Neo Geo – Aggressors of Dark Kombat

Aggressors of Dark Kombat for the Neo Geo AES

Note: This game was played on an original Neo Geo AES console. It was connected through component inputs that ran through an OSSC and converted the signal to HDMI.

Game: Aggressors of Dark Kombat (Tsuukai Gangan Koushinkyoku)

Brief History: Aggressors of Dark Kombat was released for the Neo Geo AES in August of 1994. It is, for all intents and purposes, a one-on-one fighter; however, it approaches this popular genre in a unique way, utilizing a multi-plane play area and a ‘wrestling’ style grapple system, as well as other less-common approaches.

Controls: ADK uses a three-button setup. A tapped for light punch, A held for strong punch. B tapped for light kick, B held for strong kick. C for jump, and you can perform an air attack by pressing A or B. A+B and towards a close opponent initiates a grapple; from there, pressing A or B plus a directional input executes a throw/wrestling move of some kind. Pressing C from a grapple causes your fighter to slip behind the opponent to execute a throw. The CPU can also ‘counter’ your grapple (and you theirs) by being first to hit the inputs after an initiated grapple. If your grapple is countered, immediately tap the A and B and C buttons to escape or re-counter. Occasionally, your opponent may stay down for a bit, and you can perform a ground attack by pressing A or B. Tapping back twice executes a quick backstep, and pressing up or down twice allows you to sidestep an attack. Holding back blocks when an opponent is attacking.

Leonhalt chokeslams Fuuma after initiating a grapple

Life Bar: There are no best-of-three ’rounds’ in ADK. Instead, you fight each opponent in a single round. However, both you and your opponent have four colored life bars that each must be depleted in order for one of you to be victorious. Life bars change from blue to green to yellow to red. Once red is gone, you’re history!

Fighters: Eight unique fighters comprise the roster for ADK. Interestingly, you can’t see the name of your fighter during character selection or during a match, as it’s simply not displayed. You can, however, see character names after a match and on the high score screen. Fighters range from the hulking Dolph Lungdren-look-alike Leonhalt and amateur wrestler Sheen, to the diminutive Japanese student Kisara and basketball-toting Bobby. Each fighter has his or her own strengths and weaknesses with regards to strength and speed.

Is this Street Slam? Nah, but ADK has both David and Goliath characters.

Special Moves: Each fighter has unique special moves that require specific inputs to execute. These are all easy to pull off and often result in multi-hit combos on your opponent. Even without a guide, most of these can be discovered by using common ‘fighting game’ motions with A or B button presses.

Finishing Moves: These are truly one of the game’s best features. Each fighter in ADK has an original finishing move that can only be used when certain criteria are in place. The criteria? Your opponent’s life bar must be in red AND your ‘Crazy’ meter must be full (it fills slowly as you land blows on your opponent). When it’s full, you’ll see ‘GANGAN’ blinking by your life bar, and if you execute your finishing move (unique inputs that are also simple to use), your opponent is toast – even if their red life bar was completely full! It’s important to note that finishing moves can be avoided by sidestepping the attack (because you have to be ‘aligned’ with your opponent), so remember this when the CPU tries it on you!

The ‘Finishing Moves’ in ADK are one-of-a-kind!

Weapons: Typically once or twice per match, an overexcited spectator will toss a weapon into the play field to add to the excitement, or a breakable object will reveal one. These include a Molotov cocktail, a shovel, and a sword. The sword and shovel do decent damage, but your character swings a bit slow. The Molotov cocktail, however, is thrown at the feet of your opponent where it then ignites the ground in flames, causing your opponent to catch fire and leaving him or her open for a quick attack.

Blood? If ADK is played on a U.S. or European Neo Geo AES, there is no blood. However, if played on a Japanese AES (or a Unibios is installed that allows you to change the console’s region), then some blood, although not copious amounts, is present once you get your opponent into this third (yellow) life bar.

Weapons, like Molotov cocktails, are fair game in ADK.

Final Boss? There is no final boss in ADK. Instead, you fight against every other character plus a mirror match against your own character, and finally a ‘Final Battle’ against your ‘rival’ whom you’ve already bested once before.

Difficulty: You can choose among the four standard Neo Geo AES difficulties (Easy, Normal, MVS, Hard). The first opponent you face is typically very easy, and you can practice your special moves, grapple & slams, and finishing move here with little issue. The second opponent is slightly more challenging. By the time you get to the third opponent, however, the difficulty increases significantly, and you start to realize you have to learn how this game really works in order to win!

