Showing posts with label fighting. Show all posts
Showing posts with label fighting. Show all posts

Thursday, 7 July 2016

Melpool Land (PC98)

Melpool Land (sometimes romanised as "Merupu Rurando") is a bit of a slight oddity, being a kind of top-down fighting game. Almost a mixture of sumo and boxing, with some extra videogamey bits thrown in, even. You pick your character from a selection of four (one of them is the furry swordsman from "Gensei", so I assume the rest of them are characters from other Compile games with whom I'm not familiar) and you fight the others in sequence, plus a weird little plant-man that you fight twice: once on his own stage and again on the stage of the character you picked.

The fights are a little unusual. They take place in squarish arenas, filled with pitfalls, landmines, walls and pinball bumpers. Each character has two floating objects (for example, magic pillars, small robots, floating tomatoes, etc.), tht are used kind of like a boxer's fist. Tapping the space bar uses them to punch, holding uses them to block. You win by either wearing down your opponent's health or knocking them off the stage. Your "fists" also have their own health, which is diminished by blocking. If both your fists are destroyed, your only offence is to walk into your opponent and try to push them off the stage, which is pretty difficult, so try not to let it come to that.

Melpool Land has the same flaws as another Compile PC98 game I've featured here in the past, Runner's High: It's beautifully presented, but there's just not enough of it. Single player mode will take only about 15-20 minutes to play through with every character, and there's no higher difficulty levels or anything like that. There is also a 2 player versus mode, which I haven't been able to play, but the fact that the characters aren't very well balanced (the swordsman is a lot better than all the others, the robot a lot worse than all the others) mean that it's not likely to come out as a lost competitive classic.

It does look very nice, though, being yet another display of the kind of lovingly-crafted pixel art Compile were putting out on PC98 and Windows in the 90s. But unfortunately, that's not enough to save it.

Sunday, 13 March 2016

Fightin' Spirit (Amiga)

Now, I don't mean to badmouth the Amiga when I say this, but Fightin' Spirit is one of the best-presented titles I've seen on the system, and it wouldn't look out of place on the SNES or Mega Drive a few years earlier. It's harsh, but it's true: by the time the 90s were in full swing, the gap in budget and size of development team between console/arcade games and Amiga games was at the point where, even with the more powerful hardware of the A1200, Amiga games were starting to look very dated in comparison.

This is a really well-presented game, though. There's menus full of options (which I'll get to later), big colourful fonts, character portraits, and all the stuff you'd expect from a post Street Fighter II fighting game. There's a bunch of different fighters, though they're mostly from the US, for some reason, with one guy each coming from Thailand, China, Japan and India. Plus there's a tiger from parts unknown and a dinosaur that, for some reason, hails from Brazil. Did Blanka make the developers assume that Brazil was just a land of monsters or something? Bizarre. The game's storyline gimmick is that all the human characters have "animal spirits" that appear over their bodies when they do certain special moves, which looks kind of like Joe's Tiger Knee from SNK's games, but with a whole bunch of different animals. Of particular interest is the token female character, Sheila, who has the dolphin as her animal spirit, but can also summon and throw ethereal starfish at her opponents.

Like I said earlier, there's a lot of options in this game. Some are taken from more popular games, like the King of Fighters-esque team battle mode, and the Deathmatch mode from World Heroes 2, with it's momentum-based shared health bar. There's also control options for one and two button controllers, and, more usefully, the four-button CD32 controller. There's also some odder options, like the option to either choose your opponent in single-player mode, or fight opponents in random order, and the inexplicable option to turn off special moves.

Well, once you start to play the game, that last option won't seem entirely inexplicable. One of the biggest problems this game has is that even if you have a movelist handy, specials just can't be performed reliably. The biggest problem, though, is that the fights aren't very exciting. Everything feels stiff, stilted and awkward, and the fact that specials only come out some of the time only adds to that feeling. Of course, the AI players can perform specials perfectly everytime, and they do. Repeatedly.


Fightin' Spirit might be better than the infamously bad Amiga ports of Street Fighter II, but compare it to any of its contempories on other formats, and it doesn't hold up well at all. I know those games had more powerful host hardware, bigger budgets and bigger, more experienced development teams, but it's the way it plays that lets Fightin' Spirit down, not the graphics or production values.

