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Games are rated relative to other games for the same system.
Unlike most Neo Geo games that use two buttons (three at most), 3 Count Bout uses all four, and the number of possible move combinations is astounding. Besides the standard punches and kicks, you can administer sleeper holds, jump off turnbuckles, bounce off ropes, and even perform out-of-the-ring attacks! Button functions vary depending on your opponent's proximity, and the extensive number of attacks ensures you'll see a new animation each time you play. One fighter who looks like a Village People reject has a move that involves him sticking his nose in an opponent's butt crack! For better or worse, the special moves can be very tricky to execute.
The game's awesome graphics are largely overshadowed by its rough animation, making it hard to discern what's going on in the heat of battle. There's a lot of joystick jiggling and button mashing involved, so technique often takes a back seat to pure chaos. In addition to standard matches, there are also "street fights" that take place in urban locations and incorporate weapons like bats and stun guns. Even more intriguing are the two-player tag-team matches against CPU-controlled opponents. 3 Count Bout is certainly an admirable attempt to bring professional wrestling to the Neo Geo, but you'll need to be a fan of this "sport" to truly appreciate all it has to offer. © Copyright 2007 The Video Game Critic.
AF2's gameplay is seriously fun. The military-themed targets include plenty of tanks, cannons, and helicopters, and the bosses are huge mechanical beasts. Ten brief but exciting stages provide interesting backdrops and semi-destructible scenery. Locations include Manhattan, a suburban neighborhood, and Hawaii. My favorite part of the game is flying over the amusement park with its moving rides and screaming kids (hint: shoot the Ferris wheel).
The game maintains a relatively serious tone throughout, until the final stage throws you for a loop, pitting you against a giant baboon in a spaceship. Al-righty then! The challenge is significant but not insurmountable, and you can shoot down many of the projectiles the game throws at you. To shoot rapidly you have to tap the buttons incessantly, so this is not a game you'll play for hours on end.
Another aspect I frowned upon is how your score does NOT reset when you use one of the unlimited continues. The continues are tempting, but they pretty much defeat the purpose of the game, which is to score points (in case you forgot). Using the unlimited continues, it's possible to finish the game in under 45 minutes. For maximum enjoyment, I'd recommend playing Aero Fighters 2 on the easy skill level but using no continues. In Japan, this game was released under the name Sonic Wings 2. © Copyright 2005 The Video Game Critic.
The stages aren't nearly as attractive or interesting as those in AF2, and some of the scenery (like the static water in stage two) looks horrible. The weapons are original but obnoxious, and using a fully powered-up weapon is more disconcerting than satisfying. Hell, one plane looks like it's firing huge evergreen trees. And if you think the weapons are unconventional, wait until you see some of these bosses.
If the giant squid in the desert doesn't have you wondering what the designers were smoking, check out the guitar-playing monkey on the flying saucer. There's a fine line between funny and dumb, and Aero Fighters 3 crosses that line again and again. Even the music is annoying. If there's one thing this game does right, it's the special attacks, which incorporate impressive scaling effects and inflict major damage. Otherwise, Aero Fighters 3 feels like a joke with no punchline. In Japan, this game went by the name of Sonic Wings 3. © Copyright 2005 The Video Game Critic.
The eight fighters are mostly garden-variety martial artists, but some of these dudes are absolutely huge, particularly the tall blonde guy who looks like Dolf Lungren. There are also two small but quick characters. One is a cute female in a schoolgirl outfit and the other is a black kid who throws a basketball.
The stages are a mixed bag. The dusty truckstop, dojo, and forest locations are generic and lacking in detail. The three night city stages however are gorgeous. These include a London shopping district, a subway station, and cars under a bridge. The animated scenery is brimming with interesting detail like passing cars, pedestrians, and billboards.
What makes Aggressors unique is how you can freely move "in and out" of the screen a la Final Fight (SNES, 1991). This adds depth (literally) as you can dodge attacks in multiple directions. Each fight is just one extended round, with health meters that "peel back" colors until there are none left.
The controls feature jump, punch, and kick buttons (D is unused). The attacks behave differently based on if you tap them or hold them down. I found the moves stilted and unresponsive at times, especially with the large characters. Dash moves are the order of the day and you can even pummel an opponent while he's lying on the ground.
Weapons like maces, shovels, and molotov cocktails frequently appear but are frustratingly difficult to pick up. Even when you do, they tend to get knocked out of your hand almost immediately. It is funny however when someone gets hit by a molotov and hops around with their ass on fire.
The game occasionally surprises you with a not-so-gory "finishing" moves, usually in the form of a wrestling move like a choke hold. Once I saw a guy stuck a piece of dynamite into the other's mouth. I don't know how to trigger these moves so I assume they are automatic based on certain conditions.
