Funny how being deprived of something makes you all the more determined to get it, even if what you want with all your heart and soul isn't actually all that great. Take for instance King of Fighters '95 and Ultraman: Hikari no Kyojin Densetsu for the Sega Saturn. I've played roughly a hojillion games for this system, but these two titles were always the odd ones out, since they both rely on special ROM cartridges that were paired with each game. You couldn't make copies of the discs, because they were only half of the equation... without the cartridges, they just wouldn't run. You couldn't even buy the games from Japan and play them on your US Saturn, because although you could technically use a Pro Action Replay to circumvent the system's region locking, uh... where would you put the ROM cartridge while the Pro Action Replay is in the slot?
For years, I had to go without these two vexatious games. Not anymore, though! Thanks to the coding skills of YZB, who you might recognize as the guy who helped bring most of the Atomiswave library to the Dreamcast, we now have hacked versions of KOF '95 and Ultraman which put all of the cartridge data on the disc, then transfer it to the obscenely common Pro Action Replay before the game begins. What this means is that if you've got that cartridge and a mod chip, or a Pro Action Replay with Pseudo Saturn KAI installed on it, KOF '95 and Ultraman are now as easy-peasy to run as any other Saturn game.
AHHH! Sideshow Kusanagi! (image from RetroGames.cc) |
Ultraman on the other hand is an objectively worse game, but also a more tantalizingly unfamiliar one. It's from a pre-Namco acquisition Bandai, so if you've played any of their games on the NES, you already know to keep your expectations ankle-high. However, if you've got a sense of humor, an appreciation for the Ultraman television series, and perhaps a drunk friend you can trade punches with, you'll wring some amusement out of this title.
The gameplay is pretty straightforward... you choose from five different Ultraman characters (including personal favorite and late night Turner network staple Ultra Seven) and battle against giant monsters, including the apparent love child of Godzilla and a flying squirrel, and a butterfly chrysalis that willed itself arms and legs. Your scarlet clad hero fights with punches and kicks, and can use a guard button to block incoming attacks, make a hasty retreat, or throw a nearby monster. Special moves are governed by a charge bar under your hero's life bar, and the more punishment you dish out, the more quickly it fills. There are also super moves that shred a quarter of your opponent's health, but mercifully, you won't need to finish your opponent off with them. That alone makes the Saturn version of Ultraman a big improvement over the Super NES game released years earlier. (Did you know there was also a Genesis version of Ultraman available in other territories? I can't even fathom why. I guess Bandai felt like spreading the misery around.)
One of the game's more visually arresting stages, with a ring of pine trees circling the arena and a sheet of rolling clouds looming overhead. |
So there you have it. That's two Saturn games you'll never have trouble playing again. You may not even want to play them again, but you can at least satisfy your curiosity about them after all these years.
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