Friday, 18 December 2015

Burning Angels (PC)

Firstly, this game has nothing (as far as I can tell) to do with the theme song from Sonic Team's firefighting classic Burning Rangers. Instead, it's an all-female fighting game themed around pro-wrestling. It's obviously a very low budget indie game, and it's very barebones, with nothing more than a single-player story mode and a versus mode on offer. There's also only one background in the game, though each character does have their own theme tune.

It's got some nice mechanics of its own, though, so it isn't just some throwaway vanilla fighter with a wrestling-themed lick of paint. The player has five buttons: a taunt, and hard and light variants of strikes and throws. Unfortunately, the throw buttons aren't very interesting on their own, just performing an irish whip to the side of the screen. But with typical special move direction inputs, they allow each character to have a few special throws, and even super throws. In keeping with the wresting theme, normal strikes do very little damage, and strike specials generally not much more, placing a stronger emphasis on throws than combos. The throw buttons are also used for parrying throws, while strikes are blocked in the usual manner of holding back

The game's strongest point is probably the way it looks: big sprites, bold colours and an oddly smooth style of animation that brings to mind the french tv cartoon Wakfu. The character designs are pretty varied, too: rather than the usual tactic seen in the likes of Stardust Suplex of using real-life wrestlers with the names changed, Burning Angels uses exaggerated cartoonish characters, and though some of them seem a little fetishistic (a leather-clad sadistic heel, a skinny, flat-chested catgirl, etc.), they're mostly okay, and pretty varied too. There's a typical heroic wrestler (very reminiscent of Rumble Roses' protagonist Reiko), a long-legged woman with a heavily kick-based offence, and a female Ultraman parody, among others.

It'll probably never happen, but Burning Angels is a game I'd really like to see some high-level versus play of. I think the emphasis on throws, and the Irish whip move that doesn't really have an analogue in other games would make for interesting viewing. It's worth a look if you want to play a fighting game that's a little different from the norm, though probably only if you have other humans to fight against.

Thursday, 15 October 2015

Croket! Kindan no Kinka Box (Playstation)

So, Croket is based on an anime series from 2003, about the eponymous boy going on a quest to seek out some kind of special wish-granting coins called Kinka. Or so the summary on anidb says, at least. Only a single episode has been subbed, apparently, and I haven't seen it.

In this game (the only one on a home console, though there are a bunch on the GBA and DS), youtake control of Croket, and take part in some kind of fighting-themed gameshow/tournament arrangement. Each stage sees you in a top-down location with other characters, and for the first couple of stages, there's a certain amount of Kinka you need to get to finish the stage. Eventually, I reached a stage with some kind of scavenger hunt arrangement going on, and I couldn't work out the win condition. On the map screen, you see how many Kinka the top 6 fighters have, and you go about looking for them. Walking into another character on the map takes things into a side-view platform/fighting arrangement feeling a lot like the Digimon Battle Spirit games.

In the fighting segments, there are treasure chests that fling Kinka about when opened, and you can also knock the Kinka out of your opponent either with certain moves, or just with sustained beatings. Of course, the winner of the bout also takes a portion of their opponent's Kinka as a prize. Unfortunately, you'll end up having to fight the same opponents multiple times in a stage to get the required amount, and to make things worse, the smart player will quickly work out which characters they can most easily beat, and follow them around the map "bullying" them until they have enough Kinka to end the stage.

The fighting controls are simple, though they do have one odd little quirk: there's buttons for weak and strong attacks, as well as a third button that's only used in conjunction with direction inputs for specials and supers. Specials use up a third of your super meter, while supers use up the whole thing, but if you connect with your super, your opponent will drop a lot of coins, and coins fill up your meter.

It's hard to believe that this is not only a Playstation game, but one that came so late in the console's life in 2003, as it would easily fit in among the many anime licenced games on the Super Famicom. I'm not saying that's a bad thing, of course, it just strikes me as very unusual that not only was a licenced game being released on the original Playstation years after the PS2's release, but it's also such a dated-looking title. I can only assume the developers weren't given much of a budget.

Croket! Kindan no Kinka Box is a fairly playable game, if you're curious about it, it won't hurt to give it a try, but you're not missing out on anything special if you don't. One last note, though: like I said, I've never sen the anime on which this game is based, so maybe it's pretty different, but the game's premise heavily reminds me of the hunter exam arc near the start of Hunter X Hunter, particularly the part where all the candidates have to hunt each other down to steal enough badges to pass. I don't know if the anime was just a cheap, cynical cash-in, but the game kind of makes it seem that way.

