cent for the opportunity.  However, if you remember playing these games regularly at your local arcade and feel that you deserve some kind of reward for your best scores, Capcom Generations Volume 4 is as close to a badge of honor as you're going to get.

DEAD OR ALIVE

NO

1M

4M

O

O

O

This ambitious conversion of the boob- tacular Tecmo coin-op makes even Virtua Fighter 2 look slow and clunky, with gorgeous high resolution graphics, entrancing animation, and incredible light source shaded polygons.  If that's not enough to get you drooling, special technology was included to give the female characters a little added, er, spring to their step.  Specifically, the ladies' breasts seem to have a life of their own, bouncing right along with the movements of the fighters. Of course, this isn't as realistic as it sounds, since each of these three femme fatales would need triple D cup bras, that is, if they ever bothered to wear them... but I digress.  These outstanding visuals help disguise the fact that this is basically your ordinary, average 3D brawler, with the button layout of Virtua Fighter (albeit with the guard button replaced by a trickier hold key, which allows you to grab your opponent's outstretched fist or foot and use it against him) and a small playfield which penalizes anyone who steps outside its boundaries.  This isn't my cup of tea, but anyone who still enjoys these games will be quite satisfied with Dead or Alive.

DEZAEMON 2
NO 1M 4M

O

O

O

Dezaemon 2 isn't so much a shooter as it is a shooter creating utility.  While there are three titles included- Biometal Gust, Ramsie, and a wretched pseudo-polygonal Xevious wannabee that I wouldn't wish on a Conneticut senator- they're strictly Super NES quality efforts, and are only there to demonstrate what Deza2 can do in the right hands.  The number of options and features in this title are staggering, rivalling and in some cases surpassing similar utilities for home computers.  Ever want to take advantage of the Mode 7 features that blew you away when you first bought your Super NES?  That power is at your fingertips... you can scale and rotate enemies to your heart's content, or give the backgrounds those wavy "no more LSD for me, thanks" effects that we all remember from ThunderForce III.  If you prefer, you can sharpen your musical skills with a Mario Paint-like program which allows you to drop instruments on up to four staffs.  With a little practice and some experimentation, you can have drums, a piano, and two guitars playing your masterpiece in perfect harmony.  This customization does have its limits, however.  For instance, you're stuck with a pretty unimaginative power-up system, and there's really not much you can do to change it.  Also, you can't mix and match vertically and horizontally scrolling rounds, so if you want your own Saturn version of Life Force, you'll have to buy it just like everyone else.  Finally, you won't be able to save your creations at all without a hefty save cartridge... Deza2's game saves gobble up thousands of bytes of RAM, and you can't transfer them to the 4-in-1 cart you probably used to boot the game in the first place.  Still, Dezaemon 2 offers what no other shooter can- unlimited play life- and may even teach you a thing or two about game design.

DRACULA X:
NOCTURNE IN THE MOONLIGHT

NO 1M 4M

O

O

O

This close conversion of the popular Playstation title Castlevania: Symphony of the Night suffers from just one big problem... the beautiful transparencies from the original have been replaced with ghastly meshes that make some characters (particularly the phantom gas clouds in the haunted library) looked as though they've been crocheted rather than drawn.  This would be entirely forgivable if the Saturn couldn't handle these effects, but the otherwise mediocre Street Fighter: The Movie proves that their absence in Dracula X stems from a rushed translation, not system limitations as one would first suspect.  Other than this fault and a little extra slowdown, Drac compares quite favorably to its Playstation counterpart, with two new stages and less dopey voice overs (although it's still a bit offsetting to hear Dracula speak in fluent Japanese...). If you haven't had prior experience with Symphony of the Night, you're in for a real treat... Dracula X drops the familiar Castlevania gameplay, graphics, and (incredible!) sound into an enormous, fully explorable environment, creating an entirely new adventure that will hold you in its spell for weeks.

DRAGONBALL Z:  SHIN BUTODEN
NO 1M 4M

O

O

O

Dragon Ball Z: Shin Butoden is the closest thing there is to the ultimate Dragon Ball Z fighting game. It begins with a long intro movie with features of all the game’s characters, offers several different 1-Player modes (Traditional arcade, Tournament, and Mr. Satan Gambling), and has a massive player selection. Unfortunately, the changes made to the battle platform from previous Butoden titles were for the worse, and the often-fickle play control doesn’t help matters, either. Nevertheless, Shin Butoden is a decent fighter, and would have been a much better translation project that the ill-fated Dragon Ball GT: Final Bout from a few years ago.

Shin Butoden’s best feature is, without question, the unbelievable character selection. You can choose from over 20 different characters, each with their own unique fighting styles and signature attacks. Nearly every major hero and villain is playable, from Goku and Majin Buu all the way down to Mr. Satan and Kamesenin. While some previous games have suffered from having a million-bazillion characters (cough [Mortal Kombat] cough), SB shines because of it. Fans will easily be able to find their favorite character within the ranks of the DBZ crew, and proceed to kick everyone else’s ass.

As far as eye candy goes. Shin Butoden is well done. The sprites and pre-fight portraits look like they’ve come straight from the cartoon, and the backgrounds, while nothing fancy, are all recognizable areas to even the most casual DBZ fan. But only the truly dedicated can really appreciate the ear candy: all the fighters come fully equipped with their original voices, and the background music is comprised of jazzy, remixed tunes from the series.

My biggest problem with SB is the play control. Now, I’ve been throwing Hadoukens for a good 8-9 years now, and when I have to do the motion three times to get a move to work, something’s wrong. Even though you can access a list of your moves at any time, and know exactly what to do, it can still take several attempts to get a move to work. And when you have to perform a motion the three times to pull one move off, it gets real old real fast.

The truly unique aspect of Shin Butoden is the actual fighting platform. Most levels are more than one screen in length, and when the two combatants distance themselves, the screen splits, and you keep track of your opponent’s distance via the small scale window at the top of the screen. If you get tired of fighting from afar, certain attacks will knock your foe into the background, rotating the perspective and making the stage one screen long. It’s basically like fighting in a big box and switching from the long side to the short.

