Fighter Maker | |
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Genre(s) | Fighting game, Game development |
Developer(s) | OUTBACK Kuusou Kagaku |
Publisher(s) | ASCII (2DFM95) Enterbrain (2DFM2) Agetec (FM) |
Platform(s) | PlayStation, PlayStation 2, Microsoft Windows |
First release | 2D Fighter Maker 95 1998 |
Latest release | Fighter Maker 2 2002 |
2D Fighter Maker 2nd Round Distribution: Retail - Commercial Platform(s) of the tool: PC (Windows) Platform(s) of the games created: PC (Windows). Youve violated Virtua Fighter, taught Tekken a lesson and bitch-slapped Bloody Roar. So what does a fighting gamer do next? Why, he makes his own brawler,.
Fighter Maker (格闘ツクール, Kakutō Tsukūru) is a series of games for PlayStation consoles and Microsoft Windows. It features a robust character creation system, letting players even create animations. There are two versions of the games, Fighter Maker (FM series) and 2D Fighter Maker (2DFM series).
Part of Agetec Inc.'s Designer Series, Fighter Maker is 3D-based and allows users to create custom moves for their fighters. Despite the unique concept, the game received very bad reviews as there was little to do once a fighter had been created. The Official PlayStation Magazine gave the game 3/10, saying that the animation was rough, and that it was 'not one eighth as interesting as it sounds'.[1]
The Japanese edition of the first FM game is also known for having one licensed character, Street Fighter EXs Skullomania, complete with the original move list.
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IGN commented that 'When you actually put the character into the game, controls are pretty tight and solid', and concluded by saying that 'Fighter Maker is one of the most unique software packages on the PlayStation. I'm guessing we're going to see a ton of websites dedicated to characters gamers have created, uploaded with the handy-dandy DexDrive. The competition between friends is going to be fierce. Who can create the coolest, most utilitarian character in the game?'
Fighter Maker 2 (FM2) for the PS2 was another entry in the Designer Series from Agetec Inc. It was released in November 2002. It is similar to the original, but with more advancements in character design, movement, and attacks. As with the first, the game was met with lukewarm reviews, mainly due to its cumbersome interface and the lack of bells and whistles that were featured in most fighting games at the time.[5]
The Music was composed by the U.K. band INTELLIGENTSIA, who also created the in-game FX; MIRAI, one of the band's 2 members, is a playable character in the game.
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GamePro said that 'the freedom in creating move animations is immense.' PSM said 'For those who've thought they could build a game with the right tools, this is a fine toolbox. Aspiring fighter makers are warned, though - it's also an unforgiving school.'
2D Fighter Maker 95 (FM95) was released for Windows prior to ASCII's departure from gaming. Unlike its PlayStation counterparts, this version focused on 2D-style gameplay, allowing the user to create and import their own characters, sounds and graphics into the engine, allowing for far more flexibility and range than the PS versions. The program was pirated and fan translated to English and released on the Internet, where it found a large following amongst dojin game makers and the M.U.G.E.N. community.
2D Fighter Maker 2nd (FM2K) was released by ASCII's successor company, Enterbrain. An update to the original version, FM2K allowed for a greater amount of expansion and extension than FM95, revising much of the original engine to allow more options while adding a menu-based system for clarity. As with the previous version, it became wildly popular amongst the dojin communities in Japan. Again, piracy and a fan translation followed, though the second version has yet to meet with the success of the first, primarily due to the large amount of M.U.G.E.N. communities already in operation as well as the incomplete translation of the FM2K software and documentation.
This is an interesting idea for a Playstation game. It takes the popular 'customizing' feature found in most wrestling games and applies it to a 3-D Tekken-style game. But instead of customizing fighters' outfits and bodies, players get to customize the actual fighting style their custom fighter will use. This can vary from simply mixing and matching from among the twenty fighting styles provided, so the fighter has kicks from Tae Kwan Do and punches from Boxing, or the player can create entirely new movements from scratch.
