Kizuna Encounter: Super Tag Battle

NEO-GEO Nostalgia

I’m not lucky enough to have a NEO-GEO floating about in the rumpus room (obviously, I really wish I did), and until recently I don’t think I’d ever even seen one. I am interested in lesser-known video gaming lore, though, and have watched many a video and read many an article on SNK’s surprisingly flat box of wires and circuit boards. I’ve also played ports of the various Metal Slug, Fatal Fury and The King of Fighters games that have sprung up on other consoles throughout the years, so it’s not like I’m completely clueless about the world of Shin Nihon Kikaku, just mostly clueless.

Kizuna Encounter: Super Tag Battle is a game that kept coming up in my research for articles and scripts I was writing. Most recently, it came up in my research for my as-yet unreleased Alien/Predator video game ranked list I put together for TripleJump. You see, a 2010, unlicensed mobile title called Predators: The Great Hunt swiped its backgrounds directly from SNK fighting games. I was first made aware of this when a contributor on tvtropes.org pointed out that the stage background from Krizalid’s arena from The King of Fighters ’99 was used, and this got me interested enough to do some sleuthing myself. Through a bit of reverse image searching I was able to identify a background from Kizuna Encounter: Super Tag Battle and, once I’d recovered from my distress at the brazen plagiarism on display, was yet again reminded just how frickin’ awesome this NEO-GEO tag team fighter looked.

I adore the grimy city aesthetic. This stage reminds me of the scene in The Warriors where the gang are avoiding a bus filled with nut-jobs out for their blood.

Fast forward to the other day, and I’m needing to think of a game that was released on a non-Sega, Nintendo, Sony, or Microsoft console (and wasn’t Metal Slug – long story) that I could nominate into the Video Game Hall of Fame, and I thought “maybe it’s time to see if that Kizuna Encounter thingy plays as good as it looks”. A bit of cheeky emulation later and I’m glad to report that it does indeed play wonderfully, and is an all-round tasty slice of fast-paced, one-on-one, weapons-based fighting action.

Kizuna Encounter: Super Tag Battle is a sequel to another NEO-GEO fighter called Savage Reign, and lots of its controls and mechanics are lifted from Real Bout Fatal Fury. However, each combatant has their very own deadly weapon and the tag team mechanic is placed front and centre. It’s the tag team thing that really makes Kizuna Encounter stand out, as you’ll lose the bout if one of your characters goes down regardless of how much health your other character has left, and tags can only be made in a certain indicated section of the arena. This means that new tactics open up, like using quick tags to isolate your opponent, and dramatic struggles to get back to your tag partner become commonplace when things get dangerous. Combatants can regain some health while tagged out, too, so the game definitely encourages players to engage with the tag mechanic. I also like how your tag partner is visible in the background at all times, and will appear raring to go or sagging and depleted, depending on how much of a beating they’ve taken.

I love a pixel art night-time city-scape. I could look at it all day. All day!

I’m far from an authority when it comes to fighting games. I’m more interested in them for the cool characters they can offer and the spectacle they can present than I am for technical moves and combos. I button mash, I rarely block, and sometimes I even play them on easy mode. With all that out in the open so that you can take my opinion with the recommended amount of salt, I did really enjoy Kizuna Encounter. It was easy to pick up and within a few bouts I was able to unleash some pretty cool moves. There’s also plenty to master, and while I never got anywhere near anything resembling “mastery” during my time with the game, I definitely got better with a couple of roster members.

Speaking of the roster, it’s pretty bombastic. I had a lot of fun playing as Max Eagle, the big, axe-wielding American wrestler with a positive attitude, and some of the character designs are super-cool. Sho Hayate is the slick, hero type character, Gordon Bowman looks like an overweight M Bison cosplayer, and rollerblading clown-punk, Joker, could be a Streets of Rage mini-boss. There are even a pair of Mortal Kombat-style pallet-swapped ninja in Mezu and Gozu, the latter of which has some pretty nifty fire-based moves.

The two new characters that were added since the previous game are probably the highlights, though, as Rosa is an eye-catching and badass katana-wielder and staff-fighting police detective Kim Sue-il is the epitome of effortless suave. They both look great against the game’s stunning backdrops, and add to the overall vibe of urban cool.

The pallet-swapped ninja have water and fire attacks respectively. Reminds me of that other game. You know, Shinobi on the Game Gear.