Speaking of fighting from afar, this ability is one of Shin Butoden’s most interesting aspects, in that in can either make for a challenging, strategical match, or the most cheap-o-rific fights you’ll ever have. Your blast attacks are powered by your "ki" meter, which you can charge up at any point in the match at the cost of leaving yourself open to attack. Once you have a decent amount of ki, you can perform various blast attacks, with the bigger blasts costing more ki and doing more damage. Sounds reasonable, in theory. In theory, communism works. There are two main problems with the blasting attacks: The powered up blasts do ridiculous amounts of damage, so even one can decide the outcome of a match. Two in a row will result in instant death for all but the strongest characters. Also, when you do one of the larger blasts, your target is given a moment to counterattack, during which he can perform a motion to knock away your blast or counter it with one of his own. If he counters, you have no chance to retaliate and you get fried. This is probably the worst aspect of SB; in every other DBZ fighter, a countered blasts results in a frantic, button-mashing war between the two characters, with the faster player scoring the hit. So, what this translates into is that if your opponent is good at countering blasts, you’ll end up with a freshly roasted carcass where your character used to be. This is where the perspective-changing attacks come in, since the blast-counterblast system doesn’t come into play during up close fighting.

Overall, Shin Butoden is an OK game, but it couldn’t achieve its goal: to be the ultimate in Dragon Ball Z fighters. Import copies are extremely rare, and the few that are available can get very expensive. If you’re a dedicated DBZ fan and have money to burn, by all means get this game. But if you’re anything less than obsessed with the show, you’re probably going to end up with an empty wallet and a lot of disappointment (Homer Simpson, from some episode I don’t know the title to).

DUNGEONS AND DRAGONS
COLLECTION

NO 1M 4M

X

X

O

Putting the mindless martial arts meyhem of Capcom classics like Final Fight together with the infinite complexity of Dungeons and Dragons is like trying to divide something by zero... it just doesn't compute.  Dungeons and Dragons Collection tries to force these two great tastes that don't taste great together to work as a hybrid, but the end result is a pair of beat 'em ups with a tacked on license.  You get characters from the D+D universe, magic spells, and heavy plot outlining (useless when it's all in Japanese), but the rest of the game is as follows:  Hack, hack, slash.  Slash.  Arrgh.  Pick up silver piece.  Slash, slash, hack.  Jump.  Hack.  Arrgh.  There's nothing wrong with this kind of gameplay when it's in the right context, but slapping a Dungeons and Dragons license on it seems like a sick joke.  Besides, Guardian Heroes does everything these warmed over Knights of the Round clones do, and it won't put you to sleep after fifteen minutes.

ELEVATOR ACTION 2 RETURNS
NO 1M 4M

O

O

O

So, uh, wouldn't that make it Elevator Action 3?  Despite the confusing name, this is a pretty straightforward shooter, more similar to the Namco sleeper Rolling Thunder than its namesake. Sure, there are still elevators, but many of the rounds scroll horizontally as well as vertically, and your character can duck into green and red doors to temporarily avoid the hail of gunfire outside.  The enemies are more varied too, ranging from pistol wielding crack zombies to mysterious thugs in radiation suits... fortunately, they're no match for your own weaponry, and can even be set ablaze with exploding fuel canisters or crushed with the always handy elevators (leaving a bloody smear on the floor, provided the violence setting is turned on).  The graphics are a bit underwhelming in comparison to Metal Slug's, and the control (particularly jumping) isn't as precise as it should have been, but Rolling Thunder fans who've been waiting in vain for a sequel to the Genesis games will be quite happy with this.  Also included on the disc is the original Elevator Action, which despite being nearly arcade perfect still kind of bites.

FATAL FURY
REAL BOUT SPECIAL

NO 1M 4M

X

O

X

First, the good news:  Real Bout Special is easily the best looking fighting game available for the Neo-Geo, a pretty amazing accomplishment when you consider just how many games it had to compete against for the title.  The characters are large, wonderfully animated, and loaded with personality, and the playfields are cleverly designed, allowing the player to kick their opponents through everything from gnarled old trees to entire houses.  So what's the bad news? The good news is the bad news.  That doesn't make a whole lot of sense, so let me try to explain.  Real Bout Special's graphics are a liability, because you feel somehow obligated to ignore its lesser qualities and play it despite its poorly conceived- hell, miscarried is more like it!- play mechanics and control scheme.  Get this... there's only ONE punch and ONE kick.  That's actually a downgrade from Fatal Fury 2, which had double that amount but was released over a half decade ago!  To add to the, ahem, "fun", we have a button that's rather vaguely defined as a strong attack.  You're never sure exactly what this will do, and you aren't given the chance to find out in the middle of a close fight.  Worse yet, some special attacks can only be performed with this button, raising the confusion factor through the roof!  Finally, the dual plane perspective which was a nice innovation in Fatal Fury 2 is just obnoxious here... it makes trying to perform (the operative word here is "trying") the ludicrously complicated super moves even more pointless, since the opponent can simply slide around your screen-filling fireballs and twenty hit autocombos.  Despite all this, you'll keep coming back, desperately trying to find some redeeming value in this mess just because the game LOOKS great.  It's a shame, really... if SNK had spent as much time with the window as it had the window dressing, this would have been an instant classic.

