Okay. This port seems to have quite a bit of replay value. Aside from the puzzle and survival modes (each of which has to be unlocked), there’s also a gallery filled with all kinds of locked pictures — several pages’ worth. I’m not sure how they’re freed and if they have any real effect, but — well, there’s simply a lot more to do here than in any of the other DC ports. The only one which is in the same league, at least in terms of unlockable features, is ’99 Evolution — what with the store and the Another Strikers which can be purchased. And yet that port still doesn’t offer as much variety as 2001 has.
It seems that the move list is accessible in every mode. This is good. Even if it’s a little bare-bones.
Also, it seems to me that the music is… slightly arranged. It’s no OST, but everything is at a pretty high sampling rate and there are a few neat phasing effects on top. Generally, it sounds much more well-produced than the original Neo-Geo version. My comment about how it didn’t irritate me anymore? Well, it still stands — but now I know why. It doesn’t sound like screeching, rhythmic flatulence anymore. The music itself still isn’t very well-written, but at least it’s of a respectable quality now. So benig the largely unmelodic trance techno that it is, it now just… disappears into the background. Heck, I actually sort of like a couple of the themes. Kind of. Not a lot, but… well, at least it’s a little better.
I notice that the alternate backgrounds are randomly selected in versus mode. In practice mode you can choose which you want to use (out of about forty total, including the remixed 2001 ones), but — I like this, somehow; the fact that they just show up in versus mode. It makes the game feel more full, somehow.
It would be nice if there were a few more options, like being able to set how the compter will tend to use strikers. (Invariably, it will choose three fighters and one striker on its own accord.)
Puzzle mode is… interesting. It doesn’t really work as much like Tetris as it looks. And it follows the same story mode as the team and single games.
Speaking of the story: It’s still all in Japanese. Good thing I basically know all of the endings already.
Whereas the Neo-Geo version felt pretty drab in general, there’s a lot of energy and variety which has been added to the DC port. I still think some more (simple) things could have been done, but — well. All things considered. A bit of work actually went into this port; more so than in the case of any of Playmore’s or SNK’s last few efforts (2000, MotW, Last Blade 2).
Weird thing is, the game doesn’t seem to really buffer its data very well. When character portraits are loaded before each battle, for instance, you can hear the DC’s laser go nuts and you can see the graphics occasionally stutter as the game waits for new data to be loaded. This seems a little shabby, although it doesn’t really hurt anything. I don’t recall any of the previous ports being coded quite this way, although I hear people complain about streaming audio in MotW all the time. (I’ve never particularly noticed any problems.)
Really, there’s not a lot to complain about here. So a few bits of graphical data aren’t buffered well. So they didn’t include any classic music from the earlier games. So the extra levels (even the fixed ones from 2001!) aren’t available in story mode, for whatever reason. And it’s lacking a few minor options. Oh, and again there’s no English option.
These are all more nitpicks than anything. All in all, this is certainly one of the better Neo-Geo ports there’s been for the system. It sort of makes up for most of the big flaws in 2001, and it adds a bunch of other stuff besides. I think the game (already one of the best in the series; just ugly as hell) has been made a lot more palatable in the process. It feels, though… I think this port must have been done by a different team than whoever did the last couple of games. The general style strikes me as somehow different — just as much as the game itself does.