Monday, 22 June 2015

Mighty Warriors (Arcade)

I'm sure you all know of the massive fighting game boom that followed in the wake of Street Fighter II and, to a lesser extent Mortal Kombat in the early 1990s, and how along with some classics, there were also some awful, point-missing garbage cash-ins, like Bloodstorm and Data East's unreleased Tattoo Assassins. Might Warriors appears to be one of those cash-ins, though this is just guesswork, as there's very little information about the game's development, or even its release date. The publisher, Elettronica Video-Games, is an Italian company that seems to only make gambling machines now (assuming the company that exists today under that name is the same one).

Anyway, the plot is pretty similar to SEGA's Eternal Champions: a bunch of dead (and exclusively male) warriors from throughout history are given the chance to live again by proving their might. These warriors include the usual Greek, Roman and (very white-looking) Egyptian, as well as a Celt, a non-specific African, a Chinese guy, a viking, some kind of big monk, and, most surprising, a massive Babylonian. Amusingly, it seems the artists had a hard time trying to animate tartan for the Celt's outfit, so they have him in chef-style checkerboard trousers.

They all have their own stages, too, and the stages even have at least two weather/time of day variants each, which is a surprise for a game like this. The reason I'm not mentioning the names of any of the characters, is because they seem to have different names depending on whether the left or right-side player is controlling them. For example, the viking can be Gurdaf on the left, or Gandalf on the right, while the Chinese guy is Hang-Sing or Chang-Kien. I guess this is their way around explaining how two of the same character can be fighting each other?

The game is no classic, as you've probably already assumed, but it does have some more interesting little quirks. Like how before each fight, you pick your character's "mutation". This isn't a special power or trait like you might expect, but one of the other characters that you can suddenly change into at will. Obviously, there's no explanation for this, nor is there any real advantage to doing this in a fight. Furthermore, each character starts every round with a weapon, which disappears if they get to 50% health or lower and get knocked to the ground. There's also little aesthetic touches, like how the continue screen counts down in Roman numerals, and how there's a little animated face between the health bars that says all the "ROUND ONE! FIGHT!" stuff. Little touches like these make me think that though the execution isn't great, and the game was almost definitely knocked out as a quick, cheap cash-in, at least someone involved in its creation must have been passionate about what they were doing.

Yeah, Mighty Warriors isn't a game I can recommend at all, but it's a quirky little thing that stands out from the other cash-ins by having a few little sparks of creativity and personality. And also by not resorting to the try-hard me-too shock tactics of games like Time Killers and Bloodstorm.

Friday, 8 May 2015

Kettou Beast Wars (Game Boy Color)


Before Crawfish's miraculous ports of Street Fighter Alpha (to the Game Boy Color) and Street Fighter Alpha 3 (to the Game Boy Advance), handheld fighting games outside of the Neo Geo Pocket had a pretty bad reputation, and in most cases, that reputation was deserved. But stretching back into the early-mid 1990s, Takara were publishing ports of SNK fighting games to the Game Gear and Game Boy that were often far better than their peers. A lot of those ports were made by another company named Gaibrain, and it's this partnership that also made this game, based on the Transformers Beast Wars Toyline and TV Shows.

Luckily, their talents aren't limited to ports, and not only is Kettou Beast Wars a game full of enough features to make some console fighting games look bare bones, but it's actually a good game, with every department excelling to the extent allowed by the host hardware. There's eight playable characters, as well as at least one boss character, which would be generous for a fighting game on an 8-bit system, but this being a Transformers game, each character can also transform at any time mid-battle. So each character has two full sets of animations, including movements, attacks and even seperate sets of specials for each form.

The characters that are most fun to play as are Megatron, because he turns into a T-Rex that breathes fire and does flying kicks, and Guiledart, who turns into a Triceratops and has some really awesome-looking throws in his robot form. Of course, the game's concept alone ensures there's some fun to be had no matter what characters are involved, since you can have a gorilla fight a tank at Stonehenge, or a cheetah fighting a squid on the beach.

Those modes I mentioned earlier are a typical one-on-one arcade-style mode, a team battle mode where the player can choose to play as the Maximals (faces) or the Predacons (heels), and something called "quick draw", which I couldn't really work out. There's also a couple of extra modes, like a mode full of text-heavy character profiles, and an odd mini-game, which sees the player hammering buttons to break gems out of a big rock.