FIGHTER'S HISTORY
DYNAMITE

NO 1M 4M

O

O

O

Fighter's History was so corny, cliche'd, and unintentionally funny that it should have come with MST3K stickers to put on the bottom of your television set.  The fact that Data East made Karnov (the grotesquely obese Russian circus freak from the lackluster NES game of the same name) the last boss of this debacle, and seemed PROUD of the fact, should just about say it all. Countless snide reviews and even a lawsuit by Capcom didn't deter Data East from releasing a home version of Fighter's History, then a slightly upgraded sequel, then a home version of that. This new release, Fighter's History Dynamite, isn't even close to the bottom of the (burning) barrel of shitty Saturn fighting games, but I can't imagine why anyone would want to pay a heavy importing fee for it.  Take every character from the original Street Fighter II, Dan-icize them with ineffective, ridiculous attacks and a host of dumb victory poses, and that's Dynamite in a nutshell. Even the announcer is a moron, screaming "Marstorius... WIIIIIINS!!!" at the end of each confrontation.  All of this is good for a few laughs, but the joke's on you if you actually buy this bomb.

GRADIUS DELUXE
COLLECTION

NO 1M 4M

O

O

O

Ah, Gradius... the game that defined the modern day shooter.  Unlike other game companies, Konami wasn't satisfied with locking its customers into single screen dogfights with hostile intergalactic bugs.  Instead, they gave players an entire galaxy to explore, with a variety of distinctly different worlds and a vicious boss lying in wait at the end of each planet.  Oddly, the game that brought shooters into the 21st century was largely ignored by arcade goers, and didn't become popular until Konami released Gradius for the NES in 1987.

A decade later, Konami brought Gradius and its sequel, Gradius II Gofer, back home, this time with arcade quality graphics and a slick full-motion video introduction.  Is this enough to catch the attention of gamers who've forgotten about the series and shooters in general?  Probably not, but anyone who spent endless hours struggling against the Bacterion empire on the NES will be pleasantly surprised by the Saturn version's beefed up sights and sounds.  They're still not what you'd call state of the art, but the artwork is a lot sharper than in previous Gradius conversions, and the music has a nice digital ring to it... you may even catch yourself listening to all 99 seconds of the tune in the warm-up screen.

The only real letdown for Gradius fans is that a version of Gradius III (hey, it would have been great without all that icky slowdown!) wasn't included, and that Gradius II Gofer was.  EGM went bananas over the game when it was released for the Famicom ten years ago, but I just don't see the appeal in this cheese-laden sequel.  The graphics and sound are all right, and you get your choice of four different ships with a side order of frontal or full shields (sour cream is 25 cents extra), but Gofer just isn't much fun... even the announcer seems to be painfully aware of how dull it is.  If you're looking for an update to the Gradius saga, you'll be much happier with Gradius Gaiden for the Playstation, but if you loved the first game and are dying for another crack at those filthy Bacterions, this collection will more than satisfy your nostalgic cravings.

GRANDIA
NO 1M 4M

O

O

O

I've been a fan of the Japanese programming team Game Arts since I first laid eyes on their premiere release, the dazzling shooter Thexder.  Later, Alisia Dragoon improved on the themes first introduced in Thexder and made owning a Genesis bearable in a year of depressing Flying Edge releases.  Game Arts floundered a bit with the Lunar series, but have more than restored their good name with Grandia, a charming role playing adventure in the grand tradition of Chrono Trigger and Secret of Mana.

Rather than borrowing heavily from any one theme, Game Arts played it smart with Grandia and took inspiration from a wide variety of games, then rounded things out with their own ideas.  For instance, the melding of well-drawn sprites and beautiful polygonal environments hearkens back to Dark Savior, but Grandia's graphics engine is much more advanced, so there's even more background detail without all the slowdown.  Similarly, Grandia's battle system combines features from Chrono Trigger, Secret of Mana, and Final Fantasy Tactics, yet the hybrid seems refreshingly original.  Of course, any role playing game that doesn't steal 99% of its ideas from Final Fantasy seems like a miracle of innovation these days.

It's obvious that Game Arts learned a lot from dabbling with the Lunar series.  Grandia is fun, inventive, and brilliantly executed, all qualities which were sorely lacking in Lunar and its sequels.  As was mentioned earlier, Grandia's graphics are fantastic... the towns are so packed with detail you'll feel like you've stepped inside them with your party.  And in addition to being wonderfully drawn, the characters themselves are complex and instantly identifiable.  You'll feel for Justin and his band of adventurers even if you don't understand a word they're saying... some of the plot twists will just break your heart.  It's for this reason that I'm GLAD Grandia was never released in the United States... Working Designs would have taken the game's emotional storyline and turned it into one very long, very tiresome joke.

I couldn't recommend Grandia to just anyone...  it takes a special breed of RPG fan to pay over fifty dollars for a game that's almost entirely in Japanese.  However, if you're one of the folks who ordered Seiken Densetsu 3 or Final Fantasy V from an importer, you can't afford to miss Grandia.  Next to Panzer Dragoon Saga, it is THE best game of its kind on the Saturn.

KEIO YUUGEKITAI
NO 1M 4M

O

O

O

Despite its reputation as the undisputed king of 2D games, the Saturn has never had a side-scrolling action platform title that you could truly call a classic.  Games like Rayman and Astal certainly looked nice, but they lacked the charm and complexity that kept players so faithful to the Super Mario Bros. series.  As you'd have to expect from the sequel to the wacky Sega CD shooter Keio Flying Squadron, Keio Yuugekitai definitely has the personality that other Saturn side-scrollers were missing. The full-motion video introduction alone is a riot... when the diabolical raccoon Dr. Pon threatens Rami's family, her GRANDFATHER springs into action and dons her famous bunny outfit!  Things just get weirder from there, as Rami faces off against everything from head-poppin' priests to jet-propelled pagodas.  Even the game's lead programmer gets a crack at our kinkily dressed heroine, hidden behind a series of increasingly bizarre masks.  All this is brought to you in glorious Nihon-o-vision(tm), so you know the graphics and sound are top notch.  The undersea level in particular is gorgeous... the dreamy wave effects and soothing music are so mesmerizing you'll be glad you never have to worry about coming up for air.  There's just one thing missing... technique.  Rami doesn't have many options when fighting Dr. Pon and his legions, and without a weapon, the bunny-eared bimbo is easy pickins.  There's a keen art gallery that opens up little by little as you earn points, but even that's not enough to keep the average player interested for long, especially when you consider that they'll tear through the game in a day or two.

