• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

2D Fighting games with variable height stages

belgurdo

Banned
I have been wondering about this for ages...I always thought that fighting games that made you fight on something other than a flat plane would be an interesting concept, since you could do things like escape from corner traps or juggle enemies off stage pieces to create long combos. But I've only seen it used in about two games (Smash Brothers and Savage Reign.) 3D games have been doing it for ages but I wonder why it hasn't caught on with 2D fighters (bugs? Turtling problems?)
 
Dragon Ball Z
Dragon Ball Z Hyper Dimension
Dragon Ball Z Super Butouden
Dragon Ball Z Super Butouden 2
Dragon Ball Z Super Butouden 3
fneb6b.jpg


You were able to fight in the sky and on the ground, does that count?
 
The Flame of Recca game for GBA has three levels to each stage, mostly in order to avoid your opponents attacks, but sometimes to allow for the multi-level "boss" enemies.

reccaisawesome2al.png


I must say the game itself is quite nice - it's very shallow, and requires a bit too many repeated fights to advance story mode, but the animation is smooth and the fights generally play out quickly and painlessly (not in terms of difficulty, but the actual control and gameplay). Shame they didn't make a deeper sequel.

Has some real nice music, too. Doesn't take advantage of the GBA's sound capabilities, really (it was a fairly early title)....but the composition is very strong, and better than quite a few other GBA games around that time.
 
Outfoxies - SSB-ish arcade game from Namco, though it predates Smash Bros. by five years. I can't really say how good the actual fighting is, but the characters are bizarre (including a guy in a wheelchair, a pair of twin children, and a monkey), and the stages are brilliant and amazingly interactive - one stage takes place on and inside an airplane in flight, with controllable gun turrets, and which can actually be "flown" (read: rotated) by one player if he/she uses the cockpit.

1050859107.jpg


outfxies.gif


1050942616.jpg
 
Genesis version of Yu Yu Hakusho had two planes.
not surprisingly the Vs. portion of Guardian Heroes on Saturn had it too. (though it was also an extension of the single player game, but quite fun as a multiplayer fighter.)
 
shuri said:
Guys, he's refering to stages like in VF3
If he said 3D (which he didn't) this would be the list:

DOA2 Hardcore

Mortal Kombat Deception

And next gen? DOA4.....there's a stairs stage, which is nuts.
Nobiru said:
none of those have "variable height stages"
Wrong. There's a stage in Marvel Super Heroes, that once you smash an opponent into a ground (albeit hard enough), it takes you down to the sewers.
 
Nintendo X, that stage you are referring to isn't from Marvel Super Heroes, it's from X-Men Vs. Street Fighter and Marvel Super Heroes Vs. Street Fighter. It also has zero effect on the game play.

Dark Age Iron Savior said:
The Flame of Recca game for GBA has three levels to each stage, mostly in order to avoid your opponents attacks, but sometimes to allow for the multi-level "boss" enemies.

reccaisawesome2al.png


I must say the game itself is quite nice - it's very shallow, and requires a bit too many repeated fights to advance story mode, but the animation is smooth and the fights generally play out quickly and painlessly (not in terms of difficulty, but the actual control and gameplay). Shame they didn't make a deeper sequel.

Has some real nice music, too. Doesn't take advantage of the GBA's sound capabilities, really (it was a fairly early title)....but the composition is very strong, and better than quite a few other GBA games around that time.

Flame of Recca wasn't just shallow, it also just plain SUCKED. :) Konami did a much better job taking the engine and using it for both Groove Adventure Rave games, adding a bit more depth and four players fighting it out rather than just two.
 
One Must Fall 2047 for the PS was quite advanced for it's time. It had variable height floors, akin to VF3. it had environmental hazards. It had platfoms in stages. It had a lot of stuff I'd like to see come back in 2D fighters.
 
The Abominable Snowman said:
One Must Fall 2047 for the PS was quite advanced for it's time. It had variable height floors, akin to VF3. it had environmental hazards. It had platfoms in stages. It had a lot of stuff I'd like to see come back in 2D fighters.

I can chalk up two mistakes in that post up to typos, but....what the hell? There was "variable height" stuff in OMF? Weren't there five areas, and all of them were a single level, but some had gimmicks?

Also, Lyte Edge - BALLS.
 
Nintendo X said:
Wrong. There's a stage in Marvel Super Heroes, that once you smash an opponent into a ground (albeit hard enough), it takes you down to the sewers.

Yeah...this got covered earlier in the thread.

Stage displacement =/= variable height stage
 
Dark Age Iron Savior said:
Also, Lyte Edge - BALLS.

Nah, Flame of Recca - Ultra-Shallow piece of shit. I bought it because of some forum hype back before it released, and I was very disappointed. It's an incredibly boring fighting game. Rave was a hell of a lot better.
 
Yeah, Outfoxies looks like what I'm talking about. I should try that out.

And just to reitinerate, I'm talking about fighters where you can constantly sit on a stage, stairs, or platform above or below your opponent and fight them. Not stuff like Vs. games, where is plenty of vertical screen movement but you're still fighting on a single plane, or Fatal Fury, were you can slide around on that single plane but there still is no elevation change. And in 2D only (as 3D games have been doing that for years)
 
Psychic Force 2012 for DC, albeit it was 3d and didn't have stage displacement so much as characters who flew in the air and could be placed at varying heights to each other. This hasn't been done in 2d fighters so much and I think the major problem may be hit detection. One flaw I can think of off the top of my head is the crossover wherin you can kick an opponent while jumping over them. While this just represents one problem, it has also persisted since the days of Street Fighter. 2d fighters have never been quite perfect in regards to hit detection and an uneven field of battle just seems to be a bigger headache in that regard. It'll be interesting to see how Guilty Gear handles it.
 
Lyte Edge said:
Nah, Flame of Recca - Ultra-Shallow piece of shit. I bought it because of some forum hype back before it released, and I was very disappointed. It's an incredibly boring fighting game. Rave was a hell of a lot better.

BALLS
 
Nintendo X said:
Wrong. There's a stage in Marvel Super Heroes, that once you smash an opponent into a ground (albeit hard enough), it takes you down to the sewers.


Ok so in one of the games you mentioned there is something differant than what the OP was talking about :P
 
Father_Brain said:
Outfoxies - SSB-ish arcade game from Namco, though it predates Smash Bros. by five years. I can't really say how good the actual fighting is ...

I can. It's awesome!

There are no huge combos or any of that fancy-schmancy business -- it's more like playing an action/platform game against another player than anything. It's like a huge multi-leveled 2D Power Stone, where battles are won more by clever use of items, weapons, and the stage itself than by wacky d-pad+button combinations. Still, it's fantastic, and it should've influenced other fighting games way, way more than it did. The fact that seemingly nothing was learned or stolen from it is really unfortunate. "Fighting Platformer" would probably be my favorite genre if more than one game fit the description!
 
Top Bottom