The single player mode is weak thanks to frequent defensive standoffs. CPU opponents have a tendency to block everything you can dish out. It's truly demoralizing when you unleash a crazy combination and it's completely neutralized. It's unfair too. How could someone possibly "block" a bat with nails sticking out of it?
I wanted to like this game but in the crowded field of Neo Geo fighters, Aggressors of Dark Kombat settles near the bottom. It offers some interesting twists but they don't add up to much. In the words of Brent, "I feel like we've played 100 games on the Neo Geo just like this one". © Copyright 2024 The Video Game Critic.
I like how chunks of the massive enemy ships can break off and fall to the planet below. You attain power-ups by touching floating letters, and you can change these letters by shooting them, which also pushes them further up the screen. The problem is, you basically need to stop firing to gather them, and one thing I hate is a shooting game that discourages shooting! Just be sure not to collect an upside-down letter, since it actually functions as a power-down (another thing you hate to see in a shooter). All of this tedious letter watching has got to go.
In addition, the needlessly complex weapon system includes selecting weapons from a pull down menu in the heat of battle, which is moronic. Alpha Missions II lets you hold down the fire button to shoot continuously, but if you want to do substantial damage you have to tap the button incessantly. I also dislike how enemies and structures that can take multiple hits seem impervious to the first few shots. Only when they explode do you realize you were actually doing damage.
Alpha Mission II's design is so poor that it's hard to believe this is a sequel to something! A two-player simultaneous mode is included. The synthesized music is okay, but the computerized voice is unintelligible. This game is not a total loss, but Alpha Mission II hardly shows what the Neo Geo is capable of. © Copyright 2004 The Video Game Critic.
Often confused with a performance-enhancing drug, Andro Dunos is not the kind of game you fall in love with. It's a conventional side-scrolling shooter with clean but simple graphics. It looks like the type of game you might find on any 16-bit system. Only its two-player mode really sets it apart.
Having two players blast away at the same time was an uncommon feature in 1992 - with no slowdown no less. If only the programmers had been more thoughtful when selecting colors for the two ships! One is orange and the other is bright pink, making it very easy to get them confused.
You can fire as rapidly as you can tap, holding in the button for a charged shot. The bosses are refreshingly easy but ground installations can be stubbornly hard to destroy. Steve brought to my attention those pesky "penis worms" burrowing through the sand and I can't unsee them!
Special weapons are the name of this game. You have four to toggle between, powered up separately to varying degrees. Add in missiles and rotating units and the combinations are endless. Sudz claimed his ship sprouted "ass antlers", so anything is possible. Upon using a continue you're often awarded a few bonus power-up icons. I don't like that. Why reward failure?
The stages aren't very imaginative, depicting generic space stations, moon surfaces, and intergalactic intestines. The use of scaling to show enemies approaching from the background is confusing at times. Andro Dunos may look unspectacular as Neo Geo shooters go, but its weapon juggling system and two-player co-op put it over the top. © Copyright 2022 The Video Game Critic.
The two central figures are Ryo Sakazaki and Robert Garcia, who bear more than a passing resemblance to Ryu and Ken of Street Fighter fame. Other contenders include a big fat slob named Jack Turner, a Bob Marley wannabe named Mikey Rodgers, and the masked Lee Pai Long. I always considered King to be a female dressed in men's clothing, but the manual actually refers to King as a "he", so who knows? The graphics are the highlight of this game, with smoothly animated characters and elegant backgrounds, including a dimly lit bar and some beautiful city skylines.
The main problem with Art of Fighting is the difficulty in executing special moves, some of which are listed in the manual. I even had a hard time getting one-quarter "fireball" motions to register. There's a "spirit gauge" under your health meter that lets you execute "super" attacks, but only advanced players will find it useful. Art of Fighting is pretty barebones compared to most modern fighters, but it looks great, and there's charm in its simplicity. © Copyright 2007 The Video Game Critic.
The gameplay is deeper than your average fighter thanks to a "rage" meter that lets you perform special attacks. You can recharge your meter or drain your opponent's through taunting, but this leaves you open to attack. Special moves are critical in this game, especially against the tough-as-nails CPU opponent. The fighters themselves are pretty generic, except of course for that guy in the monkey mask (freak!).
If you're looking for babes, AoF2 won't do much for you, unless you have a thing for butch lesbians like King. The background graphics are uneven in quality. The mansion stage with the fountain and car look terrific, but others (like the backyard stage) are surprisingly dull. But overall Art of Fighting 2 is one of the most impressive fighters I've ever seen. © Copyright 2003 The Video Game Critic.
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Screen shots courtesy of NeoGeo.com, Moby Games