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Fatal Fury: Wild Ambition PSXFIN V 1.13 Cpu Kim Kaphwan Vs Cpu Mr. Karate #13./ #13
Wild Ambition plays very similarly to Real Bout Fatal Fury, but replaces plane-shifting with rolling from one side to the other and also introduces the Heat Gauge.
REVIEW: In January 1999, SNK's iconic Fatal Fury series made the bold jump from 2D to 3D on SNK's Hyper Neo Geo 64 system board (and was also one of the last games released on it). The game was later was ported to the PlayStation in June 1999 (Japan) and December 1999 (North America).
This installment is a retelling of the story in the original Fatal Fury game, featuring many recognizable classics as well as some new faces to the series. Wild Ambition's presentation was on par with other recent fighting game releases in 1999, featuring a pretty sweet intro (at the time) and slick character artwork. Unfortunately, the actual gameplay and graphics didn't end up complimenting the presentation or the artwork.
Graphically, this game is bad news. The 3D rendered characters are sickeningly blocky and animate equally as stiff. Character models also aren't "light sourced" at all, and were prone to polygonal glitching. The backgrounds are nothing but low-quality 2D images, pasted behind a flat square with awful textures (that's supposed to be a floor?). Lastly, the character endings actually use the horrible in-game graphics, giving you a disturbingly close look at how bad the character models are. Compare these shoddy endings with Street Fighter EX's endings (almost 3 years old), and it's even more embarrassing. Unsurprisingly, the gameplay of Wild Ambition is nearly just as bad as the graphics.
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