KING OF FIGHTERS '97
NO 1M 4M

X

O

O

The King of Fighters '97 was the first import fighting game for the Saturn that I really, truly loved. OK, so it wasn't the first Japanese release I picked up for the system, but Waku Waku 7 didn't satisfy me the way a good, deep tourney fighter should, and the only games I had that fell into this category (Street Fighter Alpha 2 and NightWarriors) were starting to bore me.  Since I didn't particularly care for X-Men vs. Street Fighter, the obvious choice was to pick up King of Fighters '97... after all, I enjoyed the game on the Neo-Geo, and I figured that the Saturn version had to be pretty close to the original.  I was delighted beyond belief to discover that the Saturn conversion actually outperformed its predecessor in some respects, with plenty of new options and a greatly improved CD soundtrack.  Best of all, everything that made the arcade game so much fun- namely, the enormous cast of characters and superb control- hadn't been changed a bit!  Back then, an SNK fan like myself couldn't ask for more.  In fact, a little less loading time between rounds would have been nice...

These days, King of Fighters '97 seems a bit, well, crusty in comparison to other 2D fighters. There's already been two updates on the Neo-Geo (sadly, neither found their way to the Saturn), and the three on three team feature once unique to King of Fighters is now an option in the superior Street Fighter Alpha 3.  Still, if you've got a yen for a fighting game with that distinctive SNK flavor, this is the best one you'll find on the Saturn.

LAYER SECTION II
NO 1M 4M

O

O

O

The polygonal treatment has done wonders for this sequel to Galactic Attack visually... skyscrapers in the city tower over your ship, and the effect of parallax in some stages is just unreal. Still, no matter how nice you make it look, Layer Section II is still the same, ho-hum Xevious descendant that its predecessor was.  No amount of next generation (pun intended, you arrogant freaks) gimmicks can hide that fact.  Power ups do next to nothing for your ship's already limited firepower, and this coupled with its extreme vulnerability and limited continues makes the game insanely frustrating.  The laser targeting system is fairly innovative and does add depth to this otherwise simplistic shooter, but it becomes seriously distracting when the screen fills with airborne enemies- and bullets.  As pretty as it is, Layer Section II is nothing more than space debris in the face of Konami's far superior Gradius games.

MARVEL SUPER HEROES
VS. STREET FIGHTER

NO 1M 4M

X

X

O

I'll be blunt... this game's gotten a royal screw job by reviewers, particularly certain fan-eds who really should know better.  They've misrepresented Marvel Super Heroes vs. Street Fighter, griping about its small cast of characters and similarities to X-Men vs. Street Fighter while glossing over or completely ignoring the fact that it's easily one of the three best fighting games ever released for the Saturn.  Well, let's address their complaints, shall we?  Yes, MvSF is a minor step up from Capcom's first tag-team fighter, but they took everything (and I do mean everything) that was annoying about XvSF and either removed, modified, or improved it.  The gameplay is tons better, with a more reasonable difficulty, new super moves for every character, and more interaction with your partner.  Capcom even added some zing to the graphics... instead of the generic sunbursts you'd get from flooring an opponent with a super attack, the playfield is engulfed by multi-colored warp streaks, solar eclipses, and vibrant planetscapes.  As for the limited selection of heroes, I'll just point out that Marvel vs. Street Fighter has more superfriends and superfoes to choose from than in the original game, and that Storm was taken out of the action and locked into a stasis tube where she belongs.  I do agree with the whiners just a bit... half of the game's stars are, um, very Ryu-esque, and Capcom could have loaded a few more fighters into the proverbial van before taking off.  Still, anyone who didn't buy Marvel vs. Street Fighter because of the endless criticism heaped upon it (by folks who interestingly enough had no problem with Super Mega Mighty Ultra Street Fighter 2' Turbo With A Light Dusting of Powdered Sugar) was cheated out of a whole lot of fun.

METAL SLUG
NO 1M 4M

X

O

O

This game was a big surprise from SNK... after all, their last side-scrolling shooter for the Neo-Geo, Cyberlip, didn't exactly rake in the quarters (anyone unfortunate enough to have played it won't have too much trouble figuring out why).  Luckily for us, SNK was only momentarily discouraged by this first failure, and took another stab at the genre a few years later, carefully avoiding the mistakes they'd made with Cyberlip.  "Blasting aliens in the distant future?  Nah, been there, done that, screwed it up.  Let's go back to our Ikari Warriors roots instead and plop the player in the middle of a battlefield straight out of World War II.  A handful of weapons to choose from?  Hmm... that's not a bad start, but how about we throw in a few more firearms along with a heavily armed tank?  Let's give the player prisoners to rescue and a huge stockpile of weapons to collect while we're at it."

All this brainstorming led to the creation of Metal Slug, the best run 'n gun shooter released for the Neo-Geo (or anything else!) in a long, long time.  It's also a blast on the Saturn... although there's a lot of slowdown and some animation seems to be missing, the endless swarm of enemy troops and the variety of guns you can use to turn them into scarlet confetti are both there. There's plenty of that Metal Slug detail, too, so take some time to admire the scenery when you're not being overwhelmed by soldiers.  You'll find teddy bears just begging to be hugged (with secret weapon plans hidden inside them!), cranky old men, medals of honor, cats who somehow manage to stay asleep despite the fact that everything is blowing up around them, perishable food, love letters, stinky piles of crap... and those are just the items you can collect for points!  And unlike your average side-scrolling shooter, the enemies won't just run from one end of the screen to the other... they'll toss grenades, sneak or even run away from you, cut down nets full of supplies in an attempt to squash you, and hop out of streams with missiles strapped to their backs.  Of course, that's when you break out your favorite weapon and roast, blow up, or even turn the incoming troops into a fine red mist.  Who needs complicated fatalities when you can get your recommended daily allowance of violence with a touch of a button?