There are really two distinct modes of 'play' with this game: Fighting Mode (which takes up eleven pages of the manual) and Edit Mode, which takes up the next 41 pages, with an additional 16 pages for the tutorial. Even though the focus of the game is clearly on the fighter-design aspect (that's what the game's named after), we'll have a look at the fighting aspect first, since that's the closest thing to actual 'gameplay' it has.
And the verdict on the fighting part of the game is... not good. The player fights for six rounds and then the credits roll. There are no boss monsters or even any noticeable increase in the difficulty of the opponents. There are 'hidden' moves, but I didn't need any to stroll to victory the first time I played.
As far as the technical aspects go, it plays a lot like a second-rate fighting game. There's three 'attack' buttons (High, Medium, and Low) instead of Punch and Kick. Many of the moves are, shall we say, quite reminiscent of Tekken 3. And for some reason, there's no jumping. Other than that, it plays pretty smoothly, although the hit combos can get pretty annoying, as three-quarters of a fighter's life can get taken off without the player getting a chance to get a move in.
One of the standard elements in fighting games is the hidden moves. There aren't any magical effects like fireballs here, just new kicks and punches. Also, the moves aren't all that hidden because Edit Mode lets you see all the moves everyone has.
Meanwhile, over in Edit Mode, the simplicity of the fighting is replaced by complexity more appropriate to designing a universal translator than to a Playstation game. Figuring out how to change a pre-designed jab into a slightly different jab requires thirty minutes of reading the manual, followed by a great deal of twiddling while you decide exactly what rotation angle every one of the body's joints should be at. It's a job that would be too complicated to call a 'game' if it came with a keyboard. And trying to do all this with a Playstation controller, which was designed for a completely different job, requires a lot more patience than even Lara Croft demands.
Another problem is that there aren't any game-balance effects built in. Want to make all your attacks super-fast, and have maximum damage and range? No problem! After modifying one move, I was able to win the fighting mode while only tapping one button over and over again, since my quick jab would take down any opponent in two hits.
This brings up a question. What were the makers of this game expecting the players to do with it? For single-player use, it's fairly pointless, since the fighting mode is so bad. Are you supposed to make your own fighter and go fight a friend? Aside from the fact that everyone's attacks will be superdeadly, to save a whole fighter requires all sixteen slots on a memory card! Who are these people with all these memory cards sitting around, waiting to use them to play a fighting game where each fight takes less than a second?
I suppose one thing someone could do is design a perfect fighting style. First, you'd pick a fighting style that isn't in the twenty that come prepackaged. Then, you'd, um, figure out frame-by-frame exactly what someone does while going through every move. Then spend literally hours programming it in. Then what? Even if you took pity on the game and didn't make each attack do maximum damage, is the opportunity to fight six CPU fighters and watch the credits worth all that effort?
There's a feature where you can program your fighting style with special logic so the CPU can run it. I didn't have the heart to look too closely at that feature, although the manual deals with it in just one page. Likewise with the throws, where in addition to moving your character frame by frame while moving each joint, you have to move your fighter's opponent. Frame by frame. Joint by joint.
All I'm saying is that it takes a long time. That's all.
The pre-made fighters are all acceptable. There's the standards of the field: the karate guy, the weird monstery thing, the cute judo girl, etc. There's also a mobile skeleton and a hip seventies dude, which I think is funny. However, since the pre-made bodies have to fit any of the preset moves, there's not really much difference in the sizes of the characters.
What's odd is that the player doesn't get to do any customizing of the custom fighter. After going to all that work to create a fighting style from scratch (sorry to dwell on the time spent, but it's pretty much the point of the review), the fighter body and look is strictly off-the-rack. Compare that to, say, WWF Attitude where you have to use preset moves but can customize the body nearly to infinity. No matter how innovative your punch may be, it's still a punch. Changing a character's hairstyle from a beehive to a mohawk just feels like a more interesting change, and this game doesn't allow that at all. The backgrounds are nice, though.
It's an interesting idea for a game and I'm sure there are people who want to play a game where the characters use perfect Drunken Monkey Style Kung Fu. But I doubt those people want to spend three or four hours doing the animation themselves.