RETRO REBOOT!! Mighty Morphin Power Rangers Fighting Edition (SNES)

Mighty Morphin Power Rangers brought in a truckload of video games in the 16 bit days. I thought the first one for the SNES was a decent action platformer with amazing music, but it was missing the Green Ranger (how do you do that?). If you wanted your Green Ranger fix, had to pay the Sega Genesis version, and boy, did you really bite that bullet. The Genesis Power Rangers game was monotonous and mindless as you can get for a fighting game. You'll have more fun playing Shaq-Fu, I guarantee you. The Fighting Edition, developed by Natsume, on the SNES is a great panacea for any kids that had to suffer with that atrocity.

This is a pretty solid fighting game, all things considered. It may lack the speed of Killer Instinct or Fatal Fury Special, but MMPR: The Fighting Edition is responsive and satisfying. The roster is made up of 8 characters and it's exclusively the Zords and Monsters that duke it out. Ivan Ooze serves as a secret character. The game engine would later be used for Gundam Wing: Endless Duel, so it boasts some large and beautiful sprites. It is kind of annoying that the profile portraits are rather large. They aren't particularly in the way of much of the action, but it's already a touch bizarre that the HUD is located at the bottom of the screen, so the images come off as foreground material. Just to go on a brief tangent, I got bothered by games that placed objects in that forced perspective manner that obscures your vision. Neat, it's visually impressive, but get it out of my face, because I'm taking damage from a thing I can't see.

Around this time, the concept of Super Arts and Desperation Moves where just coming out of their infancy as viable game mechanics: you accrue enough damage or land enough successful attacks and you build meter, you're allowed to let loose with a devastating blow that can help turn the tide of a fight in you favor or finish off someone. The Super Meter in The Fighting Edition built automatically, so if you time it right when the meter is full, you can trigger a powerful flurry of offense. Suffice to say, this is an interesting idea in practice, but it's guaranteed to ensure nobody will play this game with you once you've mastered it. This mechanic can lead fights to becoming a tad one-dimensional and skews the balance. For instance, the Shogun Megazord is really big, has amazing range, hits very hard, moves a little fast for a lumbering giant, and most of his moves have tons of pushback.

Chances are, getting in to do anything against him is a pain if you're Goldar or Silver Horns. And then there's friggin Ivan Ooze, who suffers from SNK Boss Syndrome. Projectile after projectile with amazing recovery, on top of the fact that he FLIES. This would be like if you gave Akuma a magic carpet, two more air fireballs and instant one-button Raging Demon. There's overpowered, and then there's just completely unfair.

Mighty Morphin Power Rangers The Fighting Edition is a cool looking game with some great visuals and some awesome music. I'm surprised that the release of Battle for the Grid earlier this year make it only the three legitimate fighting games in the Power Rangers franchise total. Everything else has been brawler beat'em ups. MMRP The Fighting Edition isn't the deepest game, even for its time, but it's amusing to play and worth checking out. If not for any other reason to have a quality tournament fighter from the intellectual property.

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