The Bottom Line
Every so often, a game comes along that supercedes all others in
its genre. These are the games that are more than just excellent titles,
they're the cream of the crop; the titles that people look back on as
being landmarks and classics. Games like Pac-Man, Street Fighter 2,
and Tetris are examples of such games, and SNK vs. Capcom for the NeoGeo
Pocket Color could well end up in such elite company. Quite simply, this
game is the best fighting game ever released for any handheld, and is up
there with the likes of Zelda: DX as one of the greatest games ever
made for a portable system. Everything from the graphics, to the sound,
to the bevy of features make SNK vs. Capcom not only a phenomenal title
that you'll come back to again and again, but a memorable game that you'll
cherish for years to come.
A Closer Look
There's usually some semblance of a storyline in every fighting game,
although some fighting games have far better storylines than others. SNK vs.
Capcom's storylines are good enough, but they're definitely not at all
gripping or intriguing. Depending on whether you choose an SNK or Capcom
character in the Single fighting segment of the Tourney Mode (or whether
you've got an SNK or Capcom character as the leader of your team in the
Team fighting segment) the story varies slightly, and I do mean slightly.
The main storyline goes a little something like this. M. Bison has
joined forces with Geese Howard to hold the Battle Tournament of Evil.
Bison and Geese promise fame and fortune for whomever prevails. However,
their real intent is to capture the tournament entrants and make them
into their "Immortal Military", which essentially amounts to zombie slaves.
SNK vs. Capcom's graphics are stunning. The colors are vibrant, the
characters look like perfect shrunken down representations of their console
brethren, and the stages and backgrounds are fantastic. Lots of stages from
previous SNK and Capcom games have been included, among which are Akuma's
Cave, the Great Wall of China stage from Street Fighter Alpha 1, the moving
train stage from Fatal Fury, Haohmaru's rocky seaside stage from Samurai
Shodown, and Ryu's Japan stage from Street Fighter 2. Great pains were
obviously taken to ensure that every aspect of the graphics were as good as
they could possibly be. Each character moves very smoothly, and the included
stages from previous games are so faithfully reproduced that such things as
the birds flying in the background of Ryu's SF2 stage are present. The
on-screen information is presented and organized in such a way as to make
it all not only aesthetically pleasing, but practical as well. A picture of
your chosen fighter appears in the top left-hand corner of the screen, with
your character's name to the right of that, and their energy bar directly
below their name. Depending on how many rounds you have set, a certain
number of boxes will appear under the little picture of your character
in the top right-hand corner of the screen. So, if you've decided to make
each fight a best of three, two little boxes will appear under your character's
picture. When you win a round, the leftmost box becomes red and flickers on
and off to signify a victory. The super bars are on the bottom of the screen
as is customary, and the super level indicators are right next to them. One
minor complaint; the characters' skin looks too pale, but likely won't bother
most players. Even the transition scenes, such as the map that shows you the
location of your next fight, all look fantastic. The cinemas that help the
story unfold look phenomenal, and are of such a high quality that they'd even
be good looking for a Genesis or SNES game.
The game's sound is also extremely good. Each track is not only catchy,
but doesn't suffer from the tinny-sounding problems so often associated with
handheld games' music. Some of the tracks will sound familiar to some players
because they are, in fact, from various SNK and Capcom games. There are some
new tunes also. Granted, the music here doesn't sound as good as console music
does, but it's about as good as music can be for a portable game. I won't try
and categorize the tunes because they're quite different from one another.
Some are fast paced and upbeat, while others are a bit slower and gloomier.
This combination makes for a very appealing soundtrack that contributes
significantly to the fantastic atmosphere. The sound effects are all quite
good, though not groundbreaking or stunning in any way. As you might expect,
there are sounds for everything, including taunting, punching, kicking,
projectile throwing, and the like. With the exception of the punching and
kicking sound, all the other sounds are quite distinct from one another.
While Match of the Millennium excels in every conceivable way, its
substantial depth is perhaps its best aspect. Its depth is made possible by
the startling number of modes and features present. No handheld fighting game
has ever had more depth and replay value than MotM, and I wouldn't be
surprised if no future portable fighter ever does. After you get past the
intro, you'll be brought to the title screen and will have two choices. You
can go to "Set Up", which is the options menu, or you can select "Start".
Once you've selected start you come to the game's main menu. Six options will
greet you including Tourney, Olympic, Sparring, Vs. Mode, Entry, and Record.
