Body Blows
Buy
Part of collection:
Body Blows
A compilation of the original fighting game "Body Blows" and its sequel, available only for Amiga, "Body Blows Galactic". The game combines everything from its predecessors and adds more colors, improved graphics and music, more backgrounds and endings, giving the player a total of 22 characters (including the invincible Max and his true self, the Terminator T17) and many fixes.
Dan and Junior from Body Blows travel the universe, fighting warriors on different planets.
Body Blows is an Amiga versus fighting game. It was released in 1993 by Team17. The game is compatible with all Amiga systems, including the CDTV system with joystick support. It was followed by Body Blows Galactic and Ultimate Body Blows. "Experience super fast, hard hitting fight action like you have never seen before... Choose one of four hero characters to combat the increasingly evil computer controlled opponents in Arcade Mode. Take on a freind (or enemy!!) in the highly competetive two player mode or go for broke in the Body Blows Ultimate Challenge, where upto eight players select their favorite character from the ten available to compete for the Champions Belt."
Could be interesting
A compilation of the original fighting game "Body Blows" and its sequel, available only for Amiga, "Body Blows Galactic". The game combines everything from its predecessors and adds more colors, improved graphics and music, more backgrounds and endings, giving the player a total of 22 characters (including the invincible Max and his true self, the Terminator T17) and many fixes.
Shadow Fighter is a computer game for the Commodore Amiga, and Amiga CD32 developed by NA.P.S. team and published by Gremlin Interactive in 1994, and became one of the Amiga's best fighting game offerings during its final years, competing at the time with the likes of Acclaim's impressive home console ports of Midway's Mortal Kombat franchise, and Team 17's Body Blows.
Dangerous Streets is a colorful sprite-based fighting game in the vein of Street Fighter II. Its eight characters are diverse, ranging from fashion models to a bizarre monster "custodian". In addition to a two-player mode, the game also features single matches against the CPU and a tournament mode. The control scheme consists of the standard weak, medium and strong punches/kicks, and both keyboard and joystick controls are supported.
The main fighting game is best described as a polygonal Marvel vs. Capcom game, with some notable differences. Control wise, the game varies from other Capcom fighting games by only having four buttons (two punches and two kicks, which is closer to the SNK game format) rather than the standard six. A player chooses a team of two characters, and fights against another two character team. The actual fights, however, are one-on-one fights, with the partner only participating by being called in when a player has enough 'vigor' for a Team Up attack, done by pressing a punch and kick button of the same pressure. The Team Ups would be some kind of double team attack by the character and partner, or (for most female characters' Team Ups) would heal the main character or give them more vigor. After the end of a round, a player (win or lose) has a choice to fight the next round with the partner from the previous round, or to keep their main character in play. The 'vigor' meter (essentially a super meter) could go up to 9 levels, with Team Ups costing two levels and super moves from a single person all costing one level of vigor. Much like the Marvel vs. Capcom games, launchers can be done that allow air combos to be performed, with all characters having universal low and high launchers. The game also had a few defensive techniques. Tardy Counters acted much like Alpha Counters from Street Fighter Alpha, allowing a player to immediately counter-attack from a blocking position. However, the restrictions on Tardy Counters are very lax; any hard normal, special or super attack can be used to Tardy counter (Alpha counters are only limited to certain special moves for each character), and Tardy Counters do not cost any extra vigor to perform (Alpha Counters required at least a level of Super Combo gauge to do). Attack Cancels allowed a player to cancel an incoming hit simply by timing their own hit with the attack, which would cancel out both attacks (though it does not nullify the remaining hits of a multi-hit move). Also, one additional level of vigor is awarded.
Project Justice is the sequel to Rival Schools: United By Fate. Project Justice's fighting system is lifted from the original Rival Schools, with some notable changes. The game continues to be a team fighter, but has teams of three characters instead of two. This allows another Team-Up attack to be used in a fight, but also adds a new type of attack, the Party-Up, initiated by pressing any three attack buttons. The Party-Up is a three-person attack that varies based on what school the character initiating the attack is from. The additional partner also allows players to cancel an opponent's Team-Up Special by inputting a Team-Up command of their own. This initiates a short fighting sequence between one character from each team. If the person initiating the sequence gets the first successful hit in during the sequence before time runs out, the Team-Up they are caught in will be canceled, and the game switches back to the main fight; if the opposing player gets the first hit or time runs out, the Team-Up continues as usual. Additionally, the 'vigor' meter in Project Justice is limited to 5 levels (down from 9 in Rival Schools), with Party-Ups requiring all 5 levels, Team-Ups continuing to cost two levels, and any attempts (successful or not) to cancel a Team-Up costing one level. Also carrying over from the first game, the Dreamcast port of Project Justice in Japan includes a character creation mode that allows a player to create their own fighters who can be used in all modes except for single-player. However, the character creation in Project Justice is packaged as a board game, taking place during an inter-school festival, rather than a date sim game like in Rival Schools. As with School Life Mode in the original Rival Schools, though, this boardgame is not included in non-Japanese ports of Project Justice due to the amount of time it would take to translate the mode. Instead, several unlockable sub-characters were included in these ports, built from the character creation parts in the Japanese version.
Street Fighter is the first fighting game produced by Capcom and the very first game in the Street Fighter series. While it did not achieve the same popularity as its sequels when it was first released, the original Street Fighter introduced some of the conventions made standard in later games such as attack buttons and special command-based techniques.
A classic fighting game by Sega, considered one of the first 3D fighting games.
The second installment in the AoF series added the "rage gauge"; similar to the "spirit system" of its predecessor, it limited the use and effectiveness of special attacks. The game's story is set a year after the original. Geese Howard, a rising star in South Town's criminal underworld, calls fighters to the city for a new tournament, "The King of Fighters." Howard was the final boss and series villain of SNK's other fighting game franchise Fatal Fury (though he is a secret boss in this game), whose story took place over a decade after the events of Art of Fighting. Art of Fighting 2 was the only time Yuri Sakazaki was a playable character in the series. It also marked the only time that she donned her trademark outfit, which was made famous in The King of Fighters series. This game also marks the debut of Takuma Sakazaki without his Mr. Karate persona, as well as Eiji Kisaragi, who both appear in the King of Fighters series. Ryuhaku Todo, the first boss in the original AOF, is the only character dropped; all characters are playable from the beginning. The final boss is always Mr. Big, though as mentioned earlier, an extra match will be played against Geese Howard if the player unlocks him through good performance. This game is also notorious for its difficulty, with it being referred in many fighting circles as having some of the toughest opponent AI in a fighting game.
Street Fighter Alpha 3 is the third game in the Street Fighter Alpha series. It features a complete gameplay overhaul with the addition of three selectable fighting styles, new stages, over seven new and returning characters and an exclusive soundtrack. The game's illustrations, select screens, soundtrack and sound effects all have a similar style to the Final Fight series, unlike the previous games.
Real Bout 2 revamps the two-line battle system from Real Bout Special. Instead of fighting in either two lines, the player is now forced to fight in a main line, while the second line is a "sway line" used to avoid attacks (similar to the original Real Bout). The one-line trap stages last seen in Fatal Fury Special also return.