Those stunning backgrounds were what brought me to the party, though, being a shallow, visual kind of fellow who likes looking at cool things. The pixel art on display is phenomenal, and every stage oozes that classic SNK artistry. Glittering skyscrapers viewed from below, sprawling cityscapes seen from above, run-down alleyways, cloudy docks, neon signs, grimy overpasses, and more all await those who are ready to brave the Battle of the Beast God Tournament, and every stage is fantastically atmospheric in its own way. This includes the final arena, a sinister shrine filled with eerie statues inhabited by the final boss, mysterious crow helmet-wearing bad guy, Jyazu. That’s the background that was nicked by the Predator game, by the way.

Like I said, I’m no authority on fighting games, or on the NEO-GEO, or on SNK in general, but I do know what I like and I like Kizuna Encounter: Super Tag Battle, and I wanted to write about it so that its wonderful pixel art could grace my humble web page. SNK really knew their stuff when it came to chucking pixels on a screen, eh?

Played Via Emulation.

Vigilante – Retro Review

Green-Trousered Rogues

As a kid growing up in rural Somerset, I didn’t see much in the way of gang violence (although I’d argue that a group of shifty-looking cows can be just as intimidating as a gang of ruffians with flick-knives), and my only experience of that culture came through films and music videos. Loading up Double Dragon or Target Renegade on the C64 was my chance to live out that Los Locos scene in Short Circuit 2 or pretend I’m one of those cool and mean-looking dancers in Michael Jackson’s “Bad” video.

Upon closer inspection, Vigilante for the Master System seems to have taken its cues from more adult-targeted media like 1979 film The Warriors, what with the antagonist gang being called the Rogues and all. No sign of David Patrick Kelly though. In fact, all the bosses of Vigilante’s Rogues are the “large and in charge” types, rather than diminutive, trouble-making rat-bastards.

The boss of the first level. Is it Bruiser Brody or Brian Blessed?

To me, Vigilante was the herald of the next generation of side-scrolling fighting games. After sampling the likes of Renegade and Bad Dudes Vs. DragonNinja on the C64 and Amstrad CPC, Vigilante was my first taste of streets-based violence on a console, and mighty impressed I was too. Bright colours, neat backgrounds and cool animations greeted my eager, innocent eyes, but what would my contemporary opinion be of this near-forgotten 8-bit beat-’em-up?

Well, it ain’t no Streets of Rage, that’s for sure. Released on the Master System in 1989, Vigilante is a port of a 1988 arcade game by Irem, and is apparently a spiritual successor to the 1984 arcade game Kung-Fu Master. An unnamed city has been overrun by crooks, thugs and ne’er-do-wells, and Maria, the protagonist’s girlfriend, has been unceremoniously chucked into the back of a van. It’s time for the titular vigilante to clean up the streets. The levels consist of a single, linear run towards a boss waiting at the end of the road. Contrary to what you might expect from the genre and the screenshots, there is no vertical movement, with our vigilante friend limited to a single, horizontal plane. Enemies will attack from either side, and you have punches, kicks and jumps at your disposal to fend them off.

As such, Vigilante plays less like a traditional scrolling beat-’em-up and more like some kind of violent rhythm game. This is because much of the game comes down to the timing of your button presses, especially when it comes to one particularly annoying thug-type whose modus operandi is to repeatedly rush in and attempt to grapple you. Seriously, these guys are the worst. Every other enemy will approach from either side of the screen, hold off for a bit as they get close, and then attempt to catch you out with an attack. The aforementioned grapplers, identified by their white vests and green trousers, will rush in at full speed, single-mindedly intent on locking you in an energy-sapping hold. Your only defence is to batter them before they get to you, but they come in so quickly that the timing is extremely precise. It’s difficult enough when just these green-trousered hooligans are rushing you from either side, but pair them up with other crooks and things can get immensely frustrating.

Look at him, coming in from behind while you’re occupied with t-shirt and jeans guy.

If you can survive this glut of grapple-happy nutters you’ll reach the boss at the end of the level. These guys are intimidating, but will soon fall once you figure out which of your attacks they’re particularly vulnerable to. Be careful not to let the boss push you too far back through the level though, as once you’ve defeated the stage’s head honcho you still have to walk to the end, and if you’ve gone too far back you can expect to be set upon by thugs and green-trousered grapple guys again.

I played the Master System version of Double Dragon so that I could compare the two, and there’s so much more to that than there is to Vigilante. The stages are larger, with vertical movement, pits and multiple height levels to traverse, you have more moves at your disposal, and Double Dragon has that all-important two-player mode. Vigilante looks nicer though, its alleyways, scrapyards and city skylines artfully delivering that retro urban vibe. Vigilante’s nameless city is a pretty cool place to be, it’s just a shame that I have to spend my entire time there desperately fending off infuriating bastards in fetching aquamarine slacks.

Played on Master System/Emulator