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MARVEL VS CAPCOM (DC)
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Wolverine vs Chun-Li? Bring it on...

By WILLIAM BARKER

What a big fireball you have...
The Street Fighter series. It evokes memories of collecting those gleaming coins, popping them in the dusty arcade machine only to have some mean-looking homie bust your nut so he can lose dismally. Ha, wait till he sees me now - no one can beat me when I assume the alter-ego of Ryu. Ha-do-ken!

Yes, the SF phenomenon boosted Capcom to exulted developers the world over and spawned a series that quite literally has dozens of titles found on all but the most obscure consoles (Turbo Gafx rules!). The latest title to hit the latest console is Marvel vs. Capcom, which some say is the most impressive yet. We shall see.

The first example showcasing 2D graphics on the Dreamcast, MvC doesn't disappoint. The game is almost arcade perfect, though why it is in 320x240 res is a little strange since the system can handle up to 640x480. I guess it just goes with keeping the authenticity. In the PSX and Saturn games based around Ken, Chun-li and Zangief, there is noticeable slowdown when both players execute specials, horrendously so when they involve lots of light, flashing and semi-dithered sprites. The DC port of MvC contains no slowdown whatsoever. Even when there are four players all going the bash, and two of them decide it's time to rip off a few hyper-combos, which, by the way, are the most impressive special moves in the game. Smooth as a (proverbial) baby's bottom.

The game's namesake, that being Marvel vs. Capcom essentially means that the game boasts characters from both Street Fighter and X-Men universes. A dream come true for many a comic book collector. You choose two characters from the start, for example in my case it would be Ryu and Wolverine. Wolverine with his speed and Ryu the ever-disciplined martial artist.

There are six buttons, and all work in accordance with Capcom history - three punch and three kick buttons - with light, medium and heavy. There have been complaints about the DC controller and its inability to handle these sorts of games, but really it's just an anal thing - the controls are fine.

The amount of moves on offer is always of prime concern when dealing with a fighting game - it's like weapons are to a first person shooter. MvC has bazillions of moves, which include normal moves brought My oh my... You're friendly!about by hitting a single button. There are throws, air-raves, special moves, extra character moves (performed by a random third character), combos, and my personal favourites - hyper-combos. These  hypers are executed by completing a move - it may be quarter circle towards - and pushing two punch or kick buttons together. You can only try one of these moves after your hyper-metre is filled, and this is achieved by way of dishing out or even taking punishment. If done correctly the screen will grow dark, the background will fade out and then all of a sudden the player will explode in a fury of punches and kicks. Some even involve huge robots or spaceships and such. The fact that they do maximum damage is always a bonus too.

Control is very accurate and my quarter circles came off flawlessly on the DC pad. The frame rate is up there too, ensuring smooth and fast-paced bouts of biffo. Changing characters mid-match is easy too, and not as confusing as is the case with some games (hello Namco). The sound is as cheesy as ever, but this suits the game and adds a charming element that is hard to describe. Best left as cheesy I think.

For beginners there's easy mode, which will execute fireballs and hypers with the push of a button, no half-circles needed, ensuring a competitive game between pro and gumby alike. You can even play a four-player simultaneous bout, which is seriously enjoyable. The options, graphics and sublime gameplay all combine to create the best Street Fighter yet. Granted it's not 3D, but old-schoolers will really get a kick out of this. Kick - geddit?



ORIGINALITY 65%
SOUND/GRAPHICS 75%
PLAYABILITY 85%
ADDICTION 90%
ENJOYMENT 85%