Mechanically, it's not super-complex beyond the transformation gimmick (which is admittedly really cool). There's a meter at the bottom of the screen that has to be charged manually, which can be expended in a power-boosting "hyper mode", or on super-moves that I haven't been able to execute. Transformation doesn't have any kind of penalty or limitation, though: you can press select at pretty much any time that you're not taking or dealing damage to change form.

Presentation is pretty great, too, within limits. The sprites are tiny, but still manage to be pretty detailed and full of character and charm, and they're really well animated, too. Backgrounds are a little simple and bland, but the colour choices are attractive enough to make up for that in most cases. Some of the menu screens are a bit weak, being plain white text on a black background, though considering the relatively massive amount of stuff that's packed into such a small cartridge, it's fair enough to allow this concession.

Yeah, I definitely recommend Kettou Beast Wars, at least, if you're for some reason in the market for Game Boy Color fighting games.

Wednesday, 1 April 2015

Soul Calibur V (Xbox 360)

You might be wondering what such a popular and mainstream game is doing on Lunatic Obscurity, the world's greatest obscure videogames review blog, but don't worry, it's just an April fools post (although Patreon subscribers will be reading it on the 30th of March). Rather than do a pointless prank that no-one would ever fall for, I've decided to write about a popular game, but hopefully from a slightly unusual perspective.

I actually like Soul Calibur V a lot, though it's not the mechanics that really excite me, nor do the game's characters and story do anything for me. You might be wondering what else there is in a fighting game to like, and in SCV, that thing is the character creation mode. Now, this game's character creation mode has a lot of problems, from the segregation of a lot of the clothing and hair items by gender, and the narrow choices of items available compared to other games with character creation modes. But there are other factors to take into account.

When we look at other games with character creation modes, the main three cases that come to mind (for me at least) are wrestling games, the Saints Row series and most modern Western RPGs. Now, the things all these cases have in common are restrictions on the stories that can be told with the characters the player puts into them. Wrestling games have a tradition of character creation and customisation going back to the SNES, and the big two series, the WWE games and the Fire Pro Wrestling games are famed for the ability they give players to create an amazing variety of characters. The downside is that they are just wrestling games: the characters will only be wrestling in arenas, playing out wrestling storylines. RPGs and Saints Row have a similar problem, only moreso, in that whatever character the player creates can only ever play the part of The Boss or the Lone Wanderer or whoever.

Soul Calibur V, however, is set in a heavily romanticised, fantasy version of the early seventeenth century, and has an excellent mode that has the unassuming title "Quick Battle". What quick battle mode does is allows the player to take their characters and fight against a couple of hundred pre-made characters, who range wildly in appearance, from monsters to might soldiers to beautiful women to members of royalty. So, in tandem with the character creation mode, SCV allows players to play for hours and hours and hours without interacting with any of the game's characters, or participating in its storyline.

Thanks to all this, I tend to think of Soul Calibur V not as a fighting game, but a little escapist fantasy story-telling game. Each character I've made in the editor has a simple one-line backstory, and when a fight begins, I look at the opponent and the stage (and all the stages are rendered with almost decadent detail and grandeur), and come up with a similarly simple description of what's going on. The mighty warrior who eternally seeks stronger opponents hears tell of a demon lurking in an old, disused temple. The young traveller is led astray by a mischievous fairy with a taste for human flesh, or she has to fight off an agressively xenophobic city guard. A soldier for hire is paid by a magic school to test one of their promising young students in battle, or hired to expel a malevolent spirit that has been haunting the wooded hunting grounds near a village.

This all probably sounds incredibly lame, but I just think it's a nice way to enjoy a game, and to enjoy storytelling through gameplay. And it wouldn't be possible if Soul Calibur V didn't have this exact blend of creation mode, setting, and a mode full of characters with just the right amount of genericity that they can act as puppets for the player to tell their own stories.

Wednesday, 4 March 2015

SEGA Master System Brawl (Mega Drive)

So, this is a homebrew, by a guy named Bonaf on the SMSPower forums. It's pretty good, too. The concept is that it takes characters from a bunch of the Master System's most iconic games, and puts them in a one-on-one fighting game, using only the abilities they have in their original games. (If I remember rightly, there was a similar fangame made for PC by a Japanese developer years ago, but with Famicom characters).