Certain throws are literally ‘bone-breaking!’

Keys to Winning in ADK: As with many Neo Geo fighting games, learning how the CPU works is part of learning how to win. When I first began this game, I thought ADK was similar to 3 Count Bout, a Neo Geo wrestling game (see my review) that is similar-ish in control to ADK, yet that game makes winning grapples practically impossible, and the result is a game that is not a lot of fun. In ADK, however it is VERY possible to win most grapples and matches, once you understand how the CPU works. I lost countless matches until I realized I should play DEFENSIVELY rather than OFFENSIVELY. If you try to take the fight to the CPU (starting with the third fight), it will simply block and combo and slam your behind into oblivion, and in short order. However, if you hold back often and let the CPU come to you, it will often try to combo you, which you’ll easily block, leaving your opponent open for a grapple & slam or your own combo! Learning exactly when to press the button for your slam after you initiate a grapple is critical so that you don’t get countered, but there’s an onscreen icon that appears in addition to an audio chime – once you have that down and win most grapples, you’ll be good to go (this was how I did it, at least!) Will you win every match this way? No, but you’ll win enough to make things fun!

There are wrestling-moves galore in ADK.

The Southern Gentleman’s Opinion and Letter Grade: A+ Aggressors of Dark Kombat, to me, feels more like a wrestling game than a one-on-one fighter, even if technically, that’s how it’s categorized. This is the ‘wrestling’ game that 3 Count Bout SHOULD have been. The characters are extremely charming and add excellent personality to the game as a whole. The controls and keys to victory, once learned, lead to an amazingly pleasurable play experience. Beyond that, the moves themselves, particularly the wrestling moves (power bombs, backbreakers, frankensteiners, pile drivers, choke slams, back drops, power slams, neck breakers, etc.) all have a tremendous impact and weight to them that is extremely satisfying. Finally, the finishing moves of each fighter puts the cherry on top, as some of them are downright a joy to behold. ADK is an absolute gem for the Neo Geo AES.

Aggressors of Dark Kombat power bombs its way to victory on the Neo Geo!

Famicom – Toukon Club

Toukon Club for the Famicom

Note 1: This cartridge was played on a retroUSB AVS console, outputting in 720p. The console was connected to a 65-inch HD-tv.

Game: Toukon Club (‘Toukon’ approximates to ‘Fighting Spirit’ in Japanese).

Genre: Wrestling

Company: Jaleco

Players: 1 or 2 players VS.

Release Year: 1992 (Japan only)

Saving: A password system saves your stats and how many wrestlers you’ve defeated*. However, this is only on the first round of matches. After beating the game, you’ll receive a final password to defend your title against each competitor – this time, it’s do or die – lose even once, and it’s Game Over! You’ll retain all the stats you obtained previously, but you won’t be able to raise them further. No passwords or rematches on the 2nd go-around! Do you have what it takes to win seven in a row and be a true fighting champion?!

Language barrier? No. The wrestlers’ names and the short opening menu are in Japanese, but the Options and numerous other things are in English. There is an English-translated romhack out there on the internet as well.

Toukon Club will slap a bulldog on all other NES and Famicom wrestling games.

Story: In Toukon Club, the JWA (Jaleco Pro-Wrestling Association) is holding a tournament to determine who’s the toughest in the business! The winner will be awarded the JWA Championship Trophy!

Your Goal: To become the JWA Champion.

Gameplay: Choose from among 8 different pro-wrestlers, and participate in a series of one-on-one matches on your way to the JWA Championship Trophy! Upon defeating the last opponent, you’ll need to wrestle each opponent once more to defend your title!

Options: You can select the time limit from 5 minutes, 10 minutes, or ‘Free,’ which means no limit.

Training Mode: If you enter the code 3708-4871, you can enter a ‘Training Mode’ to practice with your chosen wrestler.

2 Player Mode: In 2 player mode, after picking your wrestler, you and a friend will customize him by adding a certain number of points to his Power, Stamina, and Speed stats. Then, the fight is on!

