MUGEN Match 2.1: The Chosen Fighters - Arcade Mode (Akuma)

Описание к видео MUGEN Match 2.1: The Chosen Fighters - Arcade Mode (Akuma)

Download the game here: https://www.mediafire.com/file/41hzfh...

The M.U.G.E.N fighting game engine can be thoroughly customized by its user, from gameplay additions (adding characters and stages) to visual customization (changing the game's user interface and lifebars). The latter type of modifications could be achieved with the help of "screenpacks", usually in the form of the M.U.G.E.N engine itself with the visual modifications pre-installed. One such screenpack is MUGEN Match 2, developed by Tatsu (also known as Shiyo Kakuge) and released around 2013 (or earlier).

M.U.G.E.N's customization isn't limited to adding new characters, stages, and/or visuals, as gameplay overhauls exist that change and/or add mechanics into M.U.G.E.N's 2D-oriented gameplay. One such add-on is Add004, also developed by Shiyo Kakuge (and released around June 2014). In addition to being a lifebar, this add-on adds a tag-team system, allowing you to pick several characters and switch between your chosen characters during matches (the base game only goes as far as taking turns with your chosen characters once one is defeated).

Both an updated version of the MUGEN Match 2 screenpack - titled MUGEN Match 2.1 (developed by Shiyo Kakuge and Tim Markworth and released around 2017(?)) - and the Add004 lifebar would be combined alongside more characters and stages to form several "full games" (a game developed in the M.U.G.E.N engine that has a consistent theme or style in characters, stages, and/or other contents). The most notable one is developed by Gui Santos ("gui007") and was released in February 2017, but this video covers the full game developed by Twogolddabloons (released around 2022(?)).

Twogolddabloons' version of the MUGEN Match 2.1 fullgame, which uses the I.K.E.M.E.N GO engine, combines characters that utilize the Capcom vs. SNK gameplay style (specifically from Capcom vs. SNK 2). This is evident from how gameplay overall combines the six-attack button layout and footsies-heavy gameplay of the Street Fighter series with fast-paced movement (which is basically how Capcom vs. SNK 2 played), and also how there are fighting styles ("Grooves") to choose from at the beginning of the match (as well as in between rounds, which is unique to this game), each of them having different gameplay mechanics. Accompanying this gameplay are stages created by Shiyo Kakuge.

The X-Groove gives you three bars of meter to play with, which are used for Super Moves (both standard supers (one bar) and Ultra Moves, which use three bars here), EX Special Moves, and the. Time Breaker (HP+HK). This technique uses a bar of meter, creates a wave surrounding your character that freezes time, and resets combo restrictions on hit, not only making this technique good for combo extensions but also possibly taking back your turn when your opponent is on the offensive (if you predict that your opponent is going to attack, as it doesn't work on block). Other relevant mechanics include the Time Counter (during blockstun, HP+HK). This guard-cancel attack uses a bar of meter and knocks your opponent back on hit (also refilling your guard meter - useful to prevent guard crushes). You can also cancel super attacks into other supers, which is something I wish I'd learned earlier.

The C-Groove uses a meter system that only has one usable bar of meter, with slower meter gain and Ultra Moves being only available if you have 25% or less health. The C-Groove also has the Time Rush (HP+HK), which uses a bar of meter and allows you to temporarily cancel normal and special attacks to each other (while also resetting combo restrictions if used in the middle of a combo), allowing for more (juggle-based) combos normally not possible. The C-Groove also enables several movement options, such as running, high jumps, and low jumps. Lastly, the S-Groove's meter system has two bars, which fill up from getting hit, blocking attacks, and performing a "Just Defend" (tap backward as you're getting hit), a parry mechanic taken from SNK's games that also slightly restore health if done successfully. You can only use Super Moves unless your bar is full, at which Ultra Moves are accessible.

Overall, while using the MUGEN Match 2.1 screenpack with add004's lifebars and Shiyo Kakuge's stages isn't exclusive to this fullgame (given the heavily customizable nature of M.U.G.E.N), how it was handled here results in great presentation nonetheless. Twogolddabloons has also made adjustments and balance changes towards the characters to make this game more competitively fun to play, and the AI here managed to be both fun and challenging, making this one of the better games I've played so far.

Arcade Mode has you fight eight random opponents. The first six seem to be randomized from the same pool, and trying to recover from a knockdown in these fights is harder for some reason. Am I getting rusty, or is the recovery system here inconsistent?

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