The roster is surprisingly big, and contains most of the characters you'd think of first when you think of the Master System, from SEGA's big names like Alex Kidd, Opa Opa, Joe Musashi and Sonic down to lesser-known heroes like Psycho Fox and Master of Darkness' Dr. Social. The only quibbles I have with the roster are that the absence of any characters from Masters of Combat or Virtua Fighter The Animation seems a bit odd, and that Bonaf has used Riki from Black Belt, rather than Kenshiro from Hokuto no Ken. (Though there are some little nods to HnK in Riki's pre-fight quote and winpose).

The presentation is pretty good. Obviously, the music and most of the graphics are taken from various Master System games, so though they won't meet the usual high MD standards, they're still colourful and charming. There are some original graphics, though: each character has a winpose, and though I'm not 100% certain on this, in think they're all-new.

Now for the most important part: how the game actually plays. The controls are simple: there's a jump button, an attack button and a "special" button. The special button only seems to be used by one character though: Psycho Fox uses it to change between forms. Obviously, every character's movements and attacks are different, since they've all been taken from different games and even different genres, and as a result, the balance isn't really that great. Certain characters (Sonic, Opa Opa, and Steve (of My Hero fame) in particular) totally dominate against almost any opponents, while others (Bean, Dr. Social, Wang) can struggle to land a single hit on their opponents.

What I don't want you to take from this is that SMS Brawl is a bad game, because it's not. Despite the balance issues, it's a ton of fun to play, and a great love letter to a system that doesn't get the love it deserves, especially on the NES-worshipping internet, and I totally recommend that you go get it and play it.

Sunday, 8 February 2015

TV Animation X: Unmei no Tatakai (Playstation)

Although the advent of online play has made it pretty clear that I'm actually not very good at them at all, I've always loved fighting games, and the Psychic Force series found its way into my heart during my teenage years, as it put the actual licenced anime fighting games to which I had access at the time to shame: while Dragonball GT Final Bout offered vague approximations of well-known characters having slow, awkward battles in boring, lifeless arenas, Psychic force offered cool-looking original characters in flight, dashing around firing energy blasts at each other in a variety of cool-looking stages. The reason I'm talking about Psychic Force is because Unmei no Tatakai is essentially Psychic Force 3 in all but name and characters.

Not only does this game have the same concept and mechanics as the Psychic Force series, it even reuses a few graphical effects and fonts. But it's not just a simple re-skinning of Psychic Force 2/2012, it is a true sequel, with numerous tweaks and new elements. The biggest all-round tweak relates to the dash system. The Psychic Force games have two main kinds of dashing that can be done: a dash that goes in a straight line in any direction that's used for travelling around the arenas, and a semi-circular dash that's intended for dodging attacks at high speed and quickly ducking behind opponents. In the earlier games, dashing was executed by pressing both attack buttons at once, with the type of dash determined by the direction pressed, but Unmei no Tatakai has dashing mapped to the right shoulder buttons, R1 for the straight dash and R2 for the curved dodge.

Obviously, the entire cast is new, being taking from CLAMP's pre-apocalyptic saga X, but two of the characters in particular bring interesting new ideas to the table. Sword-weilding Arashi Kishu stands out from the rest of the cast by being a melee specialist, with vastly fewer projectile attacks, but with better range and power on her melee attacks than any of the other characters. Yuzuhira Nekoi's gimmick is hard to describe in text, but she comes accompanied by a large dog, and most of her projectile attacks are delivered in the form of that canine companion launching itself at her opponent like a missile. The difference this makes mechanically is that Nekoi and her dog are not always in the same direction in relation to the opponent, who can find themselves coming under attack from all directions.

The game's presentation is also worth writing about, as not only is it easily the best-looking 3D fighting game on the Playstation, with some really breath-taking stages which manage to be varied despite all being set in Tokyo, from a skyscraper encoiled by a huge electric dragon, to a peaceful shrine at night, to the misty, moonlit ruins of post-apocalyptic Tokyo in general. The character models all look pretty great, too, with plenty of detail, even close up. It doesn't stop with the graphics, either, as the soundtrack is also excellent, with some amazing music providing perfect accompaniment to the exciting, fast-paced super-powered battles taking place.

You've probably already worked this out, but TV Animation X: Unmei no Tatakai is an incredible game, that I strongly recommend without reservation.