Look, if you've got a Saturn, it's fair to assume that you bought it for the fighting games.  It's also safe to assume that, without playing something that appeals to your brainlessly violent side every once in a while, all that zen martial arts crap will get boring eventually.  Metal Slug is that something, and without it in your collection, you'll never come to fully appreciate your Saturn.

PARADIOUS DA!
DELUXE COLLECTION

NO 1M 4M

O

O

O

This really isn't much different than the other games in the Gradius series, but there's one thing that sets it apart:  it's bright, colorful, and hilariously weird.  Just look at the selection of characters... there are flying penguins, Playboy bunnies straddling rockets (sounds like Dr. Strangelove meets a grade B porno movie, doesn't it?), and even a pink octopus with a pair of underwear on his head.  They're out looking for a treasure chest hidden somewhere in deep space, but all they usually find are mewing pirate ships, hampster chefs, chubby panda ballarinas, and gigantic battle cruisers piloted by pastel-colored Easter Island heads.  They all want to kill our heroes, because this is a shooter, and that's what they're there for, but luckily, the Paradious team is armed with loudspeakers, tiny walking bombs, and condom shields (they're not just for safe sex anymore!).

People have taken shots at Paradious' warped sense of humor, claiming the games aren't much of a satire of anything despite the title.  That is true in the case of plain old Paradious, but the sequel takes some shots at Japanese culture in addition to serving up plenty of surreal backgrounds.  Take, for instance, the rush hour stage, where you're zipping through a congested tunnel in the middle of a city, weaving around frantic salarymen and schoolchildren (who happen to be chickens).  About half way through, you're warned about falling rocks.  Then a deer crossing sign pops up, and whitetails start raining down on you like hail with antlers!  There's another round that pays tribute to classic video games like Galaga and Space Invaders, concluding with a battle against a giant Gradius power-up which sprays you with weapon upgrades instead of bullets (if only every boss did this!).  Blast it enough times and it spirals off into the distance like a untied balloon, finally flattening itself against a planet in the background.

Despite all this weirdness, Parodius is very similar to the game that inspired it, Gradius, with a pinch of Twinbee/Stinger thrown in for a spicy kick.  Every time you collect a crystal (which are free inside specially marked enemies!), a different, more powerful weapon is highlighted in the menu bar at the bottom of the screen.  Once the upgrade you want is selected, just press a button and it's yours.  In Paradious, however, you can let the computer manage your power-ups for you... you won't always get exactly what you want, but you'll never have to worry about choosing the dreaded "Oh My God!" by mistake either.  Sometimes enemies will cough up a bell instead of a crystal, which awards you either points or a temporary ability depending on its color.

The power up system is a bit of a pain, especially if you're playing alone... if you choose to handle the crystals yourself, dying sends you back to a checkpoint, and there's always the danger of picking the "Oh My God!" power down as well.  Letting the computer worry about upgrades makes the game easier, but then you don't have direct control over the weapons you get, and you can't ferret away bell attacks for later use.  I was also surprised (and a little annoyed) to discover that the Super NES version of Paradious Da! actually has more characters than the Saturn game, including Kid Dracula and Goemon.  I'm still not sure why they were omitted- does Nintendo have exclusive rights to the Legend of the Mystical Ninja characters or something?- but there are still plenty of other wild gunmen to choose from, so anyone who's never played the Super NES games won't miss them a bit.

All of the Gradius games for the Saturn are great, but if you have to choose just one of them (and you probably will, because Japanese Saturn games are getting tough to find), you'll be most satisfied with Paradious Da!  It's got more variety than Gradius, better bosses than Life Force, and, uh, more dancing penguins than Twinbee.

POCKET FIGHTER
NO 1M 4M

O

O

O

REVIEW BY JOSH LESNICK

What's to debate?  Pocket Fighter is simply THE most adorable game Capcom has ever released.  But the extreme cuteness and hilarity of the game can be misleading.  To be quite blunt, THIS GAME IS FUCKING TOUGH!!!

Ahem.  Let's just say that the play mechanics aren't nearly as endearing as the graphics.  It's better than Virtua Fighter Kids by a long shot, I'll give it that, but man, I just cannot get used to this game!  And it doesn't help that the difficulty of the first round is turned up higher than it should be!  Capcom just decided to go with a completely different engine for this game, a really quirky one.  In particular, it's the blocking that can throw you off...  sometimes blocking doesn't work, and sometimes it works too well.  It's just weird.

Enough about the gameplay... let's just talk about the graphics, since they're the only thing I really like about the game.  The characters are all super-deformed versions of characters from Street Fighter Alpha 2, Morrigan, Felicia, and Lei-Lei from Vampire Savior, Ibuki from Street Fighter 3, and Tessa from Red Earth (I liked Devilot better!!!).  Each character has moves similar to their full-sized alter egos, only in a "cute-ified" (for the girls) or "silly-fied" (for the guys) form.  Sakura uses an umbrella while doing her dragon punch.  Ibuki does a quick change into Rolento's outfit before throwing her shuriken- or tanuki statue, depending on how powered up you are.  Then there are the combos, which you can perorm by pressing the punch and kick buttons in certain combinations.  You can get Sakura to don a bunny outfit, Felicia to do a Mega Man impression, Chun Li to pass a love letter to her opponent, or Dan to do a terrible Elvis impersonation.  These combos are fun to look at, but hard to pull off!!  Unless you're the computer, of course. ^^;  Finally, there's the super moves.  Each character can do their normal super moves, plus some extra silly ones.  My favorite is Morrigan's, where she beats up her opponent with Lillith's help, but Dan's is quite awe-inspiring.  His super taunt does damage now!