Big boot to the face from Iron Lips! What could be next…

Control: B punches. A kicks. The type of punch or kick thrown is often dependent on how close you are to your opponent. Getting in close to your opponent and pressing a button will result in a grapple. From the grapple position, you can do several things. You can whip (send running) your opponent (left or right + B), or issue several wrestling moves like piledrivers, hip tosses, body slams, etc. by pressing up or down plus either A or B. When your ‘Anger Meter is full and you are in a a grapple, pressing A + B + Down executes your wrestler’s finishing move, which is unique to each wrestler. Tapping Toward, Toward makes your wrestler run, and you can press A or B while running to execute a clothesline, knee lift, etc. Also, if your opponent is on the mat outside the ring, you can perform a dive, plancha, etc. to hit them on the outside by pressing down + A or B. You climb back in the ring by pressing Up + B. Pressing A while your opponent is down will execute a ground attack, like an elbow drop or leg drop. Pressing B covers him for the pin. Pressing A + B and wriggling the control pad will help you kickout of pin attempts.

Write down the password and prepare to strategically ‘level up’ your wrestler’s stats after each match!

RPG elements in a wrestling game? Yes! One of the best features of Toukon Club is the ability to ‘level up’ your wrestler after each successful bout. Each wrestler begins the game with a specific amount of Power (how much their moves hurt the opponent), Stamina (how long they can hold out in a match before getting pinned), and Speed (how quickly they move). You’ll get ‘extra points’ after each match that you get to apply to your wrestler’s stats, however you like!

Meters: You have a ‘Strength Meter’ and an ‘Anger Meter’ in Toukon Club. Your Strength Meter depletes as you receive attacks from your opponent, although it gradually replenishes if you manage to avoid taking damage. When it’s depleted, you can’t perform certain moves temporarily, so it’s best to avoid your opponent during this time! Your Anger Meter’ increases as you take damage. When it is full, your character will move faster and have ‘anger clouds’ above his head. If you grapple with your opponent during this time, you can execute your finisher! *Note – both you and your opponent can kick out of pin attempts, even if your Strength Meter is completely empty – it may take several attempts before you get the 3-count! Also, how quickly you kick out of a pin (or your opponent kicks out of your pin) gives you a clue as to how well you’re doing. Quick kick out? You’ve got plenty of damage left to take. Long two count? You’re nearly finished, so take the offensive!

Dive from the ring onto your opponent on the outside for massive damage!

Winning matches: In order to win a match, you need to first try to pepper your opponent with running attacks to deplete his Strength Meter. Doing this will better help you win grapples later on. Using ground attacks (pressing A when he’s down) is great for depleting his meter as well! It’s harder to win grapples at the beginning of matches, so remember this and try to use strike attacks first!

Quirks: (1) You and your opponent begin the match outside of the ring. If you’re quick, you can run and attack your opponent before he climbs in the ring! (2) You can continue attacking your opponent (for about 5 seconds) even after either of you gets the pinfall! Use this time to take out some needed frustration if he beats you in a close match!

Wrestlers: These are the English-translated names of each wrestler (from the manual), as well as their nicknames/monikers.

The Flame Fighter – Anton Inoue (looks like Antonio Inoki)

The Wooden Statue – Great Shohei (looks like Giant Baba)

The Superman of Steal – Iron Lips (looks like Hulk Hogan)

The Brown Devil – Abraham the Bloody (looks like Abdullah The Butcher)

The Dark Warrior – Black Barbarian (looks like Road Warrior Animal)

The Ring Artist – General Gegeben (looks like…Guile from Street Fighter II?)

The Mat’s Eagle – Dollar Mascarado (looks like Mil Mascaras)

The History of Fighting – Lee Hantao (looks like Killer Kahn)

Finish him with Dollar’s Flying Head-butt! (picture from the manual)

The Southern Gentleman’s Opinion and Letter Grade: A+ The music, sound effects, graphics, gameplay, and overall fun factor on this Famicom wrestling game make for a phenomenal experience! It took me a few matches to get the hang of things, but once I did, I couldn’t put it down!

The game has an interesting feature where the ring ‘rotates’ from time to time when you throw your opponent across the ring; it’s generally well-executed and adds to the uniqueness of the game.

The wrestler’s themselves have a ton of personality, and while they do share some of the same moves, each one is different enough to warrant playthroughs with each and will require different strategies for victory.

Toukon Club definitely qualifies as a ‘hidden gem’ for the Famicom!

God Bless! Proverbs 3:6

Abraham the Bloody with the foreign object right to the forehead!
Your victory is short-loved after winning the title, as you immediately get hip-tossed during your celebration. Time to defend it!
Do you have what it takes to make it to this screen? Beat 7 straight opponents without losing on the 2nd go-around to earn the game’s true ending!