Tuesday, 30 September 2014

Fighting Masters (Mega Drive)

Though Fighting Masters' release date came six months after Street Fighter II came along and changed fighting games forever, it seems it was too early for SFII to have has any influence on it. In fact, Fighting Masters looks so old-fashioned that for a long time, I actually dismissed it, assuming it was another unplayable mess along the lines of the infamous Tongue of the Fatman. When my curiosity finally overcame me and i actually played the game, I was pleasantly surprised: Fighting Masters is a pretty fun game that's also totally bizarre in a number of ways.

For starters, there are only two buttons used, along with the d-pad: and attack button and a jump button. As well as the simple control scheme, there are also no combination attacks or special moves in the game: each character only has single strikes and throws, with throws doing massive damage and apparently being the cornerstone of the game.

Each fight has only one round, and they all take place in small arenas with walls at each side. Combatants can be thrown into walls, adding even more damage to that inflicted by the already devastating throws. In single player mode, health is managed in a similar manner to survival modes seen in later fighting games: rather than just getting a full health bar for each stage, your health regenerates at the end of each fight, though it's pretty generous, and you'll often end up with at least as much health as you started with anyway.

Aside from the mechanical eccentricities, the game also contains strangeness in the designs of the fighters. Though there are two human characters: a wrestler and an amazon, I can't imagine anyne ever picking them when they're up against such a menagerie of opponents who all manageto be weird and different, while still managing to adhere, however vaguely, to typical upright humanoid shapes.

There's fairly typical monsters, like a dragon, a griffin-man and a boxing cyclops, as well as a tokusatsu-esque blade monster thing, a stone monster that's just the head of a pharoah with arms and legs sticking out, but best of all is the portly blue monster with several red-nippled breasts hanging in a ring formation around its neck and shoulders.

In summary, Fighting Masters is no rival for what we'd now consider a "proper" fighting game, but it is a lot of fun, thanks in no small part to it's varied set of characters.

Monday, 11 August 2014

Street Fighter 2 Interactive Movie (Saturn)

Everyone knows that there was a terrible Mortal Kombat-esque game based on the live action Street Fighter movie, and that the general visual style and some of the plot elements of the Street Fighter Alpha games were inspired by the popularity of the animated movie (and maybe to a lesser extent the Street Fighter 2 V animated tv show), but the fact that there was an interactive FMV game directly based on the animated movie has been somewhat forgotten by history. Just like FMV games in general, ahhhh!

You'll remember that throughout the animated move, there were cyborgs sent out by Dictator to scan the world's strongest fighters and analyse their strengths, and it is one of those cyborgs the player controls in this game. The way this works is that you watch the movie, and during fight scenes, you hold down the A button to bring up a crosshair, use the d-pad to move it around and press B to "scan" moves. Successful scans are met with a "ching!" noise, and supposedly, doing this will make the Cyborg stronger, in preperation for the game's big setpiece: a fight between the Cyborg and Ryu at the end of the game. I guess I didn't do a good job of scanning, since I was only doing tiny, puny amounts of damage against Ryu and got quickly and thouroughly pummeled. Oddly, pretty much the entire movie is included, despite the non-fight scenes serving no purpose in the game, making the Cyborg seem like a bit of a creepy voyeur. You can also press C during most scenes to bring up information, including character stats, what model of car is being driven and so on. There are even incomplete stats for non-playable characters, like Eliza and the guy Ryu one hit KOs in Hong Kong. The game even acknowledges Akuma/Gouki's background cameo with this feature!

The most interesting thing about the game is the exclusive stuff it has, mainly in the form of new graphics and animation. There's an FMV intro in the style of the movie, with all-new animation and there's some very small extra bits of animation in the game just before the big fight. The fight itself is pretty cool, too. It's done in the graphical style of Super Street Fighter II Turbo, with an all-new sprite and portrait for the Cyborg (though its moves are the same as Ken's), and what I think is also a whole new background for the fight, too.

Unfortunately, I can't really recommend this game. It really is just watching the Street Fighter 2 animated movie, with added button pressing. You'd be better off just watching the movie and then playing a proper Street Fighter game, or if you have the GBA port of Alpha 3 or the 3DS port of Street Fighter IV, both at the same time! Not even the aforementioned exclusive animation or things like the gallery of character design artwork are enough to save it really.