It's really not that great a game, but it's still a good idea to try it, play against a friend, look for all the special moves and combos, then turn it back in. ^^

RACE DRIVIN'
NO 1M 4M

O

O

O

Imagine, if you dare, a racing game so wretched, it takes a back seat to the lackluster Daytona USA.  A game so antiquated, it makes Virtua Racing Deluxe look like the work of a Cray supercomputer.  A game so horrendously slow, it would make a Super NES roll its proverbial eyes.  That game exists, ladies and gentlemen, and it's waiting for your Saturn.  Don't let it be the victim of its sluggish control... its heinous, flat-shaded, 32X-quality polygons... its downright laughable physics.  This game is waiting to lock you into a car that explodes at the slightest contact with anything and everything on the road ("It's a pebble!  We're DOOMED!!!").  It will do everything possible to make you throw your Saturn into a trash compactor and yourself out the nearest four story window.  This hell on wheels has a name, and it is Race Drivin'.  You may find it for an impossibly low price at your local import store, but that's all part of its devious plan. You must resist, or your sanity will pay a heavy price.  You have been warned.

SALAMANDER
DELUXE COLLECTION

NO 1M 4M

O

O

O

REVIEW BY BYRON J. LISAMEN

One of the best shooting games on the NES gets redone on the Saturn three times, and I'm pretty happy with the way things turned out.  Well, Life Force and Sal'mander aren't as good as they were on the NES, which kinda surprised me.  They're lots more colorful, but the rounds aren't the same, and there's this dumb computer voice that says stuff every time you pick up guns for your ship.  And Life Force is even worse 'cuz the art was changed to make you think you're shooting germs in a guy's body or something, but they didn't change it enough, so it just looks silly.  Life Force is pretty much the same as Sal'mander, really, 'cept you've got this bar on the bottom of the screen that fills up when you get these green gem things.  I don't like this 'cuz you hafta fill up the bar so far and press a button to get bombs and guns and stuff, and it's hard enough to keep from dyin' without doing all that!

Life Force 2 is the only game I play on the disc, and if you ever saw it you'd know why.  I don't know what the inside of an alien looks like, but it's gotta be somethin' like this... huge teeth pop out of nowhere, giant tapeworms swim after you, and weird leech things spit squirmy little bugs all over the place.  Gross... but cool!  Too bad all the rounds aren't like this... there are some space fights, too, and those are kinda boring.  The only other things I didn't like is that the game's a little too hard for a kid like me, and whenever you die, your ship slows way down so it's hard to dodge shots 'n stuff.  Other than that, if you liked Life Force on the NES, you're gonna like this even more... just as long as you don't play the first two games.

SAMURAI SHODOWN 3:
BLADES OF BLOOD

NO 1M 4M

X

O

O

Sigh... Here's yet another scrap of paper to slip into the already bulging "Why was this made?" file. I just have to wonder why SNK spent so much time perfecting a Saturn conversion of this monumentally disappointing arcade game... couldn't they have put their efforts to better use with a translation of a vintage Neo-Geo release like Fatal Fury Special, or Samurai Shodown 2, or for that matter, just about anything else?  OK, OK... I'll admit that, when judged solely on its own merits, Samurai Shodown 3 is a more than adequate fighting game.  The moving Japanese soundtrack and sharp backgrounds give Blades of Blood a convincing feudal ambience which would probably impress newcomers to the series.  However, anyone who's played the other Samurai Shodown games will get a constant, nagging feeling that something's missing here.  Like most of their favorite characters.  And intuitive control.  And unique new twists to the game engine.  And... well, make that a whole lot of things.

SAMURAI SHODOWN 4:
AMAKUSA'S REVENGE

NO 1M 4M

X

O

X

Ah... now this is more like it!  I was sorely disappointed with Samurai Shodown 3, but this wonderful sequel takes all the crummy ideas in that game and makes them work, then adds just enough new features to make it seem as though Blades of Blood never existed.  Two of the classic swordsmen (and one swordswoman, the French fencer Charlotte) from the original Samurai Shodown have returned, and everyone else has been given new moves to keep things, as the game puts it, fair and square.  The new assortment of attacks are surprisingly well rounded... you get everything from chain combos to more reliable character-specific fatalities to suicides which allow you to forfeit the current round in exchange for a full rage gauge.  You can even sacrifice that for the chance to land a single deadly blow which does incredible damage. It's a big risk, but if the match isn't going your way, it could just save your life (or leave you in an even worse situation than before!).

Samurai Shodown 4 nicely makes up for the disasterous Blades of Blood, but even with all its new features, it isn't quite up to the standards of the best game in the series, Samurai Shodown 2.  For starters, the Saturn translation isn't as accurate a translation as most of SNK's ports to the system... there's missing animation in the character select screen, and a whole lot of slowdown in fights between the larger swordsmen or fighters with animals at their side.  Also, Amakusa's Revenge just seems, well, jumpier than the first two games.  The dramatic pause following successful hits has been shortened, lessening their impact, and the gameplay in general seems to demand fast action, not patience, from the player.  Samurai Shodown used to be all about finding and exploiting your opponent's mistakes... now, the game's very essence has been diluted because of the boost in speed.

Despite this, Amakusa's Revenge is still better than the handful of Samurai Shodown clones on the Saturn (Golden Axe: The Duel, Dark Legend).  It's also worth noting that it takes the recent 3D installment of the SamSho series on the Playstation and whips it, whips it good.

SHINOKEN (AKA RAGNAGARD)
NO 1M 4M

O

O

O

We're gonna try something a little different for this review.  Since I can't even THINK of this game without spewing expletives like some sort of uncouth volcano, we're going to look at things from the programmers' perspectives. You know, in the interest of fairness (and if you believe that, I've got a bridge and a copy of this game to sell you...).