Tourney is the heart of the game and is the mode with the storyline. When
you select Tourney you get three options; Single, Tag, and Team. Single
is self-explanatory. Tag really is too, but there's one really noteworthy
aspect of Tag play. Those of you that have played PlayStation fighting games
know that any PSX fighting game that features Tag play, complete with tagging
in and out, suffers from slowdown and awkwardness. Well, albeit a little
cartridge for SNK's handheld, tagging in and out in MotM's Tag mode doesn't
slow down the action one iota. You can tag in and out as fluidly as you could
possibly want to. It's fantastic. Team play is the same as Tag play except
for the fact that you have a team of three characters instead of two. A total
of 18 characters are initially selectable; 9 on the Capcom side and 9 on the
SNK side. You can also earn 4 hidden characters for each side, including
Akuma, M. Bison, Geese Howard, and Yuri Sakazaki to name a few.
The Olympic Mode really could have been a game unto itself. Both the
Capcom side and the SNK side are represented by team captains; Karin Kanzuki
for the Capcom team and Rimururu for the SNK team. Depending on which team you
select you'll have a somewhat different set of events to compete in. I say
`somewhat' because both sides shares three events and have two that are unique.
The three shared events are Survival, Time Attack, and First Blast. The Capcom
side's unique events are Ghost Trick and Cat Walk, while the SNK side's two
unique events are Target 9 and Blade Arts. All of these games wouldn't be
enough for an entirely separate cartridge on a game-to-game basis, but collectively
they definitely would. The Ghost Trick, Cat Walk, and Target 9 events in particular
are incredibly fun and addictive. The incentive to competing in the Olympics comes
in the form of the Master Skill selection menu. When you compete in an event and
medal you get a certain number of points depending on how well you did. Over time
these points accumulate. On the Master Skill menu you'll find little boxes with
pictures of every character you happen to currently have. When you highlight any
one of those boxes you'll see the name of a move, the number of Vs. points you
have, and the number of Vs. points required to purchase that character's super
special move. There are literally dozens of other things that could justifiably
merit mention, but for the sake of your attention spans I won't go into them all.
If it hasn't become apparent by now, this game oozes replay value. If you're a
2D fighting game fan you will never get bored of this game. It simply doesn't get old.
The Tourney Mode is enough to keep you occupied, but the Olympic Mode, Vs. Mode (which
lets you trade data with the Dreamcast version of KOF 99, Card Fighters Clash for
the NeoGeo Pocket Color, and the upcoming SNK vs. Capcom for the Dreamcast), and
Sparring Mode will ensure that you'll be playing MotM for quite some time. There's
so much to do and to master that it's almost difficult to give any approximation
of the game's longevity, other than to say that it's really, really substantial.
The control is spot on, so fighting game vets and newcomers alike should have no
trouble pulling off the moves. If you're a little rusty you can jump into the
Sparring Mode and get some of that rust off. The NGPC's nifty thumb joystick
makes controlling your character intuitive after a while.
Those who choose to plunk down the necessary cash and buy SNK vs. Capcom:
Match of the Millennium won't be disappointed, unless they don't like fighting
games. This gem goes beyond the realm of `best handheld fighting game'. It's up
there as one of the very best games ever released for a handheld system, and is,
in my mind, one of the best games of the year so far, be it for a console or a
handheld. If you like 2D fighters at all you'll be immensely pleased with this
game. If you love 2D fighters like I do you'll wonder how you ever got by
without this game. MotM is reason enough to buy a NeoGeo Pocket Color, and
those who already own a NGPC should have this game in their library. Fighting
on the go just doesn't get better than this.
Graphics:
+ Character animation is superb.
+ Lots of stages from previous SNK and Capcom games that are faithfully reproduced.
+ Colors are vibrant.
+ Awesome cinemas.
+ Great intro.
- Characters' skin looks a bit too pale.
Sound:
+Tracks for old SNK and Capcom fighting games are faithfully reproduced.
+ New tracks made just for MotM sound as good as the reproduced ones.
+ Lots of sound effects for just about every action in the game.
Gameplay:
+ Single, Tag Team, and 3 on 3 Fighting.
+ Tons of moves for every character.
+ You can acquire new moves for each character in the Olympic Mode.
+ Excellent control.
+ The Olympic Mode events aren't useless filler; they're actually fun.
+ Link up with a friend and duke it out.
+ You can trade data with KOF 99 and SNK vs. Capcom for the Dreamcast
+ Heck, you can even trade data with the Card Fighters Clash titles for the NGPC.
Replay Value:
+ Six different modes.
+ You can purchase new moves for every character in the Olympic Mode.
+ Data trading can be done with two Dreamcast games and two NGPC games.
+ Singles, Tag Team, and 3 on 3 action
+ Extremely fun mini-games in the Olympic Mode
+ 26 characters total to master
Overall:
Graphics: A+
Sound: A+
Gameplay: A+
Replay Value: A+
Overall: A+
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