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| After the incredibly disappointing
Super
Godzilla in 1993, Toho went out to make
amends with their next Godzilla title for the
16-bit system. For their next offering to the
Super Nintendo, referred to as Super Famicom in
Japan, Toho drafted out the job to Alfa Systems,
instead of designing the game themselves as they
had with the 1993 game. All in all, Toho made
a wise choice as Godzilla: Destroy All Monsters
is one of the few video games, out of the many
featuring the title character, worth searching
out.
In retrospect to the great fighting
games in the Super Nitnendo's line up, like Street
Fighter II and Killer Instinct,
Godzilla: Destroy All Monsters is hardly
worth mention. However, one shouldn't undercut
Alfa System's efforts entirely on the basis that
there are better entries in the genre on the system.
To the firm's credit, the game is still a blast
to play for fans of the title monster, and is
pretty much the unchallenged king in regards to
2-D fighting games based on Godzilla, as the only
true competition is found on the Turbo Duo system
whose two button design (one button of which was
wasted for jumping) is far less suited for the
genre.
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| Godzilla: Destroy All Monsters
plays like nearly all traditional 2-D fighters,
although it lacks the speed (not too surprising
given the characters) and overly easy combos of
more recent entries in the genre. There are some
things added on to give it a sense of distinction,
like the stun meter, but nothing too memorable.
The special meter, and the idea behind it, is
nothing new, although its connection with the
stun meter is a rather ingenious touch on Alfa
System's part as it will cause for some rather
hectic moments as players will be frantically
trying to execute a special before the opponent
lands in another hit to fill their stun meter
and cause them to collapse, draining their special
meter in the process.
A area which does deserve notable
praise here is the roster of characters, which
is pretty solid. There is a nice collection of
some of Toho's most recognizable monsters present,
although the exclusion of Rodan seems odd. Still,
the list of characters here is mostly diverse,
with each having a distinct play style. The exception,
of course, is the two Heisei Mechagodzilla, with
Super Mechagodzilla being identical to his regular
counterpart except with added moves. The characters
of Mothra and the, only unlockable through code,
Gotengo are worth separate mention, as they hardly
fit into the traditional mold of fighting characters
as they fly about the screen while battling.
Of course, one of the chief issues
with fighting games is balance, as preferably
every character should be equal so players can
pick who they like without feeling handicapped
or like they are cheating. However, no fighting
game has ever achieved perfect balance, and Godzilla:
Destroy All Monsters is no exception as a
top and low tier do emerge after continuous play,
although, thankfully, it's nothing drastic. The
top tier characters here seem to be: Anguirus,
Gigan, King Ghidorah, and Super Mechagodzilla.
Anguirus and Gigan tend to excel on the basis
of their speed, and they are also the only dependable
characters for constant combos, which the blocking
system highly favors. King Ghidorah gets cited
simply for his extraordinary damage and the incredible
reach with a lot of his attacks, although his
great special doesn't hurt either. Super Mechagodzilla
gets the obvious nod here as well, as his regular
form is just shy of making the list anyway. His
ability to double jump is incredibly powerful,
and its use for dodging almost all special attacks
can't be ignored. Super Mechagodzilla's range
attacks are top notch as well, with the Plasma
Grenade ensuring that any distance based warfare
is unwise for the other player, but the incredible
reach on the mechanical monster's kicks allow
him to go toe-to-toe with other characters without
worry. Of course that doesn't even mention his
special, which will often end the match if he
connects.
For every top tier, though, there
is a low tier of characters who just don't measure
up. So who makes such a list for Godzilla:
Destroy All Monsters? Fortunately it's only
one character: Biollante. The diversity Alfa System
attempted for the character is appreciated, but
a slow, giant character who can't jump or boast
any great range attacks is just a sitting duck
against the others, regardless of how damaging
her moves might be. The issue might have been
better tackled if Biollante had some sort of health
bonus, but she is defeated with the same number
of hits as any other character in the game. Still,
for all the nit picking, the game is balanced
enough so that all of the characters, save perhaps
Biollante, can be readily enjoyed by players depending
on their play style.
The last area to touch on here,
and another aspect of praise for Alfa System,
is the game's AI. It should be noted that it is
pretty brutal on new comers, as it ramps up very
quickly in the Normal Mode after the first match
is finished (thankfully the game has infinite
continues), but it's set just right to keep things
a little interesting for more seasoned players.
The best aspect is that it doesn't fall back on
predictable patterns, where you could do one move
and expect the same response every time, which
makes the matches feel more organic... although
the AI doesn't grasp the concept of the Plasma
Grenade move, but it's really only one instance.
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In sight of how far video games
have come in the past decade, the graphics here
are hardly notable, but for the Super Nintendo
one can only praise Alfa System's efforts here.
The character models have generous details placed
into them, while enough frames are placed into
the moves so they don't look jarring. The backgrounds
are also good, but not as perfect. Some stages,
like the Outskirts of Tokyo, look fantastic even
today, but the destruction effects are far too
simplistic, while some, such as Osaka Castle,
occur so suddenly that it just looks out of place.
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Keeping this in perspective to
the limitations of the Super Nintendo, one can
hardly fault the audio presentation here. The
music in each of the stages is diverse, with a
midi-like reworking of the Godzilla theme being
added in for stages in which the monster is present,
while the menu music is often great; in fact,
I quite enjoy the Versus menu title music, and
considering how often one is likely to hear the
tune it's also wisely placed. The sound effects
are generally good as well, with all of the monsters
roars being intact with compression being hardly
noticeable, which is quite a feat given the hardware.
The only real fault of the presentation here is
the annoying "static" sound effect that
plays whenever a stage that has been beaten is
scrolled over.
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The controls here should be familiar
to most fighting game fans, with quarter circles
and half circles for most of the moves. There
is also the occasional, and impractical in the
heat of combat, full circle move to test one's
skills on. The use of only one button for grab
moves, and then another for mostly non-offensive
maneuvers, is also a great idea. Unfortunately,
the controls aren't as responsive as they should
be. On occasion, a player's monster will end up
attacking in the wrong direction, as they don't
turn around to face their opponent fast enough
sometimes. The hit detection on Mothra and the
Gotengo seems off at times too, which is most
noticeable when the two flying characters are
right next to the other player.
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The game, like all fighting games,
is very easy to just pick up and play when one
is in the mood. However, unless one has human
players to battle it out with, the AI gets a little
old after awhile. The game doesn't boast anything
to unlock either, so there is very little incentive
to try and face off against Super Mechagodzilla
or the Gotengo in the Normal Mode, unless one
is pressed for a challenge. Having to re-enter
the codes each time the game is started up is
very tiresome as well, especially the Gotengo's
incredibly difficult code. The lack of battery
save, which means it erases your high score when
powered off, also kills the idea of trying to
challenge normal mode to best your own high score.
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| Godzilla: Destroy All Monsters
has its share of faults, one can be sure, but
it has aged surprisingly well and there is still
a lot of fun to be had for gamers who are willing
to master the fighting style of characters, although
more incentive to do so would have been greatly
appreciated.
It's a shame, though, that the
game was never released in the US, especially
after a overseas version was prepared and even
shipped to reviewers before the title was pulled
from its pending release. Although I suppose one
can always hope (pray?) that the elusive US version
might finally show itself on the Nintendo Revolution
in the future.
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