(We find Team Saurus walking through the door of the office of the monkey who's apparently running things over at SNK)

Programmer #1:  "You rang?"
SNK CEO:  "Yes.  This project is important... so important, we needed our best men to work on it.  But since they're currently busy with King of Fighters '96, we decided to hire you guys instead."
Programmer #2:  "Ah... desperation.  It's the only thing that keeps outside developers like us in business!  Well, that and plenty of sake."
SNK CEO:  "Anyways, we need you to create a fighting game for us-"
Programmer #1:  "Big surprise!"
SNK CEO:  "AHEM... as I was saying, this one's going to be a bit of a departure for SNK. We need the graphics for this game rendered, so we can cash in on the success of that flashy Nintendo game that was released a while back."
Programmer #3:  "Ren...dered?"
Programmer #1:  "Isn't that how they turn horses into glue or something?"
Programmer #2:  "No, no, you morons!  It's that computer drawn stuff they used to make that hit movie.  Y'know, Tron!"
SNK CEO:  "Hoo boy...  well, at least you've got SOME idea of what we need from you. Now get to work and bring us an alpha of the game in about a month."
Programmer #1:  "Alpha?  HA!  We'll have the game FINISHED in about a month!"

<Later, at the Saurus home office, which used to be some guy's tool shed>

Programmer #2:  "OK, let's get started.  Did you get everything we needed?"
Programmer #1:  "Let's see... shareware rendering tools, check."
Programmer #3:  "What's this?  It says here that some features are disabled after thirty days if you don't send money to the designer."
Programmer #1:  "Eh, how useful could texture mapping be, anyways?  Now what else...  The library's last copy of C Programming For Dummies, check."
Programmer #2:  "This is too complicated!  Why didn't you get C For The Brain Dead like I asked you to?"
Programmer #1:  "For the last time, it was already loaned out to some guys from T*HQ!  Now shut your hole and read the damned book!"
Programmer #2:  "printf?  Guys, did they release a printer for the Neo-Geo?  And how come it can only print out the letter 'f'?"
Programmer #1:  "Finally, a copy of a game with computer rendering in it.  You know, as a point of reference."
Programmer #3:  "Hey, X-Perts!  That sounds like fun!"
Programmer #2:  "Well, everything's here.  Let's get crackin'..."

<A month passes.  Team Saurus returns to SNK headquarters with a 98% finished EPROM in tow>

SNK CEO:  "You IDIOTS!!!  This is the worst Neo-Geo fighting game since... since..."
Programmer #1:  "Samurai Shodown 3?"
Programmer #2:  "Aggressors of Dark Kombat?"
Programmer #3:  "Legend of Success Joe?"
SNK CEO:  "EVER!!!  It's the worst Neo-Geo fighting game EVER!  I mean, what the hell happened to the gameplay?  Did you even bother to put any IN?!"
Programmer #2:  "Well, we were kinda busy making all those rendered graphics..."
Programmer #1:  "Actually, you should consider yourself lucky.  SOMEBODY left our rendering software in sixteen color mode.  It's a good thing I caught that early on and put it in 128 color mode where it belongs!"
Programmer #3:  "Heh, heh.  Sorry 'bout that!"
SNK CEO:  "You people are giving me a headache.  I'll pay you for your 'work' if you just promise to leave my office and never come back."
<door slams>
SNK CEO:  "I'm going to get fired for this if I don't think of something, and fast...  Wait, I've got it!  I'll give the game two names!  That way, when some kid plays it and tells his friends how awful Ragnagard is, they'll find a Neo-Geo and play Shinoken instead, never suspecting that it's the same crappy game!  I'm a genius!"

SILHOUETTE MIRAGE
NO 1M 4M

O

O

O

Treasure has really been on a roll since making this and Mischief Makers... a roll downhill, that is.  Now don't get me wrong- Mischief Makers was a pretty good side-scrolling action title, especially considering that its only real competition on the N64 was the disappointing Yoshi's Story.  However, when you stripped away Makers' terrific graphics, it became apparent that it was no better than Treasure's last Genesis platformer Dynamite Headdy.  I had high hopes for Silhouette Mirage... judging from the screenshots, it looked as though my favorite Genesis game designers were returning to their roots with an intense shooter along the lines of their masterwork, Gunstar Heroes.  I've never been more wrong about anything in my entire life. Silhouette Mirage is just another side-scrolling platformer, and a real dog, at that.  The graphics are plain, the level design is pathetic (you run from left to right for so long that you half expect to see Goombas and coins by the time you reach the third round), and the play mechanics are hands down the most ill-conceived I've ever seen in a Treasure game.  Your character, apparently a fashion-conflicted member of the Powerpuff Girls, has to turn to the left to kill red enemies and to the right to kill blue ones.  Yes, it's innovative, but it just isn't much fun... half the time you encounter Angels and Devils you'll be forced to battle them from one side of the screen.  Most perplexingly of all, you can perform holds and throws, but these do no damage at all to your enemies.  Don't listen to the hype, or the glowing reviews, or anything else you've heard about this sorry excuse for a Treasure release... its only redeeming aspect is the impressive animated clip just before the title screen.

STREET FIGHTER ALPHA 3
NO 1M 4M

X

X

O

Here's one for the history books!  For the first time ever, the Saturn version of a Capcom fighting game isn't that far removed from its Playstation cousin.  At first glance, you might not even be able to tell them apart, but there are three features in the Saturn translation that, while not immediately noticable, make it the superior game.  First, there's the control... if it's not 100% precise with a newer Saturn joypad, it's 99% with a decimal point and a trail of nines long enough to stretch around the world three times.  An experienced player will be able to string together brilliant combos and match the computer hit for hit because the controller response is so keenly accurate.  Second, for the first time since the original Street Fighter Alpha, two players can work together against a common foe instead of each other, and unlike the Playstation game, you're not stuck with one of the fighter's celebrity stunt doubles.  Finally, we have the animation. You won't see a big difference between the two games at first, but look closely before and after each match and you'll find dozens of hilarious introductions and win poses that were clipped out of the Playstation release.  It's just more fun to play as Karin when her trusty butler rushes out to give her a milkshake or tries to revive her fallen opponent after every victory.  

The two games match up evenly in every other respect, though.  Console exclusive features like the King of Fighters-esque three-on-three group battle, check.  Superb hand-painted backgrounds, check.  Driving techno music, check. Obnoxious announcer and tickertape messages, check.  The return of Guile and the new challengers from Super Street Fighter II, double check.  Whether you buy the Playstation or Saturn version of Alpha 3, you'll get everything you could possibly want from a Street Fighter release... yet somehow, the Saturn offers even more.  Think of it as your reward for staying faithful to the system long after everyone else was lured away by Sony's big breasted explorers and obnoxious bandicoots.

SUPERADVENTURE MEGA MAN
NO 1M 4M

O

O

O

Superadventure Mega Man isn't really a game more than a movie.  This fact can be more or less forgiven however as it was designed that way.  The anime is drawn with the traditional look and is of good quality, considering it makes up 90% of the time you'll be playing.  In fact the developers apparently thought it was too good to miss, as one of the game's biggest flaws is that you cannot skip (the sometimes long) animated sequences.  Also there is a bug in the Saturn version which will cause the game to hang if you pick up a certain item at a specific point.

The anime mode doesn't possess any terribly difficult puzzles; think of a "Choose Your Own Adventure" game where most of the choices are "Go left" or "Jump the river."  In fact it's incredibly hard to lose the game by making choices.  Most of the challenge and risk comes in defeating enemies in the first-person shooter mode, which uses sprite graphics and can look somewhat flat.  Perhaps the biggest thing missing from this section is nice flashy weapon graphics.  For some reason when I fire my Rockbuster I expect to see a big burst of plasma rocket into the playing area.  No such luck.  Other than this, the shooter mode plays and controls decently, with a medium difficulty.  If you have any skill with such games at all you should find yourself able to beat all three discs on your first or second try.

VAMPIRE SAVIOR
NO 1M 4M

X

X

O

Yes, this rating is a bit harsh, especially since the Saturn conversion of the latest Darkstalkers game is 110% arcade perfect (the extra ten percent is for the additional characters who were strangely left out of the Vampire Savior coin-op).  But when Capcom took everything I loved about the series and threw it into the garbage, I feel strongly compelled to do some trashing back.  Let's start from the top, shall we?  The new music is terrible, and ruins the atmosphere of the game... when I'm fighting against Frankenstein, I want to hear the haunting moans of a pipe organ, not some technomoronic remix that repeats itself 43 times in the middle of the track.  The new backgrounds are equally reviling.  It doesn't take a mad scientist to figure out that the inside of a pharoah's tomb is much more exciting than a desert wasteland, yet Capcom managed to screw this one up, too. Wouldn't it have saved you money if you just touched up the original artwork that's become a trademark of the Darkstalkers series, guys?  Just a thought.  Finally, in one last devastating blow, even the gameplay has been altered (and worsened)... battles take place in a Killer Instinct format, giving the player no time to rest between rounds, and old favorites like Bishamon are too awkward to use now that their fighting styles have changed. The only real advantage Vampire Savior has over its predecessor is lightning fast access time... that aside, I can't imagine why anyone who already owns NightWarriors would want this.

WAKU WAKU 7
NO 1M 4M

X

O

O

A lanky rabbit girl in form-fitting spandex pants faces off against a mysterious dark elf with a glowing sword.  It sounds like a scene from a bad anime' feature, but is in reality a round from Sunsoft's Waku Waku 7.  This spinoff of the little-seen Galaxy Fight drops its science-fiction pretenses and instead pits Japanese cartoon cliche's against each other in an epic battle for possession of seven glowing orbs.  The holder of the orbs gets to make a wish, but not before accidentally freeing a gigantic beast (you then, of course, become fourty feet tall and tangle it up with him Godzilla-style in the city streets).  You'd think a game this heavily inspired by Japanese cartoons would pay more attention to its animation and characters than its gameplay, but all three are handled quite well... you're given a nice variety of attacks, including special kicks which literally pin opponents against the sides of the screen and the super powerful, unblockable HaraHaras (which, in an amusing sidenote, take forever to charge and warn the opponent of your intentions with a full-screen message!).  So what's the catch?  As the name suggests, there are only seven characters; nine if you count the freakishly weird final boss and Bonus Kun, a fireball chucking martial artist who's quite literally a punching bag (insert your own Dan Hibiki reference here).  This makes it a pass for anyone with limited funds, but fans of Japanese culture with prior Street Fighter II experience will definately want to consider picking this up.

WORLD HEROES
PERFECT

NO 1M 4M

O

O

O

OK, so "perfect" is stretching things a bit, but this final edition of the world's most shameless Street Fighter II clone is a whole lot of fun.  You won't notice any major differences from World Heroes 2 and Jet at first, but play on and you'll discover a number of subtle improvements, such as a standardized six-button control scheme, air blocking, less cheap projectile parries (the fireballs now deflect off opponents instead of returning to the person who threw them), and a special ability for each character, ranging from attack counters to projectile catches (!).  The best feature of all is the HERO meter, which allows you to amplify certain special moves, not to mention the downright bizarre desperation attacks (you'll rub your eyes in disbelief when you see Rasputin drag his opponent into a rose garden for some hot Russian love!).  You can't really compare World Heroes Perfect to the Street Fighter Alpha series, but the speedy load times and gorgeous pastel graphics make this every bit Super Street Fighter II Turbo's equal.

X-MEN VS.
STREET FIGHTER

NO

1M

4M

X

X

O

Easily the most popular Saturn import, and possibly the most popular import of all time, X-Men vs. Street Fighter really proved what the system could do with a little help from a four meg friend.  It's still a wonderful demonstration of the Saturn's abilities, but as a game, it leaves something to be desired.  You know, things like a larger cast of characters, more play depth, and sharper backgrounds.  Even without them, X-Men vs. Street Fighter is one heck of an adrenaline rush, with a perfectly executed tag team feature that adds even more tension to the lightning fast battles... do you tag out and risk putting your partner in the path of a devastating super combo, or stay in and let him recover every last drop of energy while the opponent chips away at yours?  It's a tough decision, but one I'd rather be making in the improved Marvel Super Heroes